Albion Rugby Team



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Vampire-Necrarch


Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-4

Vampire (undead)

140,000

6

4

3

8

Hypnotic Gaze, Regeneration

GK/ASP

0-4

Wight (undead)

90,000

6

3

3

8

Block, Regeneration

GSK/AP

0-16

Zombie (undead)

40,000

4

3

2

8

Regeneration

GK/ASP

0-16

Skeleton (undead)

40,000

5

3

2

7

Regeneration, Thick Skull

GK/ASP

Special Notes:
The Necrarchs are the masters of necromantic magic, having trained under Nagash, great lord of the undead. Their skill allows them to raise more undead lieutenants to guide their forces. It also greatly improves their regenerative powers. All players on a Necrarch team receive an additional +1 to all regeneration rolls, so they recover from any casualty on a roll of 3 or more on a d6.

As powerful mages, Necrarchs are some of the most powerful spellcasters around. If a Necrarch Vampire is the team's spellcaster, he begins as a Level 2 Spellcaster and only needs a 2+ roll to cast the Conjure spell instead of the normal 3+.

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Vampire-Strigoi


Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-4

Vampire (undead)

120,000

6

4

3

8

Disturbing Presence, Foul Appearance, Regeneration

GK*/ASP*

0-6

Ghoul (undead)

70,000

7

3

3

7

Dodge

GAK/SP

0-12

Zombie (undead)

40,000

4

3

2

8

Regeneration

GK/ASP

Special Notes:
Strigoi teams cannot have a Spellcaster.
Advance:

Strigoi Vampires can gain the Invulnerable skill from any normal improvement roll.


Strigoi Vampires can gain the Claws skill from any doubles improvement roll.

On a doubles improvement roll, a Strigoi Vampire can also become a Varghulf. It gains the Frenzy, Wild Animal and Wings skills (+40k value).



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Vampire-von Carstein


Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-4

Vampire (undead)

160,000

6

4

4

8

Dodge, Hypnotic Gaze, Regeneration

GASK/P

0-4

Ghost (undead)

30,000

6

3

2

7

Banishment, Ethereal

GK/ASP

0-4

Human Thrall

40,000

6

3

3

7

None

GK/ASP

0-2

Zombie (undead)

40,000

4

3

2

8

Regeneration

GK/ASP

0-4

Skeleton (undead)

40,000

5

3

2

7

Regeneration, Thick Skull

GK/ASP

Rerolls:
All Vampire Counts teams - 70,000

Allies:
None

Apothecary:
Vampire-Lesser Counts may have a Team Apothecary. Vampire-Lahmian, and Vampire-von Carstein teams may have a Team Apothecary who can only be used on the Thralls. The other Vampire teams may not have a Team Apothecary.

Journeymen:
Von Carstein teams may hire ghost or human thrall journeymen, but may not exceed the maximum active players for either position.

Head Coach:
Normal for most. Von Carstein can cast Raise Dead at the end of the match if the opposing team had a player killed during the match. 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, has his AV reduced to 7, and gains the Banishment and Ethereal extraordinary skills. This player may only be added if the team has fewer than 4 ghosts at the time.

On Pitch Spellcaster: The Vampire team Spellcaster's starting spell for all teams is Mist Form. (Note: only Vampires or Human Thralls can be spellcasters)
Successful Result: Target player (from either team) becomes mist for the rest of this turn. The player loses his tackle zone; may not lend assists; cannot throw blocks or blitzes; and may not pick-up, catch, or carry the ball. If the player was carrying the ball, it will drop and scatter one square (which will result in a turnover if you cast it on your ball carrier). The player may ignore tackle zones and may even pass through occupied squares. Other players may pass through the square that he is standing in as well. When the player rematerializes at the end of the turn, if another player is standing in the same square both players are knocked over (make AV and Injury rolls). The player that was not gaseous is placed in an unoccupied square (use scatter template to determine). Casting this spell on an opponent is more difficult.
Failure Result: No effect
Range: Maximum of seven squares
Succeeds on: 3+ / (4+ for opponents)

Secret Weapons:
Vampire teams and their allies may not use secret weapons.

Star Players (lesser counts):
Helmut Wolf (110k), Crazy Igor (120k), J Earlice (180k), Wilhelm Chaney (240k), Count Luthor Von Drakenborg (390k), Morg n’ Thorg (430k)

Star Players (blood dragon):
Sinnedbad (80k), Klaus Organlegger (160k), J Earlice (180k), Setekh (220k), Ramtut III (380k), Count Luthor Von Drakenborg (390k)

Star Players (lahmian):
Sinnedbad (80k), Crazy Igor (120k), J Earlice (180k), Roxanna Darknail (250k), Count Luthor Von Drakenborg (390k), Morg n’ Thorg (430k)

Star Players (necrarch):
Sinnedbad (80k), Humerus Carpal (130k), Ithaca Benoin (220k), Setekh (220k), Ramtut III (380k), Count Luthor Von Drakenborg (390k)

Star Players (strigoi):
Helmut Wolf (110k), Klaus Organlegger (160k), J Earlice (180k), Wilhelm Chaney (240k), Count Luthor Von Drakenborg (390k), Morg n’ Thorg (430k)

Star Players (von carstein):
Crazy Igor (120k), J Earlice (180k), Wilhelm Chaney (240k), Nazz Ghul (260k), Count Luthor Von Drakenborg (390k), Morg n’ Thorg (430k)

Wee Folk

Team Background:
A distant cousin of the Halflings, the furry footed Burrower race has survived and thrived by learning to quickly dig through the earth and stone to get out of the way of any of life's more serious threats. When they heard that Halfling were trying to play Blood Bowl they rounded about up a couple of their friends from the Fay Fey and the first Wee Folk team was created. The team rosters includes:

  • Burrowers are the same size as Halflings with even more hair on their feet and hands.

  • Scrapper Gnomes are a race of Gnome like creature that are just too mean to remember they are half the size of Snotlings.

  • Leprechauns are quick moving and very difficult to capture members of the FayFey. When they are caught and threatened with injury, they very often bribe the person with the location of their current Pot of Gold.

  • Quicklings are those very small members of the Fay Fey that swipe that item you know you just laid down RIGHT there! They love the game of BB as snatching the ball from under the opposition's noses and disappearing down field with it is a favorite game to their twisted minds.

Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-16

Burrower

40,000

5

2

3

6

Dig, Strip Ball, Right Stuff, Stunty

AK/GSP*

0-4

Scrapper Gnome

40,000

5

1

3

6

Block, Dauntless*, Right Stuff, Titchy

ASK/GP*

0-2

Leprechaun

40,000

7

2

4

6

Dodge, NIGG, Stunty

AK/GSP

0-2

Quickling

40,000

9

1

3

5

Sure Hands, Titchy

AK/GSP

0-2

Treeman

120,000

2

6

1

10

Loner, Mighty Blow, Stand Firm, Strong Arm, Thick Skull, Throw TeamMate, Take Root

SK/GAP

*Scrapper gnomes may reroll one failed Dauntless roll per turn, and may force one reroll of a Double Dauntless roll per turn.

Rerolls:
50,000

Advance:
Burrower Special: On a doubles improvement roll, a Burrower can gain Claw. This special rule along with the Strip Ball skill is because this character can dig through grass, dirt, and stone in seconds (he can dig through your hands to get to the ball or break through your armor ... no problem.)

Scrapper Gnome Special: On a doubles improvement roll, a Scrapper Gnome can take Double Dauntless.
Allies:
Forest Folk, Halfling, Pixie

Apothecary:
Standard rules

Head Coach:
Standard rules

On Pitch Spellcaster:
The starting spell for a Wee Folk Spellcaster is Where'd He Go!
Successful Result: All players (standing, prone, stunned) on the Wee Folk team may be moved to one unoccupied adjacent square for free. This move does not require a Dodge roll and does not count towards the player's total movement allowance for that turn. This move may not be Diving Tackled, Jammed, or Shadowed. If a player is standing and the spell moves him onto the ball, he may try to pick it up.
Failure Result: Nothing happens.
Range: All Wee Folk players on the pitch
Succeeds on: 4+

Secret Weapons:
Wee Folk teams may not use secret weapons.

Star Players:
Puggy Baconbreath (140k), Willow Rosebark (150k), Link Flashheart (220k), Bertha Bigfist (260k), Deeproot Strongbranch (300k), Morg n’ Thorg (430k)


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