Chaos Pact
Players:
#
|
Position
|
Cost
|
MA
|
ST
|
AG
|
AV
|
Skills
|
Improvement (Normal/Doubles)
|
0-12
|
Marauder
|
50,000
|
6
|
3
|
3
|
8
|
None
|
GSPMK/A
|
0-1
|
Minotaur
|
150,000
|
5
|
5
|
2
|
8
|
Loner, Frenzy, Horns, Mighty Blow, Thick Skull, Wild Animal
|
SK/GAPM
|
0-1
|
Chaos Ogre
|
140,000
|
5
|
5
|
2
|
9
|
Loner, Bonehead, Mighty Blow, Throw Team-Mate, Thick Skull
|
SK/GAPM
|
0-1
|
Chaos Troll
|
110,000
|
4
|
5
|
1
|
9
|
Loner, Mighty Blow, Throw TeamMate, Regenerate, Always Hungry, Really Stupid
|
SK/GAPM
|
Rerolls:
70,000
Advance:
Physical: All roster members have access to physical mutations. In addition, any allies on the Chaos Pact team may take a physical mutation on a normal improvement roll result.
Allies:
Dark Elf, Goblin, Orc, Skaven, Snotling. Allies for Chaos Pact teams gain Animosity instead of Loner.
Apothecary:
Standard rules
Head Coach:
Standard rules
On Pitch Spellcaster:
The starting spell for a Chaos Pact Spellcaster is Warp Bolt. (Only Marauders can be Spellcasters on this team.)
Successful Result: The Spellcaster casts a bolt of destructive warp energy at an enemy player. The victim is hit and knocked over by the warp bolt. Such is the power of the Warp Bolt that it automatically penetrates the victim's armor, so roll on the injury table immediately to see what injuries were inflicted.
Failure Result: The warp energy courses uncontrollably through the Spellcaster. The spellcaster is Badly Hurt and must miss the rest of the match This will result in a turnover.
Range: Seven squares
Succeeds on: 3+
Secret Weapons:
Any one roster or allied player on the Chaos All-Star team may use a Chainsaw.
Star Players:
Bomber Dribblesnot (60k), Zzharg Madeye (90k), Fezglitch (100k), Ugroth Bolgrot (100k), Max Spleenripper (130k), Morg n’ Thorg (430k)
Team Description:
Before they become serious and cranky wizards, apprentices have been known to form Blood Bowl teams as a youthful exercise in fun and to develop their combat spellcasting skills. To give them some muscle on the line they work together to summon an Elemental of pure magic energy, but this Elemental is difficult to hold together for the entire match.
Players:
#
|
Position
|
Cost
|
MA
|
ST
|
AG
|
AV
|
Skills
|
Improvement (Normal/Doubles)
|
0-16
|
Apprentice
|
70,000
|
6
|
3
|
3
|
8
|
Magic Helmet, Spells L1, Conjure 3+
|
GASPK/-
|
0-1
|
Magic Elemental (elemental)
|
140,000
|
6
|
5
|
3
|
7
|
Loner, Mighty Blow, Regeneration, Unstable
|
SK/GAP
|
Rerolls:
40,000
Apprentice Wizards do not get along but their minor magic cantrips and charms help them recover from mishaps during the game.
Allies:
None
Advance:
Apprentices on any standard improvement roll can roll twice on the Open Spell table and pick the spell.
On doubles, Apprentices can gain a spell casting level or choose any spell from the Open Spell table.
Apothecary:
Standard rules
Head Coach:
Standard rules
On-Pitch Spellcaster:
The starting spell for a College of Magic Spellcaster is only Conjure. If a successful Conjure spell produces a Magic Helmet card for the College of Magic team, you must draw another Magic Item card to replace it.
Secret Weapons:
The College of Magic team does not use secret weapons.
Star Players:
Puggy Baconbreath (140k), Peyton Mana (240k), Zara the Slayer (270k), Timm (290k), Griff Oberwald (320k), Morg n’ Thorg (430k)
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