Albion Rugby Team



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Treefolk


Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-16

Dryad

80,000

5

3

3

7

Aspect

GSK/AP*

0-2

Treeman

120,000

2

6

1

10

Mighty Blow, Stand Form, Strong Arm, Take Root, Thick Skull, Throw Teammate

SK/GAP

Rerolls:
70,000

Special skills/traits:
Aspect: The Dryad chooses from one of the following three aspects at the start of each game.
Birch: +2 MA and Double Blitz
Oak: +1 ST, +2 AV, -1 MA, -1 AG
Willow: +1 MA, +1 AV and Double Dauntless

Dryad Special: Dryads on doubles may select one of the following Mutation skills:
Thorns: The Dryad sprouts Rose-like thorns all over their body when 'psyching up' for the game. Acts as Horns.
Stone Bark: Grants a +1 bonus to AV (may not increase AV over 10).
Tendrils: Acts as Tentacles

Allies:
None

Apothecary:
Standard rules

Head Coach:
Standard rules

On-Pitch Spellcaster:
The starting spell for a Treefolk Spellcaster is Rapid Growth.
Successful Result: This spell causes a small plant/seed on the field to grow into a Treeman player for the duration of the spell. This created Treeman player may be grown in any empty square on the pitch. This Treeman will have the following stats: MA: 0, ST: 6, AG: 0, AV: 10 with Mighty Blow and Stand Firm. The spell/created Treeman will last until the end of the drive or until it is knocked down. This created Treeman may NOTnot: move, follow-up, attempt to catch, hand-off, intercept, or grab/pick-up the ball in ANY any manner. The created Treeman may block without follow-up, lends assists, and does extend a tackle zone. If the created Treeman attempts to block the turn the Rapid Growth spell was cast, it must use the team's blitz action for that turn. The referee will not call a penalty if this created Treeman takes the number of players on the field for the Treeman team above 11.
Failure Result: A created Treeman grows on the square where the Spellcaster was standing. The Spellcaster is thrown into the air by the rapid growth of the created Treeman. The Spellcaster becomes Badly Hurt. This will result in a turnover.
Range: Any empty square on the pitch.
Succeeds on: 3+

Secret Weapons:
The Treefolk team may not use secret weapons.

Star Players:
Puggy Baconbreath (140k), Willow Rosebark (150k), Link Flashheart (220k), Zara the Slayer (270k), Deeproot Strongbranch (300k), Morg n’ Thorg (430k)

Tyranid


Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-16

Genestealer

60,000

7

3

3

7

Claw, Outrage

GK/ASPM*

0-2

Lictor

110000

7

3

3

7

Claw, Shadowing, Stab

GAK/SPM

0-4

Hive Tyrant

110000

6

4

2

8

Acid Death, Claw

GSK/APM

0-1

Carnifex

150000

3

6

1

9

Loner, Claw, Invulnerable, Stand Firm, Wild Animal

SK/GAPM

Rerolls:
60,000

Advance:
All tyranids can gain mutations on a doubles improvement roll. This represents the tyranids’ ability to rapidly evolve physical solutions to environmental stimuli. On a doubles improvement roll, a Genestealer can choose to gain the Hypnotic Gaze extraordinary skill.

Allies:
None

Apothecary:
Standard rules

Bionics:
Tyranids will not use bionics, preferring to rely on their ability to assimilate genetic material to enhance and propagate their species.

Head Coach:
The tyranid's head coach is a norn-queen, the synapse center for the team's hive mind. It is through the norn-queen's abilities that the team has a low reroll cost and the ability to use genetic appropriation. 
Genetic Appropriation - This ability allows the norn-queen to generate a new Genestealer from the DNA of a deceased opponent. 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, he cannot be a construct or undead, and he cannot have the Daemonic Aura, Decay, Elemental Link, Regeneration, or Unstable skills. The new player is added to the roster as a Genestealer with a Team Value 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 Genestealer player suffers a permanent -1 AV but gains +1 MA, Claw and Outrage. This player may only be added if the team has fewer than 16 players at the time.

On-Pitch Spellcaster:
Spellcasters for tyranid teams are known as psykers. A psyker must be a Hive Tyrant. The starting spell for a psyker is Bio-Plasma.

Bio-Plasma


Successful Result: The psyker throws or spits a ball of bio-plasma at a target square, scattering as if he had thrown an inaccurate pass. This does not count as a Ppass aAction, and bio-plasma cannot be caught, pass blocked, intercepted, or thrown in by the fans. The psyker’s coach rolls a D6 for each player in the target square and in all eight adjacent squares. On a 4+, they are knocked over and have to make an armor roll as if blocked by a player with Mighty Blow. If the ball carrier is knocked over while his team was the moving team, then a turnover takes place.
Failure Result: The bio-plasma misfires in the spellcaster's square and the eight adjacent squares. Roll a d6 for adjacent players as normal, but the spellcaster is knocked down automatically which will result in a turnover.
Range: Any empty square on the pitch.
Succeeds on: 2+

Secret Weapons:
The Tyranid team may not use secret weapons.

Star Players:
Biovore (110k), Deathleaper (240k), Haruspex (300k), Morg n’Thorg (430k), (Old One Eye (370k), Ymgarl Elite (210k)


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