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Chaos Renegade Blood Bowl Team





★ Chaos Pact 2025 ★

QTY Position Cost MA ST AG PA AV Skills & Traits Pri Sec
Renegade Human Linemen 50k 6 3 3+ 4+ 9+ Animosity (all team-mates) ADM GS
Renegade Human Thrower 75k 6 3 3+ 3+ 9+ Animosity (all team-mates), Pass, Sure Hands DGMP AS
Renegade Goblin 40k 6 2 3+ 4+ 8+ Animosity (all team-mates), Dodge, Right Stuff, Stunty ADM GP
Renegade Orc 50k 5 3 3+ 5+ 10+ Animosity (all team-mates) DGM AS
Renegade Skaven 50k 7 3 3+ 4+ 8+ Animosity (all team-mates) DGM AS
Renegade Dark Elf 65k 6 3 2+ 3+ 9+ Animosity (all team-mates) ADGM S
3 Of 4:
Renegade Troll 115k 4 5 5+ 5+ 10+ Always Hungry, Loner (4+), Mighty Blow, Projectile Vomit, Really Stupid, Regeneration, Throw Team Mate S AGPM
Renegade Ogre 140k 5 5 4+ 5+ 10+ Bone Head, Loner (3+), Mighty Blow, Thick Skull, Throw Team Mate S AGM
Renegade Minotaur 150k 5 5 4+ 6+ 9+ Loner (4+), Frenzy, Horns, Mighty Blow, Thick Skull, Unchannelled Fury S AGM
Renegade Rat Ogre 150k 6 5 4+ 6+ 9+ Animal Savagery, Frenzy, Loner (4+), Mighty Blow, Prehensile Tail S AGM
ReRolls 70k Apothecary: Yes
Special Rules Favoured of… (choose either): Undivided, Khorne, Nurgle, Slaanesh, Tzeentch
Leagues Chaos Clash
Chaos Pact Blood Bowl Team

Chaos Renegade 2020

★ Chaos Renegade 2020 ★

QTY Position Cost MA ST AG PA AV Skills & Traits Pri Sec
Renegade Human Linemen 50k 6 3 3+ 4+ 9+ GM AS
Renegade Human Thrower 75k 6 3 3+ 3+ 9+ Animosity (all team-mates), Pass, Safe Pair of Hands GMP AS
Renegade Goblin 40k 6 2 3+ 4+ 8+ Animosity (all team-mates), Dodge, Right Stuff, Stunty AM GP
Renegade Orc 50k 5 3 3+ 5+ 10+ Animosity (all team-mates) GM AS
Renegade Skaven 50k 7 3 3+ 4+ 8+ Animosity (all team-mates) GM AS
Renegade Dark Elf 75k 6 3 2+ 3+ 9+ Animosity (all team-mates) AGM PS
3 Of 4:
Renegade Troll 115k 4 5 5+ 5+ 10+ Always Hungry, Loner (4+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team Mate S AGM
Renegade Ogre 140k 5 5 4+ 5+ 10+ Bone Head, Loner (4+), Mighty Blow (+1), Thick Skull, Throw Team Mate S AGM
Renegade Minotaur 150k 5 5 4+ 9+ Loner (4+), Frenzy, Horns, Mighty Blow (+1), Thick Skull, Unchannelled Fury S AGM
Renegade Rat Ogre 150k 6 5 4+ 9+ Animal Savagery, Frenzy, Loner (4+), Mighty Blow (+1), Prehensile Tail S AGM
ReRolls 70k Apothecary: Yes
Special Rules Favourd Of… (choose either): Undivided, Khorne, Nurgle, Slaanesh, Tzeentch
Chaos Renegade Blood Bowl Team 2020

Create your team roster

Chaos Renegade Team Strengths:

     

      • Three Big Guys

      • Great Skill Access

      • Lots of Development Options

    Chaos Renegade Team Weaknesses:

       

        • Unreliable Players

        • Expensive Rerolls

        • Lack Core Starting Skills





      Starting Roster Chaos Renegade Team

      No Big Guy and 14 Players

      QTY Players / Extra Cost
      9 Renegade Human Lineman 450k
      1 Renegade Human Thrower 75k
      1 Renegade Goblin 40k
      1 Renegade Orc 50k
      1 Renegade Skaven 50k
      1 Renegade Dark Elf 75k
      3 Rerolls 210k
      1 Apothecary 50k
      Total 1000k

      You might be attracted to the idea of not starting with any of the big players. With cheap players you can carry a huge squad of fourteen players to start with and still have change to get three of your expensive rerolls and an apothecary. This type of strategy points to a heavy “cheating” strategy, trying to trade your plentiful cheap players for more valuable opponents. It seems to lose some of the fun by not having a big guy. You could also trade two of those perhaps excessive players to get a fourth roll of dice, thus saving the trade or getting some Dedicated Fans.

      One Big Guy

      QTY Players / Extra Cost
      6 Renegade Human Lineman 300k
      1 Renegade Human Thrower 75k
      1 Renegade Goblin 40k
      1 Renegade Orc 50k
      1 Renegade Skaven 50k
      1 Renegade Dark Elf 75k
      1 Big Guy of your choice ~150k
      3 Rerolls 210k
      1 Apothecary 50k
      Total 1000k

      An obvious change from the fourteen-man roster is to swap out three of the Linemen and take one of the Big Guys of your choice. The Minotaur and Rat Ogre consume the entire budget and neither of them have the option to cast the teammate early on. You will also find that they require the use of your Blitz action on most turns or they can sit idle.

      The ogre gives you an excess of 10k, is the most reliable and offers the ability to cast teammate with the goblin. The Trolls offer even more shifts and is a slightly slower and slightly less reliable Ogre. You still have more than eleven players and an Apothecary so you have a deeper bench than many starting teams. However, it doesn’t take full advantage of the unique appeal that Chaos Renegades teams offer.

      I would also consider eliminating the caster, going to 11 players and starting with a fourth reroll. You’ll be able to save for the caster much faster than for an additional dice roll, or you could ignore the caster and go straight to getting a second Big Guy.

      3 Big Guys

      QTY Players / Extra Cost
      7 Renegade Human Lineman 350k
      1 Renegade Dark Elf 75k
      1 Renegade Troll 115k
      1 Renegade Ogre 140k
      1 Minotaur / Rat Ogre 150k
      2 Rerolls 140k
      Total 970k

      Here he fits in all the fun with a little change. The Dark Elf is too good not to have in my opinion. You could juggle a bit if you wanted to have both the Minotaur and the Rat Ogre, however both will want to use the team blitz action unless you have them in the center of the action. Since they have the lowest armor of the big guys, they are a bit more fragile and may need care. If you’re going to blitz them a lot, then the Horned Minotaur outclasses both of them and Hardhead will keep them on the field more often. Having two strength five monsters with Frenzy can be a lot of fun, so if it appeals to you, go for it.

      The downside to having all the monsters is that you have to go down to two rerolls on a low-skill team. The total number of players is now down to the minimum of eleven and you can’t afford an Apothecary to protect those expensive big guys. Dropping the Dark Elf to a cheaper teammate, along with money in the bank would allow you to get another player (or the Apothecary) however an agility four player is very hard to pass up when you have skills and rerolls at minimum.

      Balanced Team

      QTY Players / Extra Cost
      6 Renegade Human Lineman 300k
      1 Renegade Goblin 40k
      1 Renegade Orc 50k
      1 Renegade Dark Elf 75k
      1 Renegade Troll 115k
      1 Renegade Ogre 140k
      3 Rerolls 210k
      1 Apothecary 50k
      Total 980k

      This list is probably the most balanced among all the more extreme examples above. You have eleven players, including two big guys, three rerolls and an apothecary. One of those players is the weak and fragile Goblin. There’s a bit of change in the bank, so you could upgrade the Goblin with an equally fragile Skaven, or with a slightly more robust Lineman. Dropping the Goblin means giving up any “Throwing Teammate” from the start, and despite its low strength, its agility can also be useful.

      You can also swap the Apothecary for the Skaven or Lineman, although I think the Apothecary offers more, especially if you save one of your expensive Big Guys. There’s also enough in the bank to trade the Apothecary and loose change to get a fourth reroll, which is another attractive option.

      Chaos Renegade teams are a mix of evil and chaotic races. The Marauders, while enthusiastic, have to be trained to meet the various needs of the team, while other races provide the muscle and finesse to support the Marauders. However, due to the arrogance, stupidity or animalistic nature of the team members, it is rare to see a well-organized and effective Chaos Pact team. The Chaos Stars are the best example of how great this team can be with the right coach.

      Team Summary:

      The first thing that will strike you when looking at the Chaos Pact roster is that they have the ability to carry three different Big Guys and also a mix of players from other teams. Having three ST5 players can give them a very strong lineup that can be hard for teams to beat, while players from other races open up a few interesting development and tactical options. The other big benefit of Chaos Pact teams is the access to Marauder skills, as they can choose from most skill sets on normal rolls and add agility skills on doubles. The last major advantage is that, aside from the Great Ones, the rest of the team has access to mutations on normal rolls.

      Chaos Pact teams look very good on paper, so in practice you will soon see their shortcomings. First of all, the Big Guys are unreliable and having three of them will make this a problem. Players of the other races have the Animosity skill, which can make moving the ball a problem if they decide they’d rather keep it. The team also starts with no blocking or ball handling skills, making them dependent on dice rolls from the start. Team rerolls for the Chaos Pact are also expensive, which exaggerates the problem of the reliability of the lack of basic starting skills.

      Chaos Pact is not recommended as starting equipment for a beginning player. The big guys are expensive and unreliable, which can mean not having enough dice rolls. This will make the equipment quite frustrating and difficult to play. However, if you don’t mind that and are up for a challenge, a team with these players and access to skills can be a lot of fun and offers some interesting player development options.

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