| Unit Name | 
## | 
Mv | 
St | 
Ag | 
Av | 
Sp | 
Cp | 
Td | 
In | 
Cs | 
Mp | 
Cost | 
| Flesh Golem | 
1 | 
4 | 
4 | 
2 | 
9 | 
0 | 
0 | 
0 | 
0 | 
0 | 
0 | 
120.0 | 
| 
Skills:Gn,St; #Stand Firm; Never pushed back as the result of a block. Failed dodge ends move, does not fall, and remains in original square they were dodging from.; #Break Tackle; The Player may use his strength instead of his agility when making a dodge roll.; #Thick Skull; On a roll of 4 KO'd is treated as a 'Stunned' result instead
 | 
| Flesh Golem | 
1 | 
4 | 
4 | 
2 | 
9 | 
0 | 
0 | 
0 | 
0 | 
0 | 
0 | 
120.0 | 
| 
Skills:Gn,St; #Stand Firm; Never pushed back as the result of a block. Failed dodge ends move, does not fall, and remains in original square they were dodging from.; #Break Tackle; The Player may use his strength instead of his agility when making a dodge roll.; #Thick Skull; On a roll of 4 KO'd is treated as a 'Stunned' result instead
 | 
| Thrud the barbarian | 
1 | 
6 | 
6 | 
2 | 
9 | 
0 | 
0 | 
0 | 
0 | 
0 | 
0 | 
50.0 | 
| 
#Block; Affects result of Block Dice; #Break Tackle; The Player may use his strength instead of his agility when making a dodge roll.; #Mighty Blow; Add +1 to any Armour OR Injury rolls made by a player with this skill. ; #Multiple Block; May block against two or more opposing players at the same time. Add opposing Strenghts; #Horns; This adds +1 to the player's Strength when he makes a Blitz and moves as least one square before the block.; #Thick Skull; On a roll of 4 KO'd is treated as a 'Stunned' result instead; Peaked
 | 
|   #Bone-Head | 
When an action is declared for this player, roll a D6.  On a 1, they do nothing for the turn, and lose their tackle zone until they attempt an action and roll something other than a 1.  Rolling a 1 is not a failed action.  | 
[0.0] | 
|   #Easily Confused | 
Thrud switches sides on a 1-3 after each drive. | 
[0.0] | 
|   #Thrud's fans | 
+3 FF to whichever team Thrud is playing for at any given time. | 
[0.0] | 
| Werewolf | 
1 | 
8 | 
3 | 
3 | 
7 | 
0 | 
0 | 
0 | 
0 | 
0 | 
0 | 
110.0 | 
| 
Skills:Gn; #Catch; Re-roll the dice if he fails to catch, hand-off or intercept the ball.; #Frenzy; MUST follow up and block again on push back.; #Razor Sharp Fangs/Claws; The player may add +2 to any injury rolls that he makes.
 | 
| Werewolf | 
1 | 
8 | 
3 | 
3 | 
7 | 
0 | 
0 | 
0 | 
0 | 
0 | 
0 | 
110.0 | 
| 
Skills:Gn; #Catch; Re-roll the dice if he fails to catch, hand-off or intercept the ball.; #Frenzy; MUST follow up and block again on push back.; #Razor Sharp Fangs/Claws; The player may add +2 to any injury rolls that he makes.
 | 
| Wight | 
1 | 
6 | 
3 | 
3 | 
8 | 
0 | 
0 | 
0 | 
0 | 
0 | 
0 | 
90.0 | 
| 
#Block; Affects result of Block Dice
 | 
|   #Regeneration | 
Negates injuries and Death on a 4+. | 
[0.0] | 
| Ghoul | 
1 | 
7 | 
3 | 
3 | 
7 | 
0 | 
0 | 
0 | 
0 | 
0 | 
0 | 
70.0 | 
| 
Skills:Gn,Ag; #Dodge; May re-rolled failed dodge once per turn. Affects Block dice result.
 | 
| Ghoul | 
1 | 
7 | 
3 | 
3 | 
7 | 
0 | 
0 | 
0 | 
0 | 
0 | 
0 | 
70.0 | 
| 
Skills:Gn,Ag; #Dodge; May re-rolled failed dodge once per turn. Affects Block dice result.
 | 
| Ghoul | 
1 | 
7 | 
3 | 
3 | 
7 | 
0 | 
0 | 
0 | 
0 | 
0 | 
0 | 
70.0 | 
| 
Skills:Gn,Ag; #Dodge; May re-rolled failed dodge once per turn. Affects Block dice result.
 | 
| Zombie | 
1 | 
4 | 
3 | 
2 | 
8 | 
0 | 
0 | 
0 | 
0 | 
0 | 
0 | 
30.0 | 
| 
Skills:Gn
 | 
|   #Regeneration | 
Negates injuries and Death on a 4+. | 
[0.0] | 
| Zombie | 
1 | 
4 | 
3 | 
2 | 
8 | 
0 | 
0 | 
0 | 
0 | 
0 | 
0 | 
30.0 | 
| 
Skills:Gn
 | 
|   #Regeneration | 
Negates injuries and Death on a 4+. | 
[0.0] | 
| Zombie | 
1 | 
4 | 
3 | 
2 | 
8 | 
0 | 
0 | 
0 | 
0 | 
0 | 
0 | 
30.0 | 
| 
Skills:Gn
 | 
|   #Regeneration | 
Negates injuries and Death on a 4+. | 
[0.0] | 
| Necromancer | 
1 | 
- | 
- | 
- | 
- | 
0 | 
0 | 
0 | 
0 | 
0 | 
0 | 
30.0 | 
| 
Fan Factor (x1); Assistant Coach (x1); Assistant Coaches include the offensive and defensive co-ordinators, special team coaches, personal trainers for Star Players and numerous others. As a team becomes more successful, the number of assistant coaches on its roster just seems to grow and grow.; Cheerleaders (x1); Most Blood bowl teams have a troupe or two of cheerleaders both to inspire the team's players and their fans.It's the team's cheerleaders' job to whip up the fans into a state of frenzy and lead the chanting and singing as the crowd's shouts and howls build up to a deafening crescendo.
 |