Goblin Rules

these were taken elsewhere on the net

Cave Squigs

Bloodbowl is a popular game amongst the Night Goblin Caves. Nothing makes a night goblin happier than seeing his opponent fall into a squig hole, get squashed by a falling rock, or run full speed into a stalagmite. These cave games are very brutal, but that's the fun of it.

Any gobbo knows that the more casualties caused the better a game it was and the more likely that the gobbos might win. To this end many gobbo teams take weapons onto the field, Ball and Chain fanatics, bomb throwing, or chainsaw wielding maniacs cause almost as much damage to their own team(or themselves) as they do to their opponents. Trolls are also popular at gobbo games but often will not fit in the night goblin caves. And this was the case for many years.

Then one game an unfortunate gobbo was pushed down a squig hole, the cheers of the crowd drowned out the squeals of the gobbo, but they in turn were silenced by the snorts and grunts coming from the squig hole. Seconds later a herd of vicious cave squigs burst from the cave's entrance. They ran around ripping into gobbos from both teams. Though the game was ended(due to both teams' inability to field even three players) the crowd loved it. Both coaches spent the next month herding squigs to play for their new teams and quickly rose to the top of the league. Cave squigs caught on like wild fire in the league and soon almost every team had a squig or two in their ranks.

The biggest problem with squigs was getting them to attack the right team as they would attack the nearest player including other squigs. But this did not bother the gobbos much as it's more fun to cause casualties than to win

Special Rules

1. Movement: Squigs have a random movement of D6+2 squares, and they must use all of their movement, they may never "go for it", also they do not declare blocks or blitzes and their "blitzes" do not count as their team's blitz for that turn. Squigs move towards the nearest model and if they have enough movement they will block/blitz and frenzy that model till it is down or they run out of movement, if they have movement left they will move towards the next nearest model. If multiple models are equally near randomly select which model it attacks(ie. a gobbo, an orc, and a halfling are each two squares away, roll a d6, 1-2 the gobbo, 3-4 the orc, 5-6 the halfling)

2. Squigs must move after fanatics but before the rest of the team, or their team will suffer a turnover, as per fanatics (this means that no squig may be moved before a fanatic, and no squig may be moved after a non-squig/non-fanatic)

3. The Ball: Squigs cannot carry the ball, if they enter the square with the ball, the ball scatters once.

4. Razor Sharp Fangs/Fangs: these are in effect Razor Sharp Claws/Claw(ie. the squig gets +2 to armour rolls and +2 to injury rolls)

5. Fouls: Squigs may not foul

6. Star Player Points: Squigs are never considered for MVPs therefore they may only get SPPs for causing casualties

7. Skills: Squigs may only take Block,Jump up, or Tackle, but only if they roll 7 or doubles. They may take Regeneration or Spikes if they roll double ones. They receive Movement(10), Agility(11), and Strength(12) increases as normal(ie. a Squig with a movement increase has a move of D6+3). All other rolls are wasted.

8. Being Thrown: A Squig that is "stunned" may be picked up and thrown by a player with Throw Team-Mate, the Squig must make an Armour Roll upon landing, it will bounce once as a ball which is not caught does.

9. Goblin teams with squigs on them have access to a special skill, Squig Rider. Any time a gobbo rolls doubles with a squig on the team roster, he may take this skill. See the new skills description for details.

Snotlings

Snotlings may be included on any goblin team. Why the gobbos would want any is anybody's guess, I guess it gives the gobs someone to blame when they inevitably lose.

Snotlings

MA: 6

ST: 1

AG: 3

AV: 5

Skills: dodge, right stuff, stunty

Cost: 20K

special rules

Snotlings have a number of extra disadvantages and a few advantages over gobbos. On the good side, they may be thrown by a teammate all the way to Long Bomb range, and cost next to nothing (make easy freebooters as well!). On the down side, snots suffer the same shortcomings as gobbos, only to a higher degree. Snotlings add 2 to any and all injury rolls, cumulative with any other skills (and count as gobbos for the hatred skill), and may only hand off the ball, never pass. Also, a snotling has problems uniquely his own regarding the ball, as it's nearly as big as he is. A snotling carrying the ball has his movement cut in half, round down, (and may only go for it once), and any time a snotling tries to catch a thrown ball, he must roll a d6. On a 4-6, the snotling is knocked over by the ball, make AV roll ect. as normal. If a snotling is thrown by a teammate while carrying the ball, subtract 1 from his landing roll.

 

New Positions

Goblin Teams may take one of these additional positions, although they are not available as allies for non-goblin teams (they are available for mixed race), goblin teams can also take half of each position, for more variety.

Qty Title Cost MA ST AG AV Skills
0-6 Night Goblins 50k 6 2 3 7 Dodge, Stunty, Right Stuff, Hatred of Dwarves
0-4 Forest Goblins 50k 6 2 3 7 Dodge, Stunty, Right Stuff, Tattoos
       

--------------------------------------------------------------------------------------

Back to the Rulebook!