Ex-Blood Bowl Player

By Jason Hill

Who could possibly have more barely controlled aggression and be capable of wreaking havoc in a dungeon? The Ex-Blood Bowl player is well equipped for a hearty session of Hack 'n' Slash and so Jason has kindly sent us rules for adapting this psychopath for use in your games of Warhammer Quest!

STARTING AS AN EX-BLOOD BOWL PLAYER

The profile of an Ex- Blood Bowl player is player is as follows:

Wounds 1D6+8
Move 4
Weapon Skill         3
Ballistic Skill 5+
Strength 4(5)
Toughness 3(4)
Initiative 3
Attacks 1
Pinning Roll 4+

WOUNDS

The Ex-Blood Bowl player starts off with 1D6+8 Wounds. Remember that when rolling Wounds, if you roll a 1, you may re-roll the dice, but if you roll a 1 a second time, you must keep it.

EQUIPMENT

The Ex-Blood Bowl player starts the game with the Gat-ork-ade Bottle Equipment card and the Spiked Shoulder Pads Equipment card.

GAT-ORK-ADE BOTTLE

The Gat-ork-ade Bottle may be used once per a game to have one of the following effects:

Restore the Ex-Blood Bowl Player to full health.

Give the Ex-Blood Bowl Player a +2 Strength for one entire combat.

Double the Ex-Blood Bowl Player's move for one turn.

Every time the Bottle is used roll a D6. On a roll of 2-6, no effect; on a roll of 1 however, the bottle runs out is useless from now on.

WEAPONS

The Ex-Blood Bowl Player starts the game with the Spiked Shoulder Pads Equipment card. This allows him to make a special Running Blitz attack. He may move and attack, then continue moving and attack again. He may continue to do this as long as he moves in a straight line and doesn't run out of movement points. He may use all of his natural attacks on each enemy attacked, but gets no "deathblows". While doing a Running Blitz, the Ex-Blood Bowl Player can not be pinned.

The Ex-Blood Bowl Player may not use any weapons, except for his Spiked Shoulder Pads and anything he buys from the Foote Locker.

ARMOUR

The Ex-Blood Bowl Player wears Blood Bowl armour which gives him +1 Toughness. He may wear no other form of armour. This armour can not be sold.

EX-BLOOD BOWL PLAYERS IN AN ADVENTURE

SPECIAL EX-BLOOD BOWL PLAYER SKILLS

Powerful Strike

The Ex-Blood Bowl Player is trained to strike powerful blows with his bare hands (in a Blood Bowl arena, that's all you got). This ability gives the Ex-Blood Bowl Player a +1 Strength, but because he has fought with his bare hands all his life, he really doesn't know the first thing about using any other weapon (besides, its just not his style). Because of this, the Ex-Blood Bowl Player may not use any weapons, except his Spiked Shoulder pads and anything he buys from the Foote Locker.

Follow Up

Anytime the Ex-Blood Bowl Player kills an enemy, he may forego a "deathblow" to Follow Up during a Running Blitz action.

Push It

The Ex-Blood Bowl Player may Push It after he completes his full move, allowing him to move up to two additional spaces. For each additional square moved, he must roll a D6. On the roll of a 1, he has tripped and injured himself. This ends his move, and he takes D3 wounds, no modified by toughness or armour.

EX-BLOOD BOWL PLAYERS AND TREASURE

Treat the Ex-Blood Bowl Player exactly like a Barbarian. If a Barbarian can use a particular piece of treasure or equipment, so can the Ex-Blood Bowl Player. Do not forget about his weapon and armour restrictions though.

ADVANCED RULES

The rules in this section are used in conjunction with the Roleplaying game. They explain all about taking your Ex-Blood Bowl Player through the Battle-levels, visiting settlements, and gaining skills.

EX-BLOOD BOWL PLAYER IN SETTLEMENTS

While at any settlement, the Ex-Blood Bowl Player my visit the Temple, Alchemist, Gambling House, Fighting School, Foote Locker, and all the shops (New rules for the Foote Locker can be found below). He may also visit the Alehouse (roll 2D6+1). On a roll of 13, you join in a bet on a current Blood Bowl game going on in town. You may bet up to 300 gold on the game. After deciding on an amount to bet, roll a D6 on the following chart:

D6 Result

1-2 The team you bet on loses miserably. You lose all the gold you bet.
3-4 The team you bet on wins and you double your money.
5-6 The team you bet on winds and you decide to bet again. Roll again to see what the outcome of your next bet is (counting a 5-6 as a draw-no win, no loss). You must then bet and roll again (the second and subsequent best must be at least 50 gold each).

As a hardened Blood Bowl Star, the Ex-Blood Bowl Player is no stranger to the taverns of the Old World. He has been all over the Empire; cheering on wins, drinking away losses, and drowning away the pain of many a broken limb.

UNEVENTFUL DAYS

An uneventful day is a rare occurrence in the life of a rough an tumble Blood Bowl Player (especially one that's not out on the pitch).

If an Uneventful Day is rolled, roll again on the following chart:

D6 Result

1-2 You are recognized on the street as an Ex-Blood Bowl Player, roll another D6 to see the crowd's reaction:
1-2 The crowd boos and hisses, (obviously fans of the last team you beat) quickly forming a mob. They chase you all the way to the edge of the settlement, but you narrowly escape by ducking down a back alley. You had better never show your face around these parts again. You must immediately leave the settlement and wait outside for your companions.
3-4 Your fans cheer as they see you and quickly swarm around to get your autograph. In all the confusion, you may have a fan shower you with money or get your pocket picked. Roll a D6-3x10. This is how much gold you gain/lose (a positive number means you gained that much while a negative number means that you lost that much). A result of zero means that the audience is honest, they're just not taken with you.
5-6 A crowd of your best fans quickly gather, showering you with gold. You get D6x50 gold.
3-4 Your old team is in town for a big match against the Orkland Raiders. They quickly convince you to join them once more, "for old times sake". Roll a further D6 to see the outcome of the game:
1 You are badly injured in the game, losing one Wound permanently and spending the next D6 days in the local infirmary. You do not have to roll events for these bed-ridden days (although you do have to pay living expenses).
2-3 Your team loses and you go out to the local tavern with your Blood Bowl chums to drink away the loss. You spend D6x20 gold, drinking away this horrible defeat.
4-5 Your team wins with you back to lead them, and as you bid your old teammates farewell once more, they give you a cut of the winnings. You get D6x20 gold.
6 Your team makes quick work of the Orcs, and you get back to the dug out early, so one of your old Blitzer friends show you some new moves. Now, once per adventure, you may use a special feint move to distract your opponents. When used, all enemy models adjacent to you lose all their attacks on you this turn. If you roll this result a second or subsequent time, just add one to your Wounds characteristic permanently instead.
5-6 It truly is an uneventful day.

THE FOOTE LOCKER

The Foote Locker is a special location for the Ex-Blood Bowl Player only. To find it, you must roll a 7 in a town or city, just like any other special location. Below is a list of items that may be purchased by the Ex-Blood Bowl Player.

With the exception of the Athletic Bandages, you may never have more than one of the following items at any one time. There is also no need to roll for availability for any of the items below as The Foote Locker is always well stocked. These items may only be used for and on the Ex-Blood Bowl Player.

Gat-ork-ade Bottle .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 150 gold

As above.

Spiked Football .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 1000 gold

The Spiked Football allows the Ex-Blood Bowl Player one ranged attack per combat (as you throw the ball at something). You can throw the ball up to 6 squares away. To hit, you must roll equal to or greater than the number of squares the target is away (counting the target's square, but not your own). The ball does D6+8 damage to whatever it strikes, modified as usual. The ball is automatically recovered at the end of every battle (once all the monster on the board have been defeated), the next Exploration Phase.

Spiked Cleets .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 500 gold

These special boots give the Ex-Blood Bowl Player an additional kick attack every turn, rolling to hit with a -1, and causing normal damage (D6 + strength). Note - no character may ever wear more than one pair of boots at a time.

Athletic Bandage .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 200 gold

These may be used at any time to restore D6 wounds to the Ex-Blood Bowl Player (never above his starting wounds). These bandages never go bad like the normal bandages.

Blood Bowl Armour (Replacement) .. .. .. .. .. .. .. .. .. 200 gold

As Above

Spiked Shoulder Pads .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 200 gold

As Above

TRAINING

The Ex-Blood Bowl Player may train in any settlement.

SKILLS

Roll 2D6 on the following table to determine which skill is learned.

2 Dirty Player
In the game of Blood Bowl, there are no such things as 'Morals'.
The player may now strike on dirty blow a turn, making one of his attacks unmodified by toughness or armour. He must declare which attack is the dirty blow before rolling to hit. (Note: this does not give the player an extra attack, it only modifies an existing one).
3 Dodge
After playing Blood Bowl for many years, a player learns to see blows coming. He almost has a sixth sense, picking up on the slightest shift in body weight or posture.
The Ex-Blood Bowl Player now has an unmodified dodge of 6+ on anything that hits him (just like the Elf). This does not work on Magic, however, as he cannot predict the effects of a spell.
4 Duck and Weave
Blood Bowl Players are quite agile (they have to be to survive), constantly ducking in and outs as they run.
You may now re-roll any failed pinning check once.
5 Ignore Pain
Over the years, a Blood Bowl Player's nerve ending start to die off after receiving so many injuries. This can cause a state of unfeeling, where even the most severe injuries can be shrugged as little more than a flesh wound.
Every hit that the Ex-Blood Bowl Player receives from now on, is reduced by one point of damage.
6 Heroic Leap
To escape serious injuries on the Blood Bowl field, many players learn to leap and bound across the field in an attempt to avoid being tackled.
You may now leap over any square, landing in the square on the other side. This leap costs 2 squares of movement, but lets you leap over intervening models. You may leap in any of the four compass directions as well as diagonally.
7 Mighty Blow
Anytime the Ex-Blood Bowl Player rolls a natural 6 to hit from now on, you may roll an extra dice damage as well.
8 Fearless
From now on, you are +2 to all Fear checks and +1 to all Terror check.
9 Lucky
This is not a skill persay, the fighter is just remarkably lucky.
The Ex-Blood Bowl Player gains 1 Luck Point permanently.
10 Fearsome
Blood Bowl Players are infamous for their bad attitudes and burly physiques.
All monsters that don't cause Fear or Terror are now -1 to hit you.
11 Reaction Strike
It takes quick reflexes to stay alive on the astro-granite of a Blood Bowl field. They're not too bad to have in a dungeon either.
Every time new monsters are placed on the board, roll a D6 for the Ex-Blood Bowl Player. On the roll of a 3-6, he may make an immediate, single attack on any monster just placed adjacent to him (with death blows, etc. as usual). On the roll of a 1-2, even he is caught off guard, and gets no benefits.
12 Da Cunnin' Plan
You are an expert strategist when it comes to game plans. You know every play in the book (as well as many that aren't).
At the start of any one Battle per adventure, you may choose to use your plan. You recognize your enemy's tactics and call out coded instructions to your fellow warriors. Any one turn during that battle, the warriors may take an extra Warriors Phase (two in a row; one normal, then one extra). All of the warriors must take this phase together.

Battle-Level Table

Battle Lvl.

Gold

Title

WS

BS

Str

Dam. Dice

T

Wounds

I

A

Luck

WP

Pin

Skills

1

0

Rookie

3

5+

4

1

3

1D6+8

3

1

0

3

4+

0

2

2,000

Lineman

3

5+

4

1

3

2D6+8

3

1

1

3

4+

1

3

4,000

Lineman

4

5+

4

2

3

3D6+8

4

1

1

3

4+

2

4

8,000

Lineman

4

5+

4

2

4

4D6+8

4

2

2

3

4+

3

5

12,000

Blitzer

5

5+

4

2

4

5D6+8

5

2

2

4

3+

4

6

18,000

Blitzer

5

5+

5

2

4

6D6+8

5

3

2

4

3+

4

7

24,000

Blitzer

5

5+

5

2

4

7D6+8

5

3

3

4

3+

5

8

32,000

Blitzer

6

5+

5

3

4

8D6+8

6

3

3

4

3+

6

9

45,000

Star Player

6

5+

5

3

4

9D6+8

6

4

3

4

3+

6

10

50,000

Star Player

6

5+

5

3

4

10D6+8

6

4

3

4

3+

7