On Pitch Spellcaster: The starting spell for a Goblin Spellcaster is Evil Twin.
Successful Result: Until the next Kick-off, the target player has to perform all his actions and movement as if it was in an opposing Tackle Zone, i.e. dodge for every square of movement, modify passing and catching rolls with -1, blocking with a defensive assist and so on. This Tackle Zone adds to any real Tackle Zones, and cards or spells that would allow the target to ignore opposing tackle zone cannot neutralize this tackle zone.
Failure Result: The spellcaster suffers the effect of the Evil Twin spell
Range: Anywhere on the pitch
Succeeds on: 3+
Secret Weapons: Goblin teams may have up to four secret weapon players. Goblins can choose from: Ball & Chain (limit one), Chainsaw, Explosive Bomb, Stink Bomb, and Pogo Stick. In addition as one of its secret weapon, the Goblin team may have a Doom Diver Catapult. Only a goblin player may use a ball & chain, and the player loses his Dodge and Right Stuff skills.
Team Description: Victor "Tinker" Stein was a star surgeon/bionic parts creator for the Body Shop. But he became tired of enhancing the current Blood Bowl star players to fame and fortune without receiving any glory himself. Victor was too scrawny to even think about playing Blood Bowl himself, but it dawned on him one night that rather than enhancing living players will not make an entire team of artificial players. After several long nights, graveyard and quarry visits, and close calls with town citizens with torches, Victor managed to create a team of thinking, learning artificial Blood Bowl players that required minimal instruction to operate a full capacity. Victor's howl of delight was heard throughout the valley as his new Golem team stumbled out of his workshop to load up in the wagon for their first away game.
Special Rules: When a Clay Golem is purchased, the coach chooses a physical skill from the list below. If the team has a Master Artificer, the Golem coach may have the Clay Golem reformed to have a different skill from the list below before any game at a cost of 10,000. This skill will replace the previously selected Golem Physical skill. Golem Physical skills can be Big Hand, Extra Arms, Two Heads, and Very Long Legs.
Allies: None
Apothecary/Wizard/Coach: A Golem team may not have a standard Apothecary. The team may have a standard Head Coach OR or for 150,000 the Golem team may hire a Master Artificer which will act as Head Coach. Hiring this special head coach increases the team’s value by 50,000 gps. A Master Artificer can perform EACH each of the following four skills ONCE once during or at the end of a game (if he is ejected for Arguing the Call, he will not be able to perform any of these abilities even during the end game sequence):
Automatically move a Knocked Out or Badly Hurt player to the Reserves box.
Automatically move a Seriously Injured or Dead player to the Reserves box for one-third the Golem's rookie cost in gold (rounded down to the nearest 10,000). If more than one Golem is Killed or Seriously Injured during a game, the condition stands as rolled and may not be "fixed" during a future game (ie. the Master Artificer must fix an injury or death during the game it happens to prevent the damaged parts from permanently breaking). This ability may be used during the post-match sequence after earnings have been received but before spiraling expenses are factored.
Permanently remove a niggling injury or stat penalty from a Golem for the Golem's rookie cost in gold.
Cause a Golem to overexert itself. For one turn, the golem gains a +2 bonus to MV, ST and AG. At the end of the turn, the golem suffers a casualty. Note: this ability of the Master Artificer may not be used on a golem that has accumulated at least 31 star player points as these Golems have been around enough to have learned to sometimes ignore the Master Artificer's programming.
On Pitch Spellcaster: The starting spell for a Golem Spellcaster is Spontaneous Construction.
Successful Result: A tiny Golem is formed from the bits of players lying around the pitch. This Golem may be summoned into any empty square on the pitch. The type summoned depends on what player "parts" are must abundant on the pitch. If the Golem team has caused more casualties then their opponent, then a Mannequin is summoned (6/1/3/5 Dodge, Stunty, Side Step, Sure Hands). If the Golem team has suffered more casualties or if the opponent is a Golem or Robot team, then a Dreadmini is summoned (3/4/1/5 Claw, Stunty). If the casualty count is tied, roll a D6 (1-3=Mannequin, 4-6=Dreadmini). This created Golem may take the number of players on the Golem team over 11 without penalty. The created Golem may move the turn it was created. If the created Golem attempts to block on the turn it was created, it must use the team's blitz action. The created Golem will last until the end of drive or until it is Knocked Down at which point it is dispelled (no SPPs earned for dispelling it).
Failure Result: Nothing happens.
Range: Any unoccupied square on the pitch
Succeeds on: 3+
Secret Weapons: The Golem teams will not use secret weapons.
Star Players: Crazy Igor (120k), Hack Enslash (120k), Carvatron 5000 (180k), Brick Far’th & Grotty (290k), Ten-Ton Titan (340k), Ramtut III (380k)