Dwarf

Credits for the Dwarf team go out to:
Tom Anders for the addition of the 2nd edition star players 3rd edition stats and the converted rules for the Killdozer from the 2nd edition of the game. As well as the Gargoyle.
Stuart Wood for the Dwarf team stadium rules published in the Blood Bowl Compendium I page 27.
Gary Thorpe and Elvis Lancaster for Star Player Grimran 'The Guvnor'
Jervis Johnson for the rules for Dwarf Cannon from the Blood Bowl Compendium I page 44 and page 78 respectively.
Note: all material from the Blood Bowl Compendium I is copyrighted by Games Workshop Ltd. in 1997.

Players:

#PositionCostMASTAG AVSkillsTraits Skills Available
0-12 Longbeard 70,000 4 3 2 9 Block, Tackle, Thick Skull NoneGeneral, Strength
0-2 Runners 80,000 6 3 3 8 Sure Hands, Thick SkullNone General, Passing
0-2 Blitzer 80,000 5 3 3 9 Block, Thick SkullNone General, Strength
0-2 Troll Slayer 90,000 5 3 2 8 Block, Dauntless, Thick SkullFrenzy General, Strength
0-2 Gargoyle 100,000 4 4 1 9 Thick SkullStand Firm, Wings General, Strength

Big Guys:
#PositionCostMASTAG AVSkillsTraits Skills Available
0-1 Gnomish Contraption 100,000 4 6 1 10 Mighty Blow BIG GUY, Stand Firm, Nonball Handler, Easily Injured, SLOW, GFI Injury, TIKSTPK, SW 8+ Strength, Mechanical Upgrades

Rerolls:
40,000

Big Guys:
The Dwarf team may have a maximum of one Big Guy player on the team. Big Guys may not use team rerolls. If you want to use a Gnomish Contraption see the Gnome team for the rules for this player.

Allies:
Click here to see the standard ally rules for this league.

Apothecary:
Standard rules

Head Coach:
Standard rules

On Pitch Spellcaster:
Dwarf Spellcasters start with two spells. The starting spells for a Dwarf Spellcaster are Rune of Protection and Runecrafter.
Rune of Protection
Successful Result: For the rest of the match, the opposing spellcaster may not cast any spells. In addition, the opposing coach may not play any Magic Item cards that he may have for the rest of the match.
Failure Result: No effect
Range: Anywhere on the pitch or Dugout
Succeeds on: 2+

Runecrafter
Successful Result: Roll a D6, and apply the effect.
1=Runesmith Spell Fizzles! No effect!
2=Runesmith casts Rune of Speed. Target Player gains Sprint and +1 MA for this game
3=Runesmith casts Rune of Might. Target Player gains +1 ST for this game
4=Runesmith casts Rune of Dexerity. Target Player gains +1 AG for this game
5=Runesmith casts Rune of Stone. Target Player gains +1 AV and Stand Firm for this game
6=Runesmith casts Rune of Courage. Target Player gains Dauntless and Frenzy for this game. If the player already has Dauntless, he gains Double Dauntless. If he already had Frenzy, he gains Double Blitz.
Failure Result: No effect
Range: Target player from your team on the pitch.
Succeeds on: 2+

Secret Weapons:
Even though the official GW rules say that the Dwarf team can only have one secret weapon player, I don't agree. The history of Blood Bowl is FILLED with references to the Dwarves and their cheating ways when it comes to secret weapons. As a result, a Dwarf team in the MBBL2 can have 4 Secret Weapon players (however you may still only have one each of the Death Roller, Cannon, and Killdozer.) Remember: You cannot earn Star Player Points for casualties caused by use of a secret weapon. Also Killdozer and Deathroller players can never earn any Star Player Points, if they recieve the MVP at the end of the game, you may reroll the random player who receives it.

The Dwarf team may use any of the following secret weapons: Chainsaw, Blunderbuss, Explosive Bomb, DeathRoller, Cannon, Killdozer. (Note: only Longbeards will use the Killdozer, Cannon, or DeathRoller)

Cannon Special: (100,000 gold, Penalty Roll 7+)
You may set up the Cannon when setting up the team for the kick-off. It must face the opponent's End Zone and may not be moved once set-up. Inside is the Cannonball player (the player purchased at the same time to use the Cannon.)
The player in the Cannon may be handed the ball (roll to see if he drops the hand-off as normal), but may not do anything else until he is fired from the Cannon. The Cannon may be blocked if the Cannonball player is still in it as if it was an ST 7/AV 10 player with Stand Firm. If the Cannon is knocked down, it cannot be used for this drive and the Cannon player will be stuck inside. If the Cannon's armour is broken, make an injury roll for the Cannon player without any modifier (the Cannon prevents them). If the Cannon player is killed without being healed, the team loses the Cannon also. A Cannon cannot take the pitch without the Cannon player.
The Cannon may be fired by any player from either team in an adjacent square to the Cannon as his action for the turn (a player may not move to a square adjacent to the Cannon and fire it in the same turn). The Cannon will also be fired if magically fire or lightning cross the square it is in. Once the Cannon is fired, roll 4D6 and add the scores together to see how many squares the player in the Cannon is fired. The player lands using the rules for creatures thrown by large monsters from the Blood Bowl main rule book (the Cannon is always accurate so the Cannon player landing roll is made with a +1 modifer). If he goes over the End Zone and has the ball, he scores a TD (and gets Star Players Points for this), but is Seriously Injured when he (crash) lands! If the Cannon is banned by Ref due to the Penalty Roll, the player that was in the Cannon is banned for the rest of the game as well.

Killdozer Special (160,000 gold, Penalty Roll 7+)
A Longbeard using a Killdozer has his stats permantently changed to 4/7/1/10 with Stand Firm. The Killdozer moves in a special manner. If there are any players in the 3 adjacent squares in front of direction that the Killdozer is moving, it must try to push all of them back to keep moving. Combine the strength of all players (including prone/stunned ones) in the 3 squares and roll block dice against them using a strength of 10 for the Killdozer, ignoring offensive and defensive assists and any of the defending players Stand Firm/Side Step abilities. If the result is that ALL defending players are pushed back or knocked down, then the Killdozer advances one square and all defending players are moved back one square in the direction the Killdozer is moving.
Note 1: Side Step may not be used to change the direction of the push for a player.
Note 2: Ignore knockdown result for a player that is already prone/stunned.
Note 3: if the result was knocked down, place the player knocked over, the armour and injury rolls will be done at the end of the Killdozer's movement.
Players pushed back by the Killdozer (either upright or down) can be moved into occupied squares. The player originally in the square is displaced one square, just as if they had been pushed back themselves (and can, in turn, force another player to be pushed back.) Players in a chain of pushbacks are knocked over if the original player was knocked over, and remain standing if the original player remained standing.
Once you have have resolved the pushback chain, the Killdozer may move and push again following the above rules, if it has movement left. When the Killdozer is finished moving or is knocked down, make armour and injuries rolls for any player that was knocked down during the Killdozer's movement.

Deathroller and Killdozer special rules:
Like the Deathroller, the Killdozer has some Dwarven engineering special rules. Both can ignore enemy tackle zones as it moves and never has to dodge in order to leave one. Both may attempt to move extra squares, but if it 'falls over', it is assumed that the boiler has blown up and the Killdozer/Deathroller will miss the rest of the game (make an armour roll/injury roll for the driver).
If one is knocked over by a block, or by the use of a Wizard's spell or a Special Play card, or whose boiler blows moving extra squares, or that suffers an injury in any way, is wrecked for the rest of the game. Place the Killdozer/Deathroller in the Dead and Injured box in the player's Dugout to show this. It may not be used again that match, although it will be repaired in time for the next game. If the injury result is Dead, then the Driver has been killed and the Killdozer/Deathroller is removed from the roster. Note: Serious Injuries and Death effects the Driver as well as the Killdozer/Deathroller, so while you can apothecary the Driver during a match, the Killdozer is still out for the match. Treat stat reducing Serious Injuries for the Driver as Niggling Injuries.
A Killdozer/Deathroller cannot pickup, catch, or intercept the ball.
A Killdozer/Deathroller Driver can NEVER earn Star Player Points. If he is selected as the MVP for a game, reroll the MVP winner.

Team Notes:
Gargoyles are dwarven animated creatures of pure stone. They are often used to protect Dwarven treasure room. On occassion, a Dwarven Runesmith will enchant one to believe that the Blood Bowl team is the treasure to protect and thus they slowly take the pitch to fulfill their duty.

----------------------------------------------------- This ends the official MBBL2 league rules for this team ---------------------------------------

Racial Wizard: (Note: the MBBL does not use Racial Wizards
Dwarf teams never employ Wizards. However, they are allowed to include an Alchemist on their team for 150,000. Dwarfs are great practitioners of alchemy, smelting, and mixing strange concoctions in the course of their studies to turn lead into gold. A Dwarf team which includes an Alchemist receives a number of gold pieces equal to the roll of one dice x 10,000 for every match that they play. The extra money is collected at the end of the match when the team collects its winnings.

Stadium rules:
The Dwarfs own a 'spare' key to the referee's changing room. The Dwarf coach may roll a D6 at half-time. On a roll of 5 or 6, the Dwarfs have managed to 'spike' the referee's half-time refreshment, seriously affecting his eyesight! The Dwarfs may start the second half of the match with twelve players on the pitch without the ref noticing!

Star Players: (Note: the MBBL does not use Star Players)

NamePositionCostMASTAG AVSkills
Axebreaker Jones Longbeard 110,000 4 3 2 9 Block, Tackle, Thick Skull, Piling On, Jump Up, Nerves of Steel
Bardin Ironglove Longbeard 130,000 4 4 1 9 Block, Tackle, Thick Skull, Mighty Blow
Barik Farblast Longbeard 100,000 4 3 2 9 Block, Tackle, Thick Skull, Blunderbuss
Flint Churnblade Longbeard 110,000 4 3 2 9 Block, Tackle, Thick Skull, Chainsaw
Granite Rivalblade Longbeard 120,000 4 4 1 10 Block, Tackle, Thick Skull
Pick Seamsunder Longbeard 130,000 3 5 1 9 Block, Tackle, Thick Skull, Mighty Blow
Cannon Illegal Machine 100,000 - - - - Cannon Special
Deathroller Illegal Machine 160,000 4 7 1 10 Mighty Blow, Stand Firm, Multiple Block, Deathroller Special
Killdozer Illegal Machine 160,000 4 7 1 10 Stand Firm, Killdozer Special
Drumgrim Quickstride Runner 120,000 6 3 3 8 Sure Hands, Thick Skull, Sprint, Sure Feet
Grim Ironjaw Troll Slayer 150,000 5 4 3 8 Block, Frenzy, Dauntless, Thick Skull, Mighty Blow
Grimran 'The Guvnor' Blizter 150,000 5 4 3 9 Block, Thick Skull, Mighty Blow, Leader
Grimwold Grimbreath Blitzer 180,000 6 5 3 10 Block, Thick Skull, Leap, Mighty Blow
Stuka Schmidtt Thunderer 110,000 5 3 3 9 Pass, Thick Skull, Strong Arm, Hail Mary Pass

SPECIAL NOTE: Although this was omitted from the rule book, Games Workshop UK confirmed that if the Deathroller or Killdozer is knocked over, an armour roll is made against its AV. If the armour is penetrated and the driver is killed from the injury, the Deathroller/Killdozer may not be repaired ever. Any other result (including not penetrating the armour) remove the machine from game, but it will return next match.

New skills:
Blunderbuss, Chainsaw, and Deathroller Special - See the Blood Bowl rule book for the Chainsaw rules and the Death Zone rule book for the Blunderbuss and Deathroller Special rules.

2nd edition Star Player notes:
Most of the 2nd edition star players were converted to 3rd edition rules in the Blood Bowl Compendium I. Those conversions are presented above for those players. However, Axebreaker Jones, Bardin Ironglove, Granite Rivalblade, Pick Seamsunder, and Stuka Schmidtt were not converted. I have converted those stats to the best of my ability. To help you understand the conversion, the 2nd edition stats for the Dwarf team and Star Players is listed below. Here is the key to the stats (MA=Movement Allowance (same as 3rd edition), SP=Sprint Allowance (Number of squares player can Go For It), ST=Strength (same as 3rd edition), AG=Agility (Same as 3rd edition), TS=Throwing Skill (used to determine pass completion and accuracy), CL=Cool (ability to stay calm, used mostly to catch the ball), AV=Armour Value (same as 3rd edition)):

NamePositionMASPSTAGTSCLAVSkills
BasicBlitzer3+343-1+110Thick Skull
BasicBlocker3+152-1-110Thick Skull
BasicKicker3+242-1010Kick, Thick Skull
BasicLineman3+242-1010Thick Skull
BasicThrower3+233+109Thick Skull
Axebreaker JonesLineman3+242-1010Thick Skull, Dirty Tackle, Jump Up, Nerves of Steel, Tackle (level 1)
Bardin IrongloveBlocker3+152-1-110Thick Skull, Animosity (Elves), Block (level 2), Distract, Mighty Blow (level 1)
Barik FarblastLineman3+242+1010Thick Skull, Toughness (level 2), Blunderbuss
Flint ChurnbladeBlocker3+162-1-110Thick Skull, Block (level 2), Luck (level 1), Mighty Blow (level 2), Chainsaw
Granite RivalbladeBlocker3+152-1-110Thick Skull, Block (level 2), Toughness (level 2)
Grimwold GrimbreathBlitzer4+363-1+110Thick Skull, Leap (level 2), Luck (level 1), Mighty Blow (level 2), Toughness (level 2)
'Pick' SeamsunderBlocker3+162-1-110Thick Skull, Block (level 3), Distract, Luck (level 1), Mighty Blow (level 2)
Stuka SchmidttThrower3+233+109Thick Skull, Long Throw, Toughness (level 2)

Suggested miniatures:
Only two of the miniatures for the Dwarf team require conversion. To create Stuka Schmidtt, cut out the hammer from a Dwarf General. The Killdozer is a little more tricky. Get the seat, driver, and gear stick of the Deathroller and then hunt through the toy cars at Toys 'R Us. After intense searching, I found a small toy bulldozer with a plastic blade attached to a metal frame. I removed the blade from the toy and attached it to the Deathroller's seat. I will try to post a copy of the finished product shortly.
PositionCompanyMiniature NamePart NumberPrice# in Blister/Box
LongbeardGames Workshop-USLongbeard 1, 2, & 3099900501, 09990502, 099900503$4.251
RunnerGames Workshop-USRunner 1 & 2099900504, 099900507$4.251
BlitzerGames Workshop-USBlitzer 1 & 2099900505, 099900508$4.251
Troll SlayerGames Workshop-USTroll Slayer 1 & 2099900506, 099900509$4.251
ThundererGames Workshop-UKDwarf Thrower 1073348/7$2.751
Axebreaker JonesGames Workshop-UKDwarf Lineman 3073348/3B$2.751
Bardin IrongloveGames Workshop-UKDwarf Blocker 3073348/1C$2.751
Barik FarblastGames Workshop-USBarik Farblast073348/4$7.501
Dwarf CannonGames Workshop-USChaos Dwarf Earthshaker Base, Upper, Lower, Rim Support Cannon Crank, and Wagon Wheels021100206, 021100208, 021100209, 021100210, 021100211, 021100212, G8100558Total: $21.001 each
DeathrollerGames Workshop-USDeathroller099901901, 099901902, 099901903, 099901904, 099901905, 099901906$13.49 complete1
Drumgrim QuickstrideGames Workshop-USDwarf Lineman 1073348/8$2.751
Flint ChurnbladeGames Workshop-USFlint Churnblade073348/11$7.501
Granite RivalbladeGames Workshop-UKDwarf Lineman 4073348/3C$2.751
Grim IronjawGames Workshop-USGrim Ironjaw099901801$7.501
Grimran 'The Guvnor'Games Workshop-USDwarf Throne of Power Bearer 1020500106$3.251
Grimwold GrimbreathGames Workshop-UKDwarf Blitzer 1073348/4A$2.751
KilldozerGames Workshop-USDeathroller Driver, Seat, Gear Stick099901901, 099901904, 099901906$10.50 total1
Pick SeamsunderGames Workshop-UKDwarf Blocker 1073348/1A$2.751
Stuka SchmidttGames Workshop-USWarhammer Fantasy Dwarf General020501201$7.491
Dwarf ApothecaryGames Workshop-USWarhammer Fantasy Dwarf Anvil of Doom Runepriest020500202$9.001
Dwarf AlchemistGames Workshop-USWarhammer Fantasy Dwarf Kragg the Grim Body020500801$7.501

Contact Information for the above companies:
Games Workshop - US
Phone: (800) 394-GAME (4263)
Internet: www.games-workshop.com
Games Workshop - UK
Phone: 011-441-1591-40000

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