Spirit
Players:
#
|
Position
|
Cost
|
MA
|
ST
|
AG
|
AV
|
Skills
|
Improvement (Normal/Doubles)
|
0-16
|
Ghost (undead)
|
30,000
|
6
|
3
|
2
|
7
|
Banishment, Ethereal
|
GK/ASP
|
0-4
|
Spectre (undead)
|
60,000
|
5
|
3
|
3
|
8
|
Banishment, Chill, Ethereal
|
GK/ASP
|
0-4
|
Wraith (undead)
|
90,000
|
6
|
3
|
3
|
8
|
Banishment, Block, Chill, Ethereal
|
GSK/AP
|
0-2
|
Banshee (undead)
|
90,000
|
8
|
2
|
4
|
7
|
Banishment, Hypnotic Gaze (Wail), Ethereal
|
GAK/SP
|
0-1
|
Vampire (undead)
|
110,000
|
6
|
4
|
4
|
8
|
Loner, Hypnotic Gaze, Off for a Bite, Regeneration
|
GASK/P
|
60,000
Advancement:
Spirit players may take the Regeneration extraordinary skill on any doubles improvement roll (+30k value).
Allies:
Undead
Apothecary:
An Spirit team may not have an apothecary.
Head Coach:
All Spirit teams must have a Necromancer as their head coach - after all, it is the Necromancer's spells that created the team in the first place and they wouldn't exist without him! All Spirit teams are assumed to have a Necromancer for free, and do not have to hire one. If the Spirit team loses its Necromancer during a match, it may not use the Necromancer's Raise Dead or Resummon spells at the end of the match. The Necromancer will be replaced/return in time for the next match in the same way as a normal Head Coach.
A Spirit Necromancer can also cast two spells from the following list every match (a spell may be cast more than once).
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 Spirit team as a new Ghost 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 Spirit roster as a Ghost with a Team Rating cost of (cost of deceased player - 20,000 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 Ghost player also suffers a permanent -1 AG, changes base AV to 7, and gains the Banishment and Ethereal extraordinary skills. This player may only be added if the team has fewer than 16 players at the time.
Resummon:
The Necromancer can resummon at the end of the match one of his Spirit team players that was killed (banished) from his team during that game for one third the rookie price in gold for the player (rounding to the next lowest 10,000 gps). (ie a 30,000 gps Ghost would cost 10,000 gps to Resummon.) The player returns with full abilities and skills (as if saved from death by an Apothecary). Winnings can be received before Resummon is cast.
On Pitch Spellcaster:
Spirit Spellcasters start with the spell Spectral Hand.
Successful Result: A huge ghostly hand is summoned onto the pitch by the Spellcaster which can reach out and hold fast the opposition. The hand may be placed into any unoccupied square within the casting range. The Hand is considered to have the following stats: MA:3, ST:5, AG:2, AV:7, Skills: Tackle, Extra Long Fingers (treat as Tentacles AND and Prehensile Tail). The Hand may perform any action like a normal player (including blocking adjacent players the turn it was cast without using the team's blitz move). The Hand will last until the end of the drive or until it is knocked down at which point it is dispelled (No SPPs for dispelling it). The Hand can temporarily take the number of players on the pitch for the Spirit team over 11 without penalty.
Failure Result: No effect
Range: Any unoccupied square within a maximum of thirteen squares from the Spellcaster
Succeeds on: 3+
Secret Weapons:
The Spirit team may not use any secret weapons.
Star Players:
Sinnedbad (80k), Hack Enslash (130k), Setekh (220k), Nazz Ghul (260k), Ramtut III (380k), Count Luthor Von Drakenborg (390k)
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