Albion Rugby Team



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Mongrel Horde


Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-16

Mongrel Horde Member

60,000

?

?

?

?

?

?

Rerolls:
70,000
Apothecary:
Mongrel Horde teams may not purchase an apothecary, but may purchase wandering apothecaries as inducements.
Journeymen:
Mongrel Horde teams may use journeymen, but the league commish will roll twice on the Mongrel Horde Team Players table and let your opponent choose which journeyman shows up.
Head Coach:
Standard rules
Allies:

None
On Pitch Spellcaster:


If one or more spellcasters show up they will come with their own spells.
Secret Weapons:
No secret weapons may be purchased for your player slots, but some Mongel Horde members automatically have secret weapons.

Star Players:
Nobbla Blackwart (130k), Scrappa Sorehead (150k), Brick Far’th & Grotty (290k), Grashnak Blackhoof (310k), Headsplitter (340k), Morg n’ Thorg (430k)
Special Team Rules:

  • The Mongrel Horde is composed of a group of evil players that are outcasts from their various races for whatever reason. As such they have only each other and the game of Blood Bowl is a good outlet for their anger at life in general.

  • You do not purchase actual players for a Mongrel Horde team, but rather purchase slots. Each slot represents a random player from the Horde that will show up for the match.

  • At the start of each match, the league commish will roll on the Mongrel Horde Team Players table to determine who shows up.

  • Bionics, personal apothecaries and trainers may not be purchased by a Mongrel Horde team.

  • Team Rating is calculated after the random rolls based on the value of the players showing up and the Star Player Points they have earned.

  • Any Star Player Points earned by a Mongrel Horde member stay with the actual member of the Horde when he leaves.

  • If a Mongrel Horde member earns any improvement rolls during a match, the current coach may choose the skill that is learned for the actual Horde player.

  • If a Mongrel Horde member is Seriously Injured-Miss Next Game during a match, the actual Horde member will still be able to play in the next match, but your team will lose one slot worth of players for the next game.

  • If a Mongrel Horde member is Seriously Injured-Niggle or Stat Decrease during a match, the actual Horde member does gain the Niggle or Stat decrease but will still be able to play in the next match. Your team will lose one slot worth of players for the next game.

  • If a Mongrel Horde member is Killed, the actual Horde member restarts as a brand new rookie player with the same name, race, and skills. You permanently lose one slot worth of players from your roster.

  • If you retire a Horde member, the actual Horde member restarts as a brand new rookie player with the same name. You gain one assistant coach and permanently lose one slot worth of players from your roster.

  • Assistant coaches and cheerleaders cost double the standard price.

Necromantic


#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-16

Zombie (undead)

40,000

4

3

2

8

Regeneration

GK/ASP

0-2

Ghoul (undead)

70,000

7

3

3

7

Dodge

GAK/SP

0-2

Wight (undead)

90,000

6

3

3

8

Block, Regeneration

GSK/AP

0-2

Flesh Golem (construct)

110,000

4

4

2

9

Regeneration, Stand Firm, Thick Skull

GSK/AP

0-2

Werewolf (lycanthrope)

120,000

8

3

3

8

Claws, Frenzy, Regeneration

GAK/SP

Re-rolls:
70,000

Mercenaries:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-1

Vampire (undead)

140,000

6

4

4

8

Loner, Hypnotic Gaze, Regeneration

N/A

0-1

Mummy (undead)

160,000

3

5

1

9

Loner, Mighty Blow, Regeneration

N/A

The Necromantic team may spend inducement gold to hire a vampire and/or a mummy as mercenaries. The above stats include the additional 30,000gps cost of a mercenary. Additional skills may not be purchased for these special mercenaries.

Allies:
Khemri, Lycanthrope, Spirit

Apothecary:
None.

Head Coach:
Necromancer teams have a Necromancer as their head coach/racial wizard - after all, it is the Necromancer's spells that created the team in the first place and they wouldn't exist without him! All Necromancer teams are assumed to have a Necromancer for free, and do not have to hire one. If the team loses its Necromancer during a match, it may not use the Necromancer's Raise Dead spell at the end of the match. The Necromancer will be replaced in time for the next match in the same way as a normal Head Coach.
The Necromancer can also cast Raise Dead at the end of every match.
Raise Dead: This spell may be cast if the opposing team had a player killed during the match. The Raise Dead spell allows the Necromancer to raise the player's body from the dead, and add him to the team as a new Zombie player! To do so, the opponent must have been removed from the roster during step 2.1 of the Post-game sequence, his Strength cannot exceed 4, and he cannot have the Daemonic Aura, Decay, Elemental Link, Regeneration, or Unstable skills. The new player is added to the Necromantic roster as a Zombie with a Team Value cost of (cost of deceased player - 10,000 gps). However, he will have all the skills, traits, stat increases/decreases, star player points, and niggling injuries that he possessed before he was killed. The new raised Zombie player also suffers a permanent -2 MA and -1 AG and gains the trait Regeneration. This player may only be added if the team has fewer than 16 players at the time.

On-Pitch Spellcaster:
The starting spell for a Necromantic Spellcaster is Necromancy.
Successful Result: Any one player in the Dugout who failed their Regeneration roll is now Regenerated and placed into the Reserves box.
Failure Result: No effect
Range: Dugout
Succeeds on: 4+

Secret Weapons:
One Necromantic player may have a Chainsaw.

Star Players:
Hack Enslash (120k), J Earlice (180k), Setekh (220k), Wilhelm Chaney (240k), Ramtut III (380k), Count Luthor Von Drakenborg (390k)


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