This is the sixth ATC and it is deliberately planned as a challenge for all coaches across Australia and New Zealand. Winning the ATC is like winning prestigious teams’ events like the Eurobowl, although with an ANZAC twist.
Event Dates: 11th & 12th April 2026
Cost: $100 per coach (includes a $60 voucher for food & beverages at the venue). Payment details will be provided upon making contact to wafflhq@outlook.com
TOURNAMENT RULES
Squads
Coaches at ATC 6 are organised into Squads of three (3). Each coach in the squad must use a different Blood Bowl race from the 31 available options.
It is preferred that squads are created prior to the tournament and registered as a group.
However, if a coach cannot find a squad to join, or if two coaches are lacking a third, they can contact the tournament organisers to request a match.
Each squad must nominate one member of the three to be the squad captain. The squad captain is the point of contact with the tournament organisers.
Tournament Games
ATC 6 is a ‘resurrection’ tournament. This means that all players, staff, inducements and team elements (such as rerolls) return to their starting status after each game regardless of injuries or any other in-game or post-game events.
In Round 1, squads will be matched randomly. In Rounds 2 to 6, squads will be matched against opposing squads with similar point scores based on the overall ranking. This follows the familiar “Swiss” system used in many Blood Bowl tournaments.
Once a squad has been matched, the squad captains each roll 1D6. The captain that rolls the higher number (reroll ties) may choose which coach in their squad to “send out” or may defer for the other captain to do so. The captain that did not send out a coach matches one of their own coaches against that coach. That captain then sends out a coach from their squad to be matched by a coach nominated by the first captain. The final two coaches play each other.
For example, Bob Bifford is the captain of the squad ‘Da Biff’, while Griff Oberwald is the captain of the other squad matched to it, ‘The Griff’. Bob rolls a 5 and Griff a 3, and Bob elects to ‘send out’ his squad-mate Jordell’s wood elves. Griff, wisely, chooses to match Jordell’s wood elves with his own squad-mate Barik’s dwarfs. Griff then sends out his own humans, who Bob matches with Jim’s vampires. Itzy’s lizardmen must, therefore, play Bob’s ogres.
Games run for two halves, with either a win, loss or tie being awarded at the end. No sudden death overtime or penalty shootouts will be needed. Each game is allocated two hours and fifteen minutes to finish. Any game that has not entered the final half with one hour remaining will need to use 4 minute timers for the remainder of the match. Games not completed in time will be called early and both coaches will award their next opponent a free reroll.
SCORING
At the conclusion of each round, squads earn points as follows:
Squad Win: 3 points
Squad Draw: 1 point
Squad Loss: 0 points
A squad registers a win if they collectively win more individual matches than the opposing squad. A squad registers a tie if they collectively win the same number of matches as their opponents. A squad registers a loss if they collectively lost more games than their opponents.
Squads on the same points during the tournament and for final standings will be ranked using a series of tiebreakers in the following order:
• Sum of individual points (3/1/0 for W/D/L)
• Sum of combined score of played opponents
• Net squad touchdowns
• Net squad casualties
For the individual prize, players on the same points will be ranked using the following tiebreakers:
• Sum of combined score of played opponents
• Net touchdowns
• Net casualties
Winning
ATC 6 will award first, second and third places for the squad category and first place for the individual category, using the scoring methodology stated above.
Other Awards
Best (Painted) Team
After Round 3, coaches are encouraged to set up their painted teams for all to see in a space that will be determined on the day. Teams presented must have been painted by an individual present at the tournament, and their name must be attributed to the team. If a player is borrowing a team that another individual present has painted, it may be presented under the name of the painter. Please note there is a limit of 1 entry per coach/painter.
Each coach may then vote for the team they believe is the best converted, painted and/or presented. Coaches are not allowed to vote for their own team. Each coach may give three votes to their favourite team, two votes to their second favourite team, and one vote to their third favourite team.
The team that polls the most votes will be conferred the title of ‘Best Team’.
The Prizes
As is tradition we will award prizes to coaches and squads. We will confer the following awards.
Squad Awards:
The Power of Three - 1st Place Team
We only suck a little! - 2nd Place Team
Just hung in there! - 3rd Place Team
It was someone else’s fault! - Wooden Spoon
Defence wins championships?! - Most TDs scored
Can’t run without a head! - Most Cas caused
Individual Awards:
I am the Greatest! - 1st Place Individual
Endzone Emperor - Most TDs scored
Blessed by Nuffle - Most Cas caused
ROSTER CREATION
ATC 6 uses The Official Rulebook Third Season Edition (BB2025) rules in its most current version as sanctioned by the NAF. The following explains any variances to that rule set.
All teams must be painted with a minimum of three colours, and each player must be clearly numbered on the miniature and corresponding roster slot. Players with additional skills must be clearly labelled in some way. We suggest loom bands, Alea Tools coloured magnetic bases, or something similar. Teams that do not abide by this will award their opponents a free Prayer to Nuffle in every round and, for egregious violations, may be penalised further (up to and including disqualification).
Sanctioned Teams
The following teams, allocated to tournament tiers, are sanctioned for use at the ATC 6.
Tier 1: Amazon
Tier 2: Dark Elf, Lizardmen, Necromantic Horror, Norse, Old World Alliance, Orc, Shambling Undead, Underworld Denizens, Vampire, Wood Elf
Tier 3: Bretonnian, Chaos Dwarf, Dwarf, Elven Union, High Elf, Human, Imperial Nobility, Skaven, Slann*, Tomb Kings
Tier 4: Black Orc, Chaos Chosen, Chaos Renegade, Khorne, Nurgle, Snotling
Tier 5: Gnome, Goblin, Halfling, Ogre
*The Slann roster can be found here: www.thenaf.net/slann
Team Creation
Each coach can spend up to 1,150,000 gold coins on Roster Building. Roster Building comprises the purchasing of players, sideline staff, rerolls, permitted inducements and dedicated fans. Permitted inducements are below. The value next to each inducement indicates how many of each inducement may be purchased. No other inducements are permitted.
The following inducements and inducement quantities are allowed for teams in all tiers
(unless noted otherwise):
0-3 Bribes
0-2 Blitzer’s Best Kegs
0-1 Halfling Master Chef (Halfling only)
0-1 Mortuary Assistant
0-1 Plague Doctor
0-1 Riotous Rookies
0-1 Star Player (Tier 5 teams only)
0-1 Team Mascot
0-1 Weather Mage
Star Players
• Tier 5 teams may add up to 1 Star Player to their rosters.
• When rostering a Star Player the following rules must be followed:
• Star Players that are selected as a pair (such as the Grak and Crumbleberry) count as 2 Star Players for the purposes of availability and therefore cannot be selected.
• If 2 coaches are drawn against each other with the same Star Player on their roster, both coaches are permitted to use them.
• Star Players cannot be allocated additional skills.
The following list of star players are NOT PERMITTED:
• Bomber Dribblesnot
• Cindy Piewhistle
• Deeproot Strongbranch
• Hakflem Skuttlespike
• Jordell Freshbreeze
• Kreek ‘the Verminator’ Rustgouger
• Morg ’n’ Thorg
• Ripper Bolgrot
• Skitter Stab-Stab
• Any star player released by Games Workshop after 28th February 2026
Any Star Players or Teams released between the publication of these tournament rules and 28th February 2026, will be reviewed by the organising team and an announcement will be made on their availability.
Upgrades
In addition to the starting skills on their roster, all teams will have additional skills that they can add. Access to skills is split into five tiers, as follows:
Tier 1: 4 skills
Tier 2: 5 skills
Tier 3: 6 skills
Tier 4: 7 skills (including 1 optional secondary)
Tier 5: 8 skills (including 1 optional secondary)
The additional skills are all allocated at the start of the tournament, so they remain relevant for all six matches. The secondary skill (where available) can be swapped to a primary skill if you wish. Skills are allocated as either “primary” or “secondary” as per team rosters. One player on your roster listed as 0-16 may be given two additional skills. This ‘stack’ is free, and entirely optional. One of these skills can be a secondary skill, if you have access to secondary skills in your team’s tier. All other skills are allocated at a maximum of one additional skill per player. Please note that no additional skill may be chosen more than 3 times (e.g. you can only have Wrestle as an additional skill for 3 players maximum). Statistic improvements and random skills cannot be selected.
NB: For teams with the Team Captain special rule (i.e. Humans and Orcs), please note the Pro skill gained from this special rule cannot be stacked with any additional skills as part of the Upgrade package.
Use it or lose it! Any unspent gold from either Roster Building or Upgrades is lost. Teams cannot transfer unused cash from one to the other.
More information can be found in:
• Official Games Workshop publications
• Blood Bowl the official rulebook third season edition (BB2025)
• Relevant Spike Magazine booklets
• Errata/FAQ (November 2025) PDF
• Star Players PDF
• Teams of Legends PDF
• NAF Rules for Tournaments 2026
All team rosters must be submitted by the squad captain to the tournament organisers by 31st March 2026.
The entire squad for any coach who submits rosters after the date above will award each of their Round 1 opponents a free team reroll. Teams with rosters received after 4th April 2026 will have 1 point deducted from their overall tournament score.
TOURNAMENT SCHEDULE
The two days of the tournament will run as below.
Day One [11th April 2026]
Registration 9:00am
Round 1 9:30am
Lunch 11:45am
Round 2 12:45pm
Break 3:00pm
Round 3 3:15pm
Best Team Judging 5:30pm
End of Day 6:00pm
A joint dinner will be organised at the venue on Saturday evening. The details are to be confirmed and will be provided closer to the event.
Day Two [12th April 2026]
Round 4 9:00am
Break 11:15am
Round 5 11:30am
Lunch 1:45pm
Round 6 2:25pm
Break 4:40pm
Award Ceremony 5:00pm
End of Tournament 6:00pm
Note that the times above are intended to be as close as possible to true, and every attempt will be made to keep to them. Coaches should try to be present and ready to go at all relevant points in time to ensure the tournament can be run effectively. Squad captains are responsible for ensuring this occurs and should contact the organisers directly if any issues arise. Please note that if a coach is more than 15 minutes late for their match, the organisers, at their discretion, may record the result of the match as a forfeit win for their opponent.
Approved Rabid 2/4/26