
Note: all material from the Blood Bowl Compendium I is copyrighted by Games Workshop Ltd. in 1997.
Players:
| # | Position | Cost | MA | ST | AG | AV | Skills | Traits | Skills Available |
|---|---|---|---|---|---|---|---|---|---|
| 0-12 | Chaos Beastmen | 60,000 | 6 | 3 | 3 | 8 | Horns | None | General, Strength, Physical |
| 0-4 | Ungor | 40,000 | 6 | 2 | 3 | 8 | Dodge | None | General, Agility, Physical |
| 0-2 | Bestigor | 110,000 | 6 | 4 | 3 | 8 | None | Double Blitz, Horns | General, Strength, Physical |
| # | Position | Cost | MA | ST | AG | AV | Skills | Traits | Skills Available |
|---|---|---|---|---|---|---|---|---|---|
| 0-2 | Minotaur | 110,000 | 5 | 5 | 2 | 8 | Mighty Blow | BIG GUY, Frenzy, Horns, Thick Skull, Wild Animal, Always Hungry, Throw TeamMate | Strength, Physical |
Big Guys:
The Chaos Beastman team may have two Big Guy players. Big Guy players may not use team rerolls.
Advance:
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 Beastmen players may receive these skills as a "gift" from the gods they worship. They Chaos Beastmen 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
Apothecary:
Standard rules
Head Coach:
Standard rules
On Pitch Spellcaster:
The starting spell for a Chaos Beastmen Spellcaster is Warp Bolt.
Successful Result: The Spellcaster casts a bolt of destructive warp energy at an enemy player. 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 were inflicted.
Failure Result: The warp energy courses uncontrollably through the Spellcaster. Make an immediate Casualty roll for the Spellcaster. This will result in a turnover.
Range: Seven squares
Succeeds on: 3+
Secret Weapons:
Any one roster or allied player on the Chaos Beastmen team may use a Chainsaw or Poisoned Dagger.
---------------------------------------------------------------- This ends the MBBL2 League rules for this team ------------------------------------
Racial Wizard: (Note: the MBBL does not use Racial Wizards)
Chaos Beastmen teams have a Chaos Beastmen Sorcerer for 150,000. Chaos Beastmen 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 Beastmen 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 Beastmen 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 Beastmen coach may roll roll a D6 at the beginning of the match. On a score of 5 or 6, the Chaos Beastmen 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 Beastmen, the modifier only applies to the Home Side (after all, it is their Stadium!)
Star Players: (Note: the MBBL does not use Star Players)
| Name | Position | Cost | MA | ST | AG | AV | Skills |
|---|---|---|---|---|---|---|---|
| Slarga Foulstrike | Chaos Beastman | 100,000 | 6 | 3 | 3 | 8 | Horns, Extra Arms, Dirty Player |
| Position | Company | Miniature Name | Part Number | Price | # in Blister/Box |
|---|---|---|---|---|---|
| Beastmen | Games Workshop-US | Beastmen 1, 2, 3, & 4 | 099901106, 099901107, 099901104, 099901105 | $4.25 | 1 |
| Beastmen | Games Workshop-US | Beastmen with Tentacles | 099903102 | $4.25 | 1 |
| Beastmen | Games Workshop-US | Beastmen with Extra Arms | 099903103 | $4.25 | 1 |
| Chaos Beastmen Warrior | Games Workshop-US | Chaos Beastmen Warrior 1, 2, & 3 | 099901101, 099901102, 099901103 | $4.75 | 1 |
| Chaos Beastmen Warrior | Games Workshop-US | Chaos Beastmen Warrior with Claw & Foul Appearance | 099903101 | $4.25 | 1 |
| Slarga Foulstrike | Games Workshop-US | Slarga Foulstrike | 073387/16 | $7.50 | 1 |
| Apothecary | Games Workshop-US | Warhammer 40k Chaos Beastmen Fabius Bile | 010200601, 010200602, 010200603, 010200604, 010200605, 010200606 | Total: $12.50 | 1 |
| Chaos Beastmen Sorcerer | Games Workshop-US | Warhammer 40k Chaos Beastmen Space Marine Sorcerer 1 | 010201301, 010201302, 010201303 | Total: $7.50 | 1 |
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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