Albion Rugby Team



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Nipponese


Team Description: Hailing from the far Eastern realms, these humans have a style of play unique to their culture.

Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-16

Ashigaru

50,000

6

3

3

8

None

GK/ASP

0-4

Samurai

80,000

6

3

3

9

Block, Honorable

GSK/AP

0-2

Ninja

120,000

8

3

4

7

Dodge, Shadowing, Side Step

GAK/SP

0-2

Sumo

120,000

4

4

2

8

Dauntless, Push, Stand Firm

GSK/AP

Rerolls:
60,000

Allies:
The Nipponese will normally not allow any players from other teams on their team. However, if your team has a rookie or star player Ninja then the team may also have 1 Skaven Lineman ally on the team as a protege of the Ninja. Use the standard ally rules to add this player to the team. If at any time at the end of game the team has lost all of its Ninja players, the Skaven will leave the team as well sneaking off in the night (thus no contract buyout or Assistant Coach allowed as per the standard player retirement/removal rules). Injured Ninja count for keeping the Skaven; he will tend to his mentor's injuries.
Extra Team Rules:
The Samurai follow a rigid code of honor. Already pushed to their limit by grudgingly allying with ninja clans, the samurai become demoralized when their team brings in these “ronin” as outside help. If Mercenaries or Star Players are used by the Nipponese team, all Samurai take a -1 penalty to armor and injury rolls whenever their team is fielding a Mercenary or Star Player on the pitch.

In addition, Samurai are treated as having the Mighty Blow skill whenever blocking or blitzing an opposing player who has taken a foul action this drive. If the Samurai has the Mighty Blow skill, he instead is treated as having the Pro skill for this purpose.



Apothecary:
Standard rules

Head Coach:
The Nipponese team may have a standard Head Coach or for 150,000 gps they may have a Sensei. Hiring this special head coach increases the team’s value by 50,000 gps.

A sensei will allow the players on a Nipponese team to be trained in the Martial Arts. Once per match, a player on the Nipponese team may use Dodge, Hypnotic Gaze (nerve pinch), Leap, Mighty Blow, or Nerves of Steel. The player should not already have these skills. Each skill can be assigned to a player only once during the game immediately after you declare a player’s action. All five skills or combination can be assigned to the same player. Note: if the Sensei is ejected for Arguing the Call, then these skills may not be used.



On Pitch Spellcaster:
The starting spell for a Nipponese Spellcaster is Summon Oni.
Successful Result: The Spellcaster successfully calls upon the demon spirit imps called Oni to assist the team. Oni are Yin/Yang demons which can bring blessing and curses equally. D3 Oni appear each being placed in empty squares as close to the Spellcaster as possible. An Oni has the following stats: (6/1/3/5 Bless, Cruelty, Dirty Player,Titchy, Horns). The Oni may take the number of players on the Nipponese team over 11 without penalty. The Oni may move the turn they were created. If any Oni attempts to block on the turn it was created, it must use the team's blitz action. The Oni will last until the end of drive or until it is Knocked Down at which point it disappears (No SPPs earned for dispelling an Oni).
Failure Result: The Oni are not amused at being summoned. They whisk the Spellcaster away to "teach" him a few things. The spellcaster will miss the rest of the half. This will result in a turnover.
Range: The closest available unoccupied squares to the Spellcaster
Succeeds on: 4+

Secret Weapons:
The Nipponese team may have up to three secret weapon players, however only the Ninjas or the Skaven ally may use them.
The Nipponese may choose from the following weapons: Throwing Star, Staff, Poisoned Dagger, and Explosive Bomb.

Star Players:
Saboo Tai (150k), Skitter Stab-Stab (160k), Hakflem Skuttlespike (200k), Mighty Zug (260k), Zara the Slayer (270k), Morg n’ Thorg (430k)

Norse


Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-16

Bondsman

50,000

6

3

3

7

Block

GK/ASP

0-2

Thrower

70,000

6

3

3

7

Block, Pass

GPK/AS

0-2

Runner

90,000

7

3

3

7

Block, Dauntless

GAK/SP

0-2

Berserker

90,000

6

3

3

7

Block, Frenzy, Jump Up

GSK/AP

0-2

Norse Werewolf (lycanthrope)

110,000

6

4

2

8

Frenzy

GSK/AP

0-1

Snow Troll

140,000

5

5

1

8

Loner, Claws, Disturbing Presence, Frenzy, Wild Animal

SK/GAP

Rerolls:
60,000

Allies:

Chaos, Dwarf, Human, Lycanthrope, Orc


Apothecary:
Standard rules
Head Coach:
Standard rules
On Pitch Spellcaster:
The starting spell for a Norse Spellcaster is Blizzard.
Successful Result: The spellcaster changes the weather to a Blizzard until the end of the drive at which point the previous weather returns. unless If the Casting roll was a 6, in which case the Blizzard remains for the rest of the game until changed by another spell, special play card, or kickoff table.
Failure Result: No effect
Range: Weather
Succeeds on: 2+
Secret Weapons:
One Norse player or ally may use a Chainsaw, OR or instead of a Chainsaw player a Norse team can travel to high ice covered mountains and find an ally in a Storm Giant as its secret weapon.
STORM GIANT - 140,000 gold - Penalty Roll 7+

Note: because they were just too big (ie too good) to play the game, Storm Giants were banned from the game of Blood Bowl by the NAF. But this doesn't stop one from running onto the pitch at the last second on occasion.


The Storm Giant earns star player points normally, and has the following stats:

Position

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

Storm Giant

6

6

2

9

Bonehead, Cruelty, Loner, Mighty Blow, Thick Skull, SW 7+

SK/GAP


Star Players:
Boomer Eziasson (60k), Helmut Wolf (110k), Wilhelm Chaney (240k), Zara the Slayer (270k), Icepelt Hammerblow (330k), Morg n’ Thorg (430k)


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