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by Mythril Wyrm

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Guide and Walkthrough by Mythril WyrmDonate directly to the author of this contribution

Version: 1.66 | Updated: 03/25/2021
Highest Rated Guide

Indexes

Staff

These are the staff members that can be hired to assist a Blood Bowl team.

NameCostEffect
Cheerleader (limit 10)10kIncreases the likelihood of getting an extra re-roll from a "Cheering Fans" kick-off event.
Team Re-roll (limit 8)Variable*Once per turn, allows one player on the team to re-reroll any D6 or block dice result. The re-roll result must be accepted even if it's worse than the original result. Re-rolls are replenished at halftime.
Apothecary (limit 1)50kOnce per match, allows a KO result on the Injury table to be changed to a stun or any result on the Casualty table to be re-rolled. The coach chooses whether to accept the re-roll or original result.
Fan Factor (limit 9)10kProvides a bonus when calculating the team's FAME before a match. Can be raised as high as 18 by winning matches.
Coach Assistant (limit 10)10kIncreases the likelihood of getting an extra re-roll from a "Brilliant Coaching" kick-off event.

* Doubles after team creation.

Enhancements

These are the enhancements that can be purchased for a stadium once it has been upgraded. All enhancements cost 100k, and a stadium can support only one at a time.

NameEffect
Magician's shopDuring the Inducements phase, both teams receive a Wizard at no cost.
Security gateThe "Riot" and "Pitch Invasion" Kick-off events are cancelled.
Beer stand+1 on Injury rolls when a player is pushed off the pitch (crowdsurf).
Referee rest areaDuring the Inducements phase, both teams receive a Bribe at no cost.
Astrogranite playing surface+1 on Armour rolls when a player falls while going for it.
Elf turf-1 on Armour rolls when a player falls while going for it.
Royal boxesDoubles all gains and losses of Fan Factor.
Squig sandwich kioskThe "Throw a Rock" and "Get the Ref" kick-off events are cancelled.
Nuffle altarDuring the Inducements phase, Star Players cost 50k less.
Magic DomeThe weather always starts as "Nice" and the "Changing Weather" kick-off event is cancelled.

Kick-Off Events

These are the kick-off events that can occur at the beginning of a drive and the rolls on which they trigger.

2D6ResultEffect
2Get the RefThe fans exact gruesome revenge on the referee for some of the dubious decisions he has made, either during this match or in the past. His replacement is so intimidated that he can be more easily persuaded to look the other way. Each team receives 1 additional Bribe to use during this game.
3RiotThe trash talk between two opposing players explodes and rapidly degenerates, involving the rest of the players. If the receiving team's turn marker is on turn 7 for the half, both teams move their turn marker back one space as the referee resets the clock back to before the fight started. If the receiving team has not yet taken a turn this half the referee lets the clock run on during the fight and both teams' turn markers are moved forward one space. Otherwise roll a D6. On a 1-3, both teams' turn markers are moved forward one space. On a 4-6, both teams' turn markers are moved back one space.
4Perfect DefenceThe kicking team's coach may reorganize his players – in other words he can set them up again into another legal defence. The receiving team must remain in the set-up chosen by their coach.
5High KickThe ball is kicked very high, allowing a player on the receiving team time to move into the perfect position to catch it. Any one player on the receiving team who is not in an opposing player's tackle zone may be moved into the square where the ball will land no matter what their MA may be, as long as the square is unoccupied.
6Cheering FansEach coach rolls a D3 and adds their team's FAME and the number of cheerleaders on their team to the score. The team with the highest score is inspired by their fans' cheering and gets an extra re-roll this half. If both teams have the same score, then both teams get a re-roll.
7Changing WeatherMake a new roll on the Weather table. Apply the new Weather roll. If the new Weather roll was a "Nice" result, then a gentle gust of wind makes the ball scatter one extra square in a random direction before landing.
8Brilliant CoachingEach coach rolls a D3 and adds their FAME and the number of assistant coaches on their team to the score. The team with the highest total gets an extra team re-roll this half thanks to the brilliant instruction provided by the coaching staff. In case of a tie both teams get an extra team re-roll.
9Quick Snap!The offence start their drive a fraction of time before the defence is ready, catching the kicking team flat-footed. All of the players on the receiving team are allowed to move one square. This is a free move and may be made into any adjacent empty square, ignoring tackle zones. It may be used to enter the opposing half of the pitch.
10Blitz!The defence start their drive a fraction of time before the offence is ready, catching the receiving team flat-footed. The kicking team receives a free "bonus" turn. However, players that are in an enemy tackle zone at the beginning of this free turn may not perform an Action. The kicking team may use team re-rolls during a Blitz. If any player suffers a turnover then the bonus turn ends immediately.
11Throw a RockAn enraged fan hurls a large rock at one of the players on the opposing team. Each coach rolls a D6 and adds their FAME to the roll. The fans of the team that rolls higher are the ones that threw the rock. In the case of a tie a rock is thrown at each team! Decide randomly which player in the other team was hit (only players on the pitch are eligible) and roll for the effects of the injury straight away. No Armour roll is required.
12Pitch InvasionBoth coaches roll a D6 for each opposing player on the pitch and add their FAME to the roll. If a roll is 6 or more after modification then the player is Stunned (players with the Ball & Chain skill are KO'd). A roll of 1 before adding FAME will always have no effect.

Weather

These are the weather conditions that can affect a Blood Bowl match and the rolls on which they trigger.

2D6ResultEffect
2Sweltering HeatIt's so hot and humid that some players collapse from heat exhaustion. Roll a D6 for each player on the pitch at the end of a drive. On a roll of 1 the player collapses and may not be set up for the next kick-off.
3Very SunnyA glorious day, but the blinding sunshine causes a -1 modifier on all passing rolls.
4-10NicePerfect Blood Bowl weather.
11Pouring RainIt's raining, making the ball slippery and difficult to hold. A -1 modifier applies to all catch, intercept, or pick-up rolls.
12BlizzardIt's cold and snowing! The ice on the pitch means that any player attempting to move an extra square (GFI) will slip and be Knocked Down on a roll of 1-2, while the snow means that only quick or short passes can be attempted.

Skills

These are the skills that are available to Blood Bowl players.

General Skills
NameEffect
BlockThe Block skill prevents the player from being knocked down after a block on a "Both Down" result.
DauntlessThe player uses this skill if he attempts to block an opponent who is stronger than himself. Roll a D6 and add it to his Strength. If the total is equal to or lower than the opponent's Strength, use your normal Strength. If the total is greater, your Strength is equal to his opponent's when he makes the block.
Dirty PlayerAdd 1 to any Armour roll OR Injury roll made by a player with this skill when they make a Foul as part of a Foul Action.
FendOpposing players may not follow-up blocks made against this player even if the Fend player is knocked down.
FrenzyWhen this player blocks an opponent, after a "Defender Pushed Back" or "Defender Stumbles" result, the player must immediately throw a second block against the same opponent so long as they are both still standing and adjacent. He must systematically follow up. A player with the Frenzy skill can never learn or gain the Grab skill.
KickThe player's kick is so accurate, he halves the number of squares that the ball scatters on kick-off.
Kick-Off ReturnThe player can move up to 3 squares at a kick-off where his team is attacking, if he is not in the front line or in the tackle zone of an opponent. Please note, only one player can use this skill at each kick-off and it is forbidden to enter the opponent's half of the pitch.
Pass BlockA player with this skill is allowed to move up to three squares when the opposing coach announces that one of his players is going to Pass the ball (but not a bomb). The move is made using all of the normal rules and skills, and the player does have to dodge in order to leave opposing players' tackle zones. If a player performing a Pass Block in their own turn is knocked down then this is a turnover.
ProOnce per turn, a Pro is allowed to re-roll any one dice roll he has made, even if he is Prone or Stunned. However, before the re-roll may be made, his coach must roll a D6. On a roll of 4, 5 or 6 the re-roll may be made. On a roll of 1, 2 or 3 the original result stands and may not be re-rolled with a skill or team re-roll.
ShadowingThe player may use this skill when a player moves out of any of his tackle zones. The opposing player rolls 2D6 adding their own player's Movement Allowance and subtracting the Shadowing player's Movement Allowance from the score. If the final result is 7 or less, the player with Shadowing may move into the square vacated by the opposing player (no Dodge roll). A player may make any number of shadowing moves per turn.
Strip BallWhen a player with this skill blocks an opponent with the ball, applying a "Both Down" or "Defender Stumbles" result will cause the opposing player to drop the ball in the square that they are pushed to, even if the opposing player is not knocked down.
Sure HandsThe player re-rolls the dice if he fails to pick up the ball. In addition, the Strip Ball skill will not work against a player with this skill.
TacklePlayers who are standing in this player's tackle zone are not allowed to use their Dodge skill if they dodge, nor may they use Dodge if the player throws a block at them.
WrestleThis player can use Wrestle on a "Both Down" result. Both players are placed prone in their respective squares even if one or both have the Block skill. Do not make an Armour roll. No turnover, unless the player of the active team was the ball carrier.
Agility Skills
NameEffect
CatchThe player re-rolls the dice if he fails a Catch roll, drops a hand-off or fails to make an Interception.
Diving CatchThe player adds +1 to any Catch roll from an accurate Pass targeted to his square. In addition, the player Catch any Pass, kick off or crowd throw-in, that would land in an empty square in one of his tackle zones as if it had landed in his own square without leaving his current square. If there are two or more players attempting to use this skill, neither can use it.
Diving TackleThe player may use this skill after an opposing player attempts to dodge out of any of his tackle zones (only if useful). The player using this skill is placed prone in the square vacated by the dodging player, but do not make an Armour or Injury roll for them. The opposing player must then subtract 2 from his Dodge roll for leaving the player's tackle zone.
DodgeA player with this skill re-rolls the dice if he fails to dodge out of any tackle zones of an opposing player. In addition, if a blocked player uses the Dodge skill, treat a "Defender Stumbles" result as a "Defender Pushed Back".
Jump UpThe player may stand up for free without paying the three squares of movement. The player may also declare a Block Action while Prone which requires an Agility roll with a +2 modifier to see if he can complete the Action.
LeapA player with the Leap skill is allowed to jump to any empty square within 2 squares for two squares of movement. Move the player to any empty square and then make an Agility roll (with no modifiers except Very Long Legs). If the player fails the Agility roll then he is knocked down in the square that he was leaping to.
Side StepThis player's coach chooses which square the player is moved to when he is pushed back, rather than the opposing coach. Furthermore, the coach may choose to move the player to any adjacent square, not just the three squares behind him.
Sneaky GitDuring a Foul Action a player with this skill is not ejected for rolling doubles on the Armour roll unless the Armour roll was successful.
SprintThe player may attempt to move up to three extra squares rather than the normal two when Going For It. His coach must still roll to see if the player is knocked down in each extra square he enters.
Sure FeetThe player re-rolls the dice if he is knocked down when trying to Go For It.
Passing Skills
NameEffect
AccurateThe player adds 1 when attempting a Pass.
Dump-OffThis skill allows the player to make a Quick Pass when an opponent declares that he will throw a block at him.
Hail Mary PassThe player may throw the ball to any square on the playing pitch, no matter what the range. The Hail Mary Pass may not be Intercepted, but it is never accurate – the ball automatically misses and scatters three squares. This skill may not be used in a blizzard or with the Throw Team-Mate skill.
LeaderA team with one or more players with the Leader skill may take a single Leader re-roll counter and add it to their team re-rolls at the start of the game and at half time after any Master Chef rolls. The Leader re-roll may only be used so long as at least one player with the Leader skill is on the pitch – even if they are Prone or Stunned!
Nerves Of SteelThe player ignores modifiers for enemy tackle zones when he attempts to Pass, Catch or Intercept.
PassA player with the Pass skill re-rolls the dice if he throws an inaccurate Pass or fumbles.
Safe ThrowIf a Pass made by this player is ever intercepted, make an unmodified Agility roll. If this is successful then the Interception is cancelled out and the Passing sequence continues as normal. In addition if this player fumbles a Pass of a ball (not a team-mate) on any roll other than a natural 1 then he manages to keep hold of the ball instead of suffering a fumble and the team does not suffer a turnover.
Strength Skills
NameEffect
Break TackleThe player uses his Strength instead of his Agility when he fails a Dodge. This skill may only be used once per turn.
GrabWhen this player's block results in a push back he chooses any empty square adjacent to his opponent to push back his opponent. When making a Block or Blitz Action, Grab and Side Step will cancel each other out and the standard pushback rules apply. Grab will not work if there are no empty adjacent squares. A player with the Grab skill can never learn or gain the Frenzy skill.
GuardA player with this skill assists an offensive or defensive block even if he is in another player's tackle zone. This skill may not be used to assist a foul.
JuggernautIf this player takes a Blitz Action, then opposing players may not use their Fend, Stand Firm or Wrestle skills against blocks, and he treats a "Both Down" result as if a "Defender Pushed Back" result has been rolled instead.
Mighty BlowAdd 1 to any Armour or Injury roll made by a player with this skill when an opponent is knocked down by this player during a block.
Multiple BlockThis player may choose to throw blocks against two adjacent opponents. Make each block in turn as normal except that each defender's Strength is increased by 2. The player cannot follow up either block when using this skill.
Piling OnThe player may use this skill after he has made a block if he's standing adjacent to the victim and the victim was knocked down. You may re-roll the Armour roll or Injury roll for the victim. The Piling On player is placed prone in his own square. Do not make an Armour roll for him. Piling On does not cause a turnover unless the Piling On player is carrying the ball.
Stand FirmA player with this skill may choose to not be pushed back as the result of a block. If a player is pushed back into a player with Stand Firm then neither player moves.
Strong ArmThe player adds 1 to the D6 when he Passes to Short, Long or Bomb range.
Thick SkullThis player treats a roll of 8 on the Injury table, after any modifiers have been applied, as a Stunned result rather than a KO'd result.
Mutation Skills
NameEffect
Big HandThe player ignores modifiers for enemy tackle zones or Pouring Rain weather when he attempts to pick up the ball.
Claw / ClawsWhen an opponent is knocked down by this player during a block, any Armour roll of 8 or more after modifications automatically breaks Armour.
Disturbing PresenceAny player must subtract 1 from the D6 when they Pass, Intercept or Catch for each opposing player with Disturbing Presence that is within three squares of them, even if the Disturbing Presence player is Prone or Stunned.
Extra ArmsA player with one or more extra arms adds 1 to any attempt to pick up, Catch or Intercept.
Foul AppearanceThe player's appearance is so horrible that any opposing player that wants to block him (or use a special attack that takes the place of a block) must first roll a D6 and score 2 or more. If the opposing player rolls a 1 he is too revolted to make the block and it is wasted (though the opposing team does not suffer a turnover).
HornsA player with Horns adds 1 to his Strength for any block he makes during a Blitz Action.
Prehensile TailOpposing players must subtract 1 from the D6 roll if they attempt to dodge out of any of the player's tackle zones.
TentaclesThe player may use this skill when an opposing player attempts to dodge or leap out of any of his tackle zones. The opposing player rolls 2D6 adding their own player's ST and subtracting the Tentacles player's ST from the score. If the final result is 5 or less, then the moving player is held firm, and his action ends immediately.
Two HeadsAdd 1 to all Dodge rolls the player makes.
Very Long LegsThe player adds 1 to the D6 roll whenever he attempts to Intercept or uses the Leap skill. In addition, the Safe Throw skill may not be used to affect any Interception rolls made by this player.
Extraordinary Skills

Extraordinary skills are the only ones that players cannot learn when they level up. If they don't have one of these skills when first hired, they'll never be able to get it.

NameEffect
Always HungryWhen using Throw Team-Mate, roll a D6 after he has finished moving, but before he throws his team-mate. On a 1, roll another D6. On another 1, the teammate is killed without any opportunity for recovery. If the team-mate had the ball it will scatter once from their square.
AnimosityAt the end of their Hand-off or Pass Action attempts to a team-mate who is not of the same race as the Animosity player, roll a D6. On a 1, the player refuses to try to give the ball to any team-mate except one of his own race. The coach may choose to change the target of the Pass/hand-off to another team-mate of the same race as the Animosity player.
Ball & ChainPlayers armed with a Ball & Chain can only take Move Actions and each square is randomly chosen (all move points must be used). No Dodge roll is required if you leave a tackle zone. If during his Move Action he would move into an occupied square then the player will throw a block following normal blocking rules against whoever is in that square, friend or foe (it ignores Foul Appearance). The player must follow up if they push back another player. Prone or Stunned players in an occupied square are pushed back and an Armour roll is made to see if they are injured. If the player is ever knocked down or placed prone roll immediately for injury. Stunned results are always treated as KO'd. This player may use the Grab skill but may never use the Diving Tackle, Frenzy, Kick-Off Return, Leap, Pass Block or Shadowing skills.
BloodlustImmediately after declaring an Action with a Vampire, roll a d6: On a 2+ the Vampire can carry out the Action as normal. However, on a 1, the Vampire must feed on a Thrall team-mate or a spectator. At the end of the declared Action, but before actually Passing, handing off, or scoring, the vampire must feed. Choose a Thrall to bite and make an Injury roll on the Thrall treating any casualty roll as Badly Hurt. Failure to bite a Thrall is a turnover and requires you to feed on a spectator – move the Vampire to the reserves box if he was still on the pitch.
BombardierA coach may choose to have a Bombardier throw a bomb instead of taking any other Action. The bomb is thrown using the rules for throwing the ball (including weather effects and use of Hail Mary Pass), except that the player may not move or stand up before throwing it. Intercepted bomb Passes are not turnovers. All skills that may be used when a ball is thrown may be used when a bomb is thrown also. A bomb may be Intercepted or caught using the same rules for catching the ball, in which case the player catching it must throw it again immediately. The bomb explodes when it lands in an empty square or an opportunity to Catch the bomb fails. When the bomb finally does explode any player in the same square is knocked down, and players in adjacent squares are knocked down on a roll of 4+.
Bone-HeadRoll a D6 immediately after declaring an Action for the player. On a roll of 1 they stand around trying to remember what it is they're meant to be doing. While Bone-head is in effect, the player also loses his tackle zone and may not Catch, Intercept, Pass or assist another player, until a 2+ is rolled in subsequent turns or the drive ends.
ChainsawA player armed with a chainsaw must attack with it instead of making a block. Roll a D6. On a roll of 2 or more the chainsaw hits the opposing player, but on a roll of 1 it hits the wielder instead! Make an Armour roll for the player hit by the chainsaw, adding 3 to the score. If the roll beats the victim's Armour value then the victim is knocked down and injured. In addition, add 3 to the Armour roll for Foul action, when the player with chainsaw makes an Armour roll and when an opponent rolls a Skull when blocking him.
DecayWhen this player suffers a Casualty result on the Injury table, roll twice on the Casualty table and apply both results. The player will only ever miss one future match as a result of his injuries, even if he suffers two results with this effect. A successful Regeneration roll will heal both results.
Fan FavouriteFor each player with Fan Favourite on the pitch your team receives an additional +1 FAME modifier for any Kick-Off table results, but not for the Winnings roll.
Hypnotic GazeThe player may use Hypnotic Gaze at the end of his Move Action on one adjacent opposing player. Make an Agility roll for the player with Hypnotic Gaze, with a -1 modifier for each opposing tackle zone other than the victim's. If the Agility roll is successful, then the opposing player loses his tackle zones and may not Catch, Intercept, Pass the ball or assist another player on a block or foul, or move voluntarily until the start of his next action or the drive ends.
LonerA Loner may use team re-rolls but has to roll a D6 first. On a roll of 4+, he may use the team re-roll as normal. On a roll of 1-3 the original result stands without being re-rolled but the team re-roll is lost.
No HandsThe player is unable to pick up, Intercept or carry the ball and will fail any Catch roll automatically.
Nurgle's RotWhen this player kills an opponent during a Block, Blitz or Foul Action, the infected opponent becomes a new rookie Rotter. The opponent's Strength cannot exceed 4, and he cannot have the Decay, Regeneration or Stunty skills.
Really StupidAfter declaring an Action for the player, roll a D6, adding 2 if there are any adjacent team-mates. On a result of 1-3 they stand around trying to remember what it is they're meant to be doing and the Action is wasted. The player loses his tackle zone and may not Catch, Intercept, Pass, Assist, or voluntarily move.
RegenerationIf the player suffers a Casualty, then roll a D6 for Regeneration after the Injury roll and after any Apothecary roll (if allowed). On a result of 1-3, the player suffers the result of the injury as normal. On a 4-6, the player will heal their injury but is placed in the Reserves box.
Right StuffThis player can be thrown by a team-mate with the Throw Team-Mate skill. When he ends up in an unoccupied square, he must make a landing roll unless he landed on another player during the throw. A landing roll is an Agility roll with a -1 modifier for each opposing player's tackle zone on the square he lands in. If the landing roll is failed or he landed on another player during the throw he is placed prone and must Pass an Armour roll to avoid injury.
Secret WeaponOnce a drive ends that this player has played in at any point, the referee orders the player to be sent off regardless of whether the player is still on the pitch or not.
StabThis player may attack an opponent with their stabbing attack instead of throwing a block at them. Make an unmodified Armour roll for the victim. If the score beats the victim's Armour value then they have been wounded and an Injury roll must be made. If Stab is used as part of a Blitz Action, the player cannot continue moving after using it.
StakesThis player may add 1 to the Armour roll when they make a Stab attack against any player playing for a Khemri, Necromantic, Undead or Vampire team.
StuntyA player with the Stunty skill ignores any enemy tackle zones on the square he is moving to when he makes a Dodge roll, but must subtract 1 from the roll when they Pass. In addition, this player treats a roll of 7 and 9 on the Injury table after any modifiers have been applied as a KO'd and Badly Hurt result respectively rather than the normal results. Stunties that are armed with a Secret Weapon do not ignore enemy tackle zones, but still suffer the other penalties.
Take RootImmediately after declaring an Action with this player, roll a D6. On a 2 or more, the player may take his Action as normal. On a 1, the player "takes root", and his MA is considered 0 until a drive ends, or he is knocked down or placed prone.
Throw Team-MateThis player may throw team-mates who have the Right Stuff skill. The player must be standing next to the intended team-mate at the end of their movement during the Pass Action. Only Quick and Short Passes may be attempted, and have a -1 penalty modifier. If the Pass is fumbled, it is not an automatic turnover.
TitchyThe player may add 1 to any Dodge roll he attempts. On the other hand, while opponents do have to dodge to leave any of a Titchy player's tackle zones, Titchy players do not exert a -1 modifier when opponents dodge into any of their tackle zones.
Wild AnimalAfter declaring an Action with a Wild Animal, roll a D6, adding 2 to the roll if taking a Block or Blitz Action. On a roll of 1-3, the Wild Animal does not move and roars in rage instead, and the Action is wasted.

Star Players

These are the Star Players who will lend their skills to Blood Bowl teams.

NameCostMASTAGAVSkills
Ali Babad80k6327

Loner

Block

Jump Up

Pass Block

Regeneration

Secret Weapon

Side Step

Stab

Barik Farblast60k6338

Loner

Hail Mary Pass

Pass

Secret Weapon

Strong Arm

Sure Hands

Thick Skull

Benoin220k7337

Loner

Accurate

Dump-Off

Nerves Of Steel

Pass

Regeneration

Sure Hands

Bertha290k6529

Loner

Bone-Head

Break Tackle

Dodge

Mighty Blow

Thick Skull

Throw Team-Mate

Big Rat340k6638

Loner

Frenzy

Mighty Blow

Prehensile Tail

Bob Bifford*N/A56310

Loner

Throw Team-Mate

Break Tackle

Piling On

Juggernaut

Mighty Blow

Block

Bomber Dribblesnot60k6237

Loner

Accurate

Bombardier

Dodge

Secret Weapon

Stunty

Right Stuff

Boomer60k4329

Loner

Accurate

Block

Bombardier

Secret Weapon

Thick Skull

Bottol220k8338

Loner

Catch

Diving Tackle

Jump Up

Leap

Shadowing

Very Long Legs

Pass Block

Brick Far'th290k5529

Loner

Bone-Head

Mighty Blow

Nerves Of Steel

Strong Arm

Thick Skull

Throw Team-Mate

Count Luthor von Drakenborg390k6549

Loner

Block

Side Step

Hypnotic Gaze

Regeneration

Deeproot Strongbranch300k27110

Loner

Block

Mighty Blow

Stand Firm

Strong Arm

Thick Skull

Throw Team-Mate

Dolfar Longstride150k7347

Loner

Diving Catch

Hail Mary Pass

Kick

Kick-Off Return

Pass Block

Earlice180k8337

Loner

Catch

Diving Catch

Dodge

Sprint

Eldril Sidewinder*200k8347

Loner

Catch

Dodge

Hypnotic Gaze

Nerves Of Steel

Pass Block

Fez100k4737

Loner

Ball & Chain

Disturbing Presence

Foul Appearance

No Hands

Secret Weapon

Fungus80k4737

Loner

Ball & Chain

Mighty Blow

No Hands

Secret Weapon

Stunty

Glart Smashrip Jr.210k7438

Loner

Block

Claw / Claws

Juggernaut

Grashnak Blackhoof310k6628

Loner

Frenzy

Horns

Mighty Blow

Thick Skull

Griff Oberwald*320k7448

Loner

Block

Dodge

Fend

Sprint

Sure Feet

Grim Ironjaw220k5438

Loner

Frenzy

Block

Multiple Block

Thick Skull

Dauntless

Grotty290k6247

Loner

Dodge

Right Stuff

Stunty

Hack120k6327

Loner

Chainsaw

Regeneration

Secret Weapon

Side Step

Hakflem Skuttlespike*200k9347

Loner

Dodge

Extra Arms

Prehensile Tail

Two Heads

Helmut110k6338

Loner

Chainsaw

Secret Weapon

Stand Firm

Hemlock170k8237

Loner

Block

Dodge

Side Step

Jump Up

Stab

Stunty

Horkon Heartripper210k7347

Loner

Dodge

Leap

Multiple Block

Shadowing

Stab

Hthark330k6529

Loner

Block

Break Tackle

Juggernaut

Sprint

Sure Feet

Thick Skull

Hubris Rakarth*260k7448

Loner

Block

Dirty Player

Jump Up

Mighty Blow

Strip Ball

Humerus130k7237

Loner

Catch

Dodge

Regeneration

Nerves Of Steel

Icepelt Hammerblow330k5618

Loner

Claw / Claws

Disturbing Presence

Frenzy

Regeneration

Thick Skull

Jordell Freshbreeze260k8357

Loner

Block

Dodge

Diving Catch

Leap

Side Step

Lewdgrip150k6339

Loner

Pass

Strong Arm

Sure Hands

Tentacles

Lord Borak the Despoiler300k5539

Loner

Block

Dirty Player

Mighty Blow

Max130k5438

Loner

Chainsaw

Secret Weapon

Mighty Zug*260k4529

Loner

Block

Mighty Blow

Moranion230k7448

Loner

Block

Dauntless

Tackle

Wrestle

Morg 'n' Thorg*430k66310

Loner

Block

Mighty Blow

Thick Skull

Throw Team-Mate

Nobbla130k6237

Loner

Block

Dodge

Chainsaw

Secret Weapon

Stunty

Puggy140k5336

Loner

Block

Dodge

Nerves Of Steel

Right Stuff

Stunty

Ramtut III380k5619

Loner

Break Tackle

Mighty Blow

Regeneration

Wrestle

Rashnak200k7337

Loner

Dodge

Side Step

Sneaky Git

Stab

Ripper270k4619

Loner

Mighty Blow

Grab

Regeneration

Throw Team-Mate

Roxanna250k8357

Loner

Dodge

Frenzy

Jump Up

Juggernaut

Leap

Scrappa Sorehead150k7237

Loner

Dirty Player

Dodge

Leap

Sprint

Stunty

Sure Feet

Very Long Legs

Right Stuff

Setekh220k6428

Loner

Block

Break Tackle

Juggernaut

Regeneration

Strip Ball

Slibli250k7419

Loner

Block

Grab

Guard

Stand Firm

Soaren Hightower180k6348

Loner

Fend

Pass

Safe Throw

Sure Hands

Strong Arm

Kick-Off Return

Varag Ghoul-chewer*290k6439

Loner

Block

Mighty Blow

Thick Skull

Jump Up

Wilhelm Chaney240k8438

Loner

Catch

Claw / Claws

Frenzy

Regeneration

Wrestle

Zara The Slayer270k6438

Loner

Block

Dauntless

Dodge

Jump Up

Stab

Stakes

Zzharg Madeye90k4439

Loner

Hail Mary Pass

Pass

Secret Weapon

Strong Arm

Sure Hands

Tackle

Thick Skull

* Appears in Campaign mode.