Daemon-Tzeentch

Credits for the Daemon-Tzeentch team go out to:
Stuart Wood for the Chaos team stadium rules published in the Blood Bowl Compendium I page 28.
and finally Andy Hall for the team concept behind all four Daemon teams and their spellcasters.

Note: all material from the Blood Bowl Compendium I is copyrighted by Games Workshop Ltd. in 1997.

I had to tone the daemons down a little for my league.

Players:

#PositionCostMASTAG AVSkillsTraits Skills Available
0-12 Beastmen 60,000 6 3 3 8Horns None General, Strength, Physical
0-2 Pink Horror 90,000 5 4 3 7 Pro Daemonic Aura, Extra Arms General, Strength, Physical
0-2 Flamer 100,000 8 3 3 7 Leap Daemonic Aura, Spells L1, Firebreathing 2+ General, Physical
0-2 Chaos Warrior 100,000 5 4 3 9 None None General, Strength, Physical

Big Guys:
#PositionCostMASTAG AVSkillsTraits Skills Available
0-1 Daemon Prince 130,000 6 5 2 8 Mighty Blow BIG GUY, Daemonic Aura, Wild Animal Strength, Physical

Rerolls:
70,000

Big Guys:
Tzeentch teams can have one Big Guy player. Big Guy players cannot use Team rerolls.

New skills/traits:
Daemonic Aura: Daemons are surrounded by an aura that makes them incredibly difficult to hurt. This aura means his AV is fixed, and cannot be modified by anything. This means Mighty Blow, Dirty Player, Claw, Fouls assists, Chainsaws, etc. have no effect for the purposes of the player's Armour roll. Skills that effect the Injury roll will still work, if the armour is penetrated. However, Daemonic Aura has some downsides if there is not a wizard nearby to keep their hold on this plane solid. If the player suffers a casualty injury (Badly Hurt, Seriously Injured) without a Spellcaster on the pitch, he is considered DEAD!

Advance:
Flamers: While Flamers have one spell they cannot learn new spells. On a doubles roll they may however raise their Casting level by 1.

Physical: Physical abilities are rather different from normal skills, in that they are things that a player is born with, rather than learned abilities like skills. This means that in most cases players may never be given a physical ability as a new skill, even if the Star Players roll was a double. However, on doubles, Chaos players may receive these skills as a "gift" from the gods they worship. They Chaos player may thus take any skill they want or a skill from the Physical Mutation list on a doubles roll for the Star Player roll.

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

Apothecary:
The Team Apothecary can only be used on Beastman or Chaos Warriors. NEVER on the Pink Horrors, Flamers, or Lord of Change.

Head Coach:
Standard rules

On Pitch Spellcaster and spells: (only Beastmen or Chaos Warriors can be spellcasters)
The starting spell for Daemon-Tzeentch Spellcasters is Summon Greater Daemon.
Successful Result: Select a player from your team without Daemonic Aura. That player is converted into a Lord of Change until the end of the drive. Any SPPs or injuries earned in this form are kept when he converts back.
Lord of Change 5 7 3 9 BIG GUY, Daemonic Aura, Jump Up, Leader, Leap, Pass Block, Pro
Failure Result: The transforms fails and the player targeted suffer a Miss Next Game Serious Injury. This will result in a turnover.
Range: Any player on the team without Daemonic Aura
Succeeds on: 2+

Flamers know one spell. A Flamer's casting level can increase but they may not learn new spells:
Firebreathing
Successful Result: The Spellcaster issues forth a line of fire in a straight line direction for 3 squares. The fire hits all squares in this straight line and also hits any squares adjacent to the direct line squares that are not also adjacent to the Spellcaster. The Spellcaster coach must roll a D6 for any player touched by the fire. If the roll is higher than their AG, they are knocked over and have to make an armour roll. This armour roll and following injury roll are made with +1 modifiers.
Failure Result: Nothing Happens
Range: Direct line of 3 squares and all squares adjacent to them but not adjacent to the caster.
Succeeds on: 2+

Secret Weapons:
Daemons teams may not use secret weapons.

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

Racial Wizard: (Note: the MBBL does not use Racial Wizards)
Chaos teams have a Chaos Sorcerer for 150,000. Chaos Sorcerers use Dark Magic to cast their spells. Dark Magic is the most powerful and destructive of all types of magic, but it is almost as dangerous for the user as it is for the victim that it is used against! A Chaos Sorcerer may cast a bolt of destructive warp energy at an enemy player once per match. The Wizard lurks in the crowd, firing the Warp Bolt at the appropriate moment. The spell can be cast at any time, interrupting the opponents move if required. Roll a dice when the spell is cast. On a roll of 2-6, the victim is hit and knocked over by the Warp Bolt. Such is the power of the Warp Bolt that it automatically penetrates the victim's armour, so roll on the injury table immediately to see what injuries where inflicted. On a roll of 1, something has gone dreadfully wrong with the spell. Roll the dice again. On a roll of 1-3, the Chaos Sorcerer is destroyed by his own spell, cross him off the team roster. On a roll of 4-6, the Sorcerer is horribly injured but survives. However, he may not be used in the next match while he recovers from his injuries.

Stadium rules:
The Chaos-Daemon coach may roll roll a D6 at the beginning of the match. On a score of 5 or 6, the Chaos Gods are watching over the game and will favor the home side. All Fan Factor rolls made by the home team receive a +3 bonus for the entire game. If both teams are Chaos or Daemon, the modifier only applies to the Home Side (after all, it is their Stadium!)

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

NamePositionCostMASTAG AVSkills
Slarga Foulstrike Chaos Beastman 100,000 6 3 3 8 Horns, Extra Arms, Dirty Player
Bilrot Vomitflesh Chaos Warrior 120,000 4 5 2 9 Foul Appearance, Dirty Player
Dieter Hammerlash Chaos Warrior 150,000 5 4 2 9 Block, Catch, Very Long Legs*, Pass Block, Mace Tail
Dorjak Sureclaw Chaos Warrior 130,000 6 4 3 9 Very Long Legs*, Claw
Duke Luthor Von Hawkfire Chaos Warrior 140,000 6 4 3 8 Pass, Nerves of Steel, Accurate
Galmen Goreblade Chaos Warrior 150,000 5 4 4 9 Leap, Mighty Blow, Regeneration
Gorlmen Goreblade Chaos Warrior 120,000 5 4 3 9 Frenzy, Dauntless
Hacker Spleenripper Chaos Warrior 130,000 5 4 3 9 Chainsaw
Lewdgrip Whiparm Chaos Warrior 140,000 5 4 3 9 Tentacles, Pass, Sure Hands
Lord Borak the Despoiler Chaos Warrior 160,000 5 5 3 9 Block, Dirty Player, Mighty Blow, Leader
Withergrasp Doubledrool Chaos Warrior 130,000 5 4 3 9 Tentacles, Two Heads, Prehensile Tail
Wormhowl Greyscar Chaos Warrior 130,000 5 4 2 10 Block, Mighty Blow

Note: Movement bonus from having Very Long Legs are already included in the stats for Dorjak Sureclaw and Dieter Hammerlash.

New skills:
Mace Tail - A player with this skill has grown a long, powerful tail covered with lumps and spikes which he can use to attack opponents. During his turn, a player with this skill may attack an opponent. This attack can be made against any player in an adjacent square. This attack does not stop the player from a normal block move before or after the Mace Tail attack. The Mace Tail attack can be made against the same or a different opponent than any blocks made by this player. Both coachs roll a D6 and add their player's agility. If the score for the player with Mace Tail is higher, the opponent has been knocked down in the square he was standing (make armour roll at -1 and injury rolls at +1 without any other skill modifiers for either armour or injury.) The player may use his Mail Tail attack once during each of his own team's turns, at any point during the turn. The Mace Tail attack is a free action and does not interfere with the player's ability to take any other action either before or after he use the ability. The Mace Tail skill is considered an illegal weapon, so the player also gains a Penalty Roll of 9+.

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, Dieter Hammerlash, Duke Luthor Von Hawkfire, Galmen Goreblade, and Wormhowl Greyscar 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 Chaos 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
BasicBlitzer4+343009None
BasicBlocker4+142-1-110None
BasicCatcher4+4240+18None
BasicKicker4+233009Kick
BasicLineman4+233009None
BasicThrower4+333+108None
Lewdgrip WhiparmThrower4+233+209Long Throw, Luck (level 2), Safe Throw (level 2), Tackle (level 3), Toughness (level 1), Tentacles
Dorjak SureclawCatcher4+233009Dodge (level 1), Luck (level 2), Sure Hands (level 2), Claw
Bilerot VomitfleshBlocker3+052009Distract, Self Control, Toughness (level 3), Leprous Flesh, Noisome Stench, Obese
Galmen GorebladeBlitzer4+344009Leap (level 3), Mighty Blow (level 2), Toughness (level 3)
Duke Luthor Von HawkfireThrower4+333+208Luck (level 1), Nerves of Steel
Wormhowl GreyscarBlocker4+142-1-110Block (level 1), Itchy Feet, Mighty Blow (level 3)
Withergrasp DoubledroolBlitzer4+3430+19Catch (level 2), Intercept (level 2), Tackle (level 6), Toughness (level 1)
Slarga FourstrikeLineman4+2340+19Catch (level 2), Intercept (level 2), Nerves of Steel
Dieter HammerlashBlocker4+142-1-110Block (level 3), Catch (level 2), Intercept (level 2)

Suggested miniatures:
PositionCompanyMiniature NamePart NumberPrice# in Blister/Box
BeastmenGames Workshop-USBeastmen 1, 2, 3, & 4099901106, 099901107, 099901104, 099901105$4.251
BeastmenGames Workshop-USBeastmen with Tentacles099903102$4.251
BeastmenGames Workshop-USBeastmen with Extra Arms099903103$4.251
Chaos WarriorGames Workshop-USChaos Warrior 1, 2, & 3099901101, 099901102, 099901103$4.751
Chaos WarriorGames Workshop-USChaos Warrior with Claw & Foul Appearance099903101$4.251
Slarga FoulstrikeGames Workshop-USSlarga Foulstrike073387/16$7.501
Bilerot VomitfleshGames Workshop-USBilerot Vomitflesh073498/3$7.501
Dieter HammerlashGames Workshop-USDieter Hammerslash073387/6$7.501
Dorjak SureclawGames Workshop-USDorjak Sureclaw073498/4$7.501
Duke Luthor Von HawkfireGames Workshop-USDuke Luthor Von Hawkfire073498/7$7.501
Galmen Goreblade & Gorlmen GorebladeGames Workshop-USGalmen Goreblade073498/8$7.501
Hacker SpleenripperGames Workshop-UKChaos Star Player with Chainsaw073387/7$3.951
Lewdgrip WhiparmGames Workshop-USLewdgrip Whiparm073498/1$7.501
Lord Borak the DespoilerGames Workshop-USLord Borak the Despoiler099902601$7.501
Withergrasp DoubledroolGames Workshop-USWithergrasp Doubledrool073387/7$7.501
Wormhowl GreyscarGames Workshop-USWormhowl Greyscar073498/5$7.501
ApothecaryGames Workshop-USWarhammer 40k Chaos Fabius Bile010200601, 010200602, 010200603, 010200604, 010200605, 010200606Total: $12.501
Chaos SorcererGames Workshop-USWarhammer 40k Chaos Space Marine Sorcerer 1010201301, 010201302, 010201303Total: $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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Daemon-Tzeentch Team vistor number: