Araby
Team Description:
From the depths of the Araby Peninsula the nomadic people of the desert have ventured into the Old World in marauding war-bands for centuries, now they come with a new vengeance, to be masters at the sport of Blood Bowl.
Nomadic Arabian Blood Bowl teams originate from two opposite schools of thought, Holy and Unholy. The first of these, Holy, is one of divine reverence, that they are sent forth to battle infidels of their faith, and the Blood Bowl pitch is a natural proving ground. The second, Unholy, is one of much darker portents. These teams seek out the services of forbidden necromantic allies and are thoroughly shunned in all social circles, but outright loved by the fans when they take to the pitch.
Arabian teams are headed by an egomaniac Emir, who acts as the team owner. Occasionally the Emir will hire a trusted Vizier to guide, coach, and direct the team.
The majority of the Arabian players are lightly armored bedouin. Specialist players include bedouin throwers, brutish palace guards, and fanatical dervish.
Araby-Holy
Players:
#
|
Position
|
Cost
|
MA
|
ST
|
AG
|
AV
|
Skills
|
Improvement (Normal/Doubles)
|
0-16
|
Bedouin Lineman
|
50,000
|
7
|
3
|
3
|
7
|
None
|
GK/ASP
|
0-2
|
Bedouin Thrower
|
60,000
|
7
|
3
|
3
|
7
|
Pass
|
GPK/AS
|
0-4
|
Dervish
|
70,000
|
7
|
3
|
3
|
7
|
Dauntless, Frenzy
|
GAK/SP
|
0-4
|
Palace Guard
|
80,000
|
5
|
4
|
2
|
8
|
None
|
GSK/AP
|
0-1
|
Ogre
|
140,000
|
5
|
5
|
2
|
9
|
Loner, Bonehead, Mighty Blow, Thick Skull, Throw Teammate
|
SK/GAP
|
Rerolls:
50,000
Allies:
Human
Apothecary:
Standard rules
On Pitch Spellcaster:
Holy Araby Spellcasters start with the spell Cry of Jyhad.
Successful Result: All standing players on the Holy Araby team other than the Spellcaster receive +1 ST, Mighty Blow, and Frenzy until the end of the turn. At the end of the turn, all players affected by this spell make armor/injury rolls to see if they hurt themselves during their religious frenzy. If the Armor roll does not break armor, do not place the player prone.
Failure Result: No effect
Range: All players other than the spellcaster standing on the pitch
Succeeds on: 43+
Head Coach:
Vizier: The Holy Araby team may have a normal head coach or it may hire a Vizier as Head Coach for 150,000. Hiring this special head coach increases the team’s value by 50,000 gps.
The Vizier is a wise and rather intuitive person with a keen mind for negotiation. A Vizier possesses two valuable skills.
-
The first of these is that he has the uncanny ability to foresee the future, and because of this advises the Emir before the match of some impending doom awaiting his team. The Vizier may use this ability to negate some of the advantages held by the opposing coach.
The Holy Araby coach rolls a D6 at the beginning of the game to represent the Vizier's visions.
-
On a 1-3 the Vizier's visions do not help the team.
-
On a 4-6, the Vizier's vision is very accurate. The Holy Araby coach can see any support staff or special play cards for his opponent for the match and can choose one card or On-pitch Spellcaster spell that cannot be used for this match. The Vizier's visions have foretold of this specific occurrence and alter the outcome as the Emir has alerted his team before hand to avoid the result.
-
Secondly, the Vizier is responsible for negotiating the Match Winnings at the end of the game. Before calculating the Match Winnings, a team with a Vizier may roll a D6: on a result of 1-3, proceed as normal; on a result of 4-5, add a +1 modifier to the Match Winnings roll; and on a result of 6, add a +2 modifier to the Match Winnings roll.
Secret Weapons:
Holy Araby teams may choose from Ball & Chain or Poisoned Dagger secret weapons. Only dervishes may use the Ball & Chain; they exchange Frenzy for Sidestep if they do.
Star Players:
Abobo (170k), Ben Lawdawn (220k), Mighty Zug (260k), Zara the Slayer (270k), Griff Oberwald (320k), Morg n’ Thorg (430k)
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