NeBBLe Teams


A NeBBLe team may vary its player composition by hiring players from different teams.

Taking allies

An ally player is hired normally, but number of them is limited as shown in the separate teams list. However, if you take an allied player, each allied player reduced your fan factor immediately by 1 point to represent fans giving up on the team for hiring 'foreign' players. Fan factors lost in this way are gone for good, and can't be got back if the player latter leaves or is killed (although you can still gain fan factors after a match by rolling on the fan factor table).

A team with a fan factor of 1 can try and hire allied players if the coach wants. Pay out the money for the player and then roll a D6: 1-3 = the player is intimidated by the hate mail he receives and runs off (with his hiring fee, the git!); 4-6 = the player sticks it out and remains with the team. In either case the teams fan factor remains at 1 point.

Allies for each time are listed in the separate teams page.


Mixed Teams and Fan Factor Rolls

When rolling from the Fan Factor table, in NeBBLe there is -1 modifier for each full 5 points of fan factor, starting from 10. This Fan Factor is calculated with +1 for each allied player that had caused loss of fan factor! So if an human team has fan factor of 8 and two allies, it has effective fan factor of 10 when rolling from the fan factor table after the match.

Mixed Teams and Team Rerolls

There is no denying that mixed race teams are simple not as efficient and well trained as other teams. To represent this the coach of mixed race team must roll 1D6 for each allied player in his team at the start of each half (and at the start of overtime if it occurs). This roll must be made for each allied player, there is no exceptions. Each dice that comes up with a '1' reduces the number or team re-rolls the coach has for that period by 1.

If a team doesn't have enough team re-rolls to meet the loss, then the opposing team gains re-rolls equal to the shortfall. For example, a team with 4 allied players and only one re-roll manages to get three 1's at the start of a half. This reduces its re-rolls to none, and gives the opposing team an extra two re-rolls to use for the half! Note that this is especially cruel if you go into overtime, as you are unlikely to have any team re-rolls left to give up!

Big Guys

Ogre, Troll, Minotaur, Bull Centaur, Rat-Ogre and Treeman is considered as a big guy. A big guy is only player allowed to take and use Throw Team-Mate skill.

Most Big Guys are very slow learners and so must earn double the SPP's to gain a Star Player Roll. For example, a rookie Big Guy needs to earn 11 SPP's to become 'experienced' and gains his first roll.

All Big Guys are limited to taking Strength and General skills only.

In addition, Big Guys are not allowed to use doubles on star player rolls to pick skills from categories not normally allowed to them. Instead a Big Guy can use a double on a star player roll to do one of the following:

Note that strength and armour values still can't be improved by more than 2 points over their starting value, or to greater than 10 no matter what.

Vampire Teams

Vampires are amongst the most feared of all the Undead creatures in the Old World. These terrifying creatures of the night are incredibly strong and fast, and have a supernatural ability to transfix a living opponent to the spot with a withering hypnotic stare.

Considering this it is strange that vampires have proved so singularly unsuccessful at the sport of Blood Bowl. It's true that they are not at their best during the hours of daylight, but they are still deadly opponents none the less. No, it is not the vampires lack of ability on the field that has led to their downfall, but their behaviour off it. The fact of the matter is that the main reason for the vampires failure is their woeful lack of control when confronted by a stadium full of what is (to a vampire at least) their absolute favourite thing to drink - a pint or two of a living creature's nice warm blood! What this means is that at any given time it is not uncommon for the bulk of the vampires in a team to be found in the stands, grabbing a quick bite as it were, rather than playing Blood Bowl on the field like they should be doing. This is, of course, excellent news for the team playing against the vampires, if slightly less good news for the rival teams fans... the vampires, if slightly less good news for the rival teams fans...

None the less vampire teams do play Blood Bowl. All vampire teams are coached by a Vampire Lord, a rather more strong-willed and powerful member of the vampire race. Vampire Lords are exceptionally intelligent creatures who thirst for power over other races. This being the case exactly why they should want to coach a Blood Bowl team is by no means certain, especially as the team under their command rarely does very well, but none the less they do do so.

All of the other players in a vampire team are the Vampire Lord's creations: vampires or human thralls. The vampires were one living creatures, which were almost - but not quite - slain by the Vampire Lord and then brought back to life as lesser vampires under his command. Vampire teams generally also include a number of human thralls; weak-willed mortal creatures that are willing to serve the Vampire Lord in return for the promise of immortality at some time in the future.

Vampire Lords are player coaches, and actually take part in the game rather than simply yelling at the players (and referee) from the sidelines. Although the Vampire Lord represents you, they must still be bought for the team, as shown on the team list below. The team will keep on functioning normally even if the Vampire Lord is killed, it being on functioning normally even if the Vampire Lord is killed, it being assumed that the next in line of the vampires in the team (i.e. the one with the most spps) will take over. The vampire that takes over the team immediately loses the 'off for a bite' negative skill as soon as the old Vampire Lord dies, and it's entry on the roster should be changed straight away to show that it is the new Vampire Lord of the team. Note that since you can only have one Vampire Lord per vampire team, the only time you can ever purchase a Vampire Lord for a team is when it is first created! If for some reason there isn't a vampire to take over the team when the vampire lord dies, then the team will disband after the match.
QtyTitleCost MVSTAGAVSkills
1Vampire Lord180K 6549Block,Dodge,Hypnotic Gaze,Regenerate
0-12Vampires110K 6448Hypnotic Gaze,Regenerate, Off For a Bite
0-12Human Thralls50K 6338-
Re-roll Counter: 50K

Other Special Rules: Although vampires and Vampire Lords are not considered to be big guys as such, they still earn star player points at half the normal rate (the Undead are such slow learners!), and they can use doubles to get rid of their negative 'off for a bite' skill. Vampires and Vampire Lords may take skills from the General, Agility and Strength catagories. Human thralls are treated as human Lineman for the purposes of gaining skills etc.

Healing Vampires: Vampires are quite undead, and cannot be healed by Apothecaries. Vampire teams may still hire apothecaries to take care of their human thralls.

Vampire Allies: Vampire allies are considered as big guys and thus are limited to 2 in total.

Vampire Lord: Vampire lord starts with 0 SPPs and earn them in usual way. If he is killed, bad luck. The next vampire takes command as described above. The cost of the player remains same, it does not rise even if off for a bite is removed.

Negative Skills

Please note that these are a bit edited

Always Hungry


Off For A Bite

Really Stupid

Take Root

Wild Animal