BloodBowl Secret Weapons

For use in the Lubbock League: Updated 1 Jan 2005

The rules that follow allow players from different races to purchase Secret Weapons. Weapons can be purchased for players in a team when the team is first created, when a new player is added to the roster, or for an existing player on a team who does not already have a Secret Weapon. For each Weapon, the teams that can use that Weapon are listed. A Weapon can only be given to a lineman or it's racial equivalent (a position which on their team roster can have 8 or more players of that position). The cost of the Weapon is deducted from the team's treasury and added to the cost of the player receiving it. Should a Secret Weapon player be killed, the Weapon is lost. All of the Secret Weapon Rules from the Living RuleBook apply, with the special exceptions noted below the table.

Each team can only ever have one Secret Weapon player on the team roster at any one time (Goblins are extremely dirty and desperate, so they can have up to four players with Secret Weapons). When using these rules, you may still freeboot any of the Star Players that have Secret Weapons, so long as the Weapon limit for the team is not exceeded. If you want to add a new Secret Weapon player to your roster that would take you over the team maximum for Secret Weapons, you must sack one of the current Secret Weapon players to add them. Note that you can't simply get rid of a player's Secret Weapon. Once a player owns a Secret Weapon, they become attached to it and wouldn't give it up for all the gold pieces in the Old World. A Secret Weapon player will likewise never leave his Secret Weapon in the Dugout; if he takes the field, he must face the ejection roll after the drive, even if he didn't use the Weapon.

WeaponCostTeams That May Use ItPenalty
Ball and Chain$30kGoblin, Human, NorseSW 8+
Blunderbuss$30kChaos Dwarf, HumanSW 10+
Bombs$40kChaos Dwarf, Dwarf, GoblinSW 8+
Chainsaw$60kChaos, Chaos Dwarf, Dwarf, Goblin, Human, Necromantic, Norse, Nurgle, Orc, UndeadSW 8+
DeathRoller$90kChaos, Chaos Dwarf, Dwarf, Goblin, Human, Norse, Nurgle, SkavenSW 7+
Pogo Stick$20kGoblinSW 10+
Poisoned Dagger$10kChaos, Dark Elf, Human, Lizardman, Nurgle, SkavenSW 10+
Stink Bomb$20kGoblinSW 10+
Amazon, Elf, Halfling, High Elf, Khemri, Vampire, Wood Elf, and BIG GUY teams do not use Secret Weapons.

Ball and Chain: Exhaustion rolls for Fanatics are made at the end of each of their Team Turns if they were on the pitch (even if a Turnover occurred). You may use your Apothecary to try and restart the Fanatic's heart if he dies due to exhaustion, but he will be considered Badly Hurt if you succeed.

DeathRoller: A player who takes a DeathRoller as a secret weapon has their stats change to 4/7/1/10 with Mighty Blow, Stand Firm, and Multiple Block (losing any other Skills, Traits, &/or Stat bonuses they may have had). A DeathRoller player may earn star player points normally and gain Niggling Injuries from ageing, but can never make a star player roll to possibly gain new Skills, Traits, or Stat bonuses. DeathRollers that are knocked over by a block, by the use of a Wizard's spell, whose boliers blow moving extra squares, or that suffer an injury in any way are wrecked for the rest of the game. Remove the model from the field and place it in the Dead and Injured player's box in the Dugout. The DeathRoller may not be used again that match, though it will be repaired in time for the next game. While the DeathRoller treats injury rolls of Seriously Injuried as Badly Hurt (no Apothecary roll allowed), if the injury result is Dead for a DeathRoller, then the Driver has been killed and the DeathRoller is removed from the roster (note: an Apothecary roll is allowed to try to save the Driver in this case.)

Stink Bomb: The stink bomb is treated EXACTLY the same as the rules for an Explosive Bomb with the following exception. Players in the square where the Stink Bomb ends up and all adjacent squares fall over coughing and choking. Lie them face up on the field, but do not make an Armour roll for them. Players falling over in this way do not cause a turnover unless one of the players was holding the ball, in which case they drop it and it scatters one square.