
Players:
| # | Position | Cost | MA | ST | AG | AV | Skills | Skills Available |
|---|---|---|---|---|---|---|---|---|
| 0-12 | Pawns | 40,000 | 4 | 3 | 3 | 9 | Promotion | General |
| 0-2 | Bishops | 70,000 | 6 | 3 | 3 | 8 | Pass, Side Step | General, Passing |
| 0-2 | Knights | 80,000 | 6 | 3 | 3 | 8 | Catch, Leap | General, Agility |
| 0-2 | Rooks | 90,000 | 7 | 3 | 3 | 8 | Block | General, Strength |
| 0-1 | Queen | 110,000 | 7 | 3 | 4 | 7 | Block, Dodge, Side Step | General, Agility, Strength |
| 1 | King | 90,000 | 4 | 4 | 2 | 9 | Leader, Castling, Checkmate | General, Strength |
New Skills:
Promotion: when a Pawn scores any SPPs during a match, for the rest of the game the pawn may raise his stats (ignore any stat change that would reduce a stat) and add any
additional skills that he does not already have from a rookie Bishop, Knight, or Rook player. At the end of the game before the Post-Game rolls, the pawn will return to his stats and skills at the beginning of the match.
Castling: Once per a game, the King may switch places with either of the Rooks on the pitch as his Move Action. He may not move before or after using this skill. The King may not use this ability if either he or the Rook he wishes to switch places with has the ball.
Checkmate: If the King is ever Knocked Out, Badly Hurt, Serious Injuried, Killed, or Sent Off, the opposing team automatically scores a Touchdown and the King is immediatly placed in Reserves instead of being injured and you proceed to set-up for a new Kick-off as normal. The King must be placed on the pitch every drive and cannot be targeted by handicap event, special play cards, or Wizard spells (either on or off pitch wizards). You have to take out the King in person not long distance.
Allies:
The Chessmen will neither ally with or take allies
from any team.
Apothecary:
Standard rules
Head Coach:
Standard rules
Secret Weapons:
The Chessmen team does not use secret
weapons.
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