To add a bit of flavor and something to liven up games with racial special antics heres a list of special balls that can be used only if both players agree:
Regular Bloodbowl Ball : Any Teams
Spiked Bloodbowl Ball: Any Teams
Consisting of a normall ball with two spiked bands. If you get bored with scoring touchdowns you can always use it to nail your opponents hands to the ground! (Always a crowd pleaser.)
When "Passing" a second Agility roll is made and if successfully caught with a +1 modifier. If failed the ball acts as if its Blocking the catcher with the following Strength. Quick (2) Short (3) Long (4) Long Bomb(5). It can also be used as a weapon. Pass the ball to an opposing player which it Blocks with a strength of Quick (5) and Short (4) if the player is not knocked over they can attempt to catch it with a -2 modifier. Secondly the player carrying the ball can throw blocks at +1 Strength.
Sticky Bloodbowl Ball: Halfling Team
All those sticky buns ate in the reserve box cause the ball to be sticky. Anyone holding the ball temporarily gains the Sure Hands skill and has a -1 modifier while passing.
Ball Squig: Goblin or Orc Teams
All Goblin and Orcs are surrounded by small creatures known as squigs. Unfortunately a few of them look just like a Bloodbowl Ball. These balls are brought onto the field by accident and awakened by the kick off when an unobservant player punts its backside halfway up the field Once landed the squig makes a run for it. At the beginning of the kicking teams turns it will move towards the nearest field edge. It will BLOCK anything that gets in its way. If it reachs the edge the crowd throws it back in as normal. Anyone holding the Ball Squig has -1 modifier to all actions(its squiriming and biting).
BALL SQUIG MV: 3 ST:2 AG:3 AV: N/A
Iron Balls: Dwarf Teams
Dwarves dont always have access to pig's bladders living in their mountain-bound mines so teams got creative. An Iron ball may only be picked up if the player first rolls equal or under his Strength on a D6. Additionally another roll must be taken on anything other than a Quick Pass with a -2 modifier. Any player holding the Iron ball may not Go For It or Dodge, but adds +1 Strength when rolling a block. Any player catching an Iron Ball must roll equal or under his Strength or get knocked to the ground. (armor and injury rolls if applicable)
Enjoy!