Albion Rugby Team



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Pixie


Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-16

Pixie

30,000

6

1

4

5

Avoid, Dodge, Fragile, Titchy

AK*/GSP

0-4

Treeman

120,000

2

6

1

10

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

SK/GAP

Rerolls:
80,000

Advance:
Pixies can take Wings on a normal improvement roll. They do not actually grow wings (they already have those), it just represents the Pixie become more adept at high speed flying through the outreached hands of crazed Blood Bowl players.

Allies:
Forest Folk, Treefolk, Wee Folk, Wood Elf

Apothecary:
Standard rules

Head Coach:
Standard rules

On Pitch Spellcaster:
Pixie Spellcasters start with the spell Blink.
Successful Result: The spellcaster may "teleport" to any unoccupied square within 3 squares of where she is standing. This move may not be prevented or followed-up in any way by any skill.
Failure Result: Something goes wrong and the safety net provision of the spell kicks in teleporting the spellcaster to Reserves in the Dugout. If the spellcaster was holding the ball, it scatters one square from where she was standing. This will not result in a turnover unless the spellcaster was the ball carrier.
Range: Spellcaster
Succeeds on: 2+

Special Team Rules:

  • Clap If You Believe!: Pixies are magical beings strongly linked to the thoughts, hopes, dreams, and beliefs of those around them. To represent this any time a Pixie is killed, roll 6D6. Compare this to your team's belief factor (Effective Fan Factor + Number of Cheerleaders, maximum of 20). If your 6D6 roll is less than your belief factor, then the clapping of the fans has restored the Pixie's magical life force and she is returned to Reserves from the Dead box. Please note: a Pixie may be saved in this fashion by a team's fans that she is playing for as an ally as well. You may use the Apothecary to cure a Dead Pixie AFTER the crowd has tried.

Secret Weapons:
Pixie teams can have one player with a Poisoned Dagger.
Star Players:
Puggy Baconbreath (140k), Dolfar Longstride (150k), Willow Rosebark (150k), Link Flashheart (220k), Deeproot Strongbranch (300k), Morg n’ Thorg (430k)

Robot


Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-16

Bot (construct)

20,000

5

2

1

7

Free Module, No Hands

GK*/ASP

Rerolls:
50,000

Special Rules
Bots are very cheap because the manufacturer makes a fortune by selling modules to improve the Bot at inflated prices. When the robot is first constructed, it can receive several upgrades through modules. This is the way the robot comes from the manufacturer. The modules are welded on by the manufacturer and cannot be removed for any reason. A Bot's final manufacturer cost is what should be recorded for team rating purposes.

The manufacturer will provide one module per a Bot for free. (Because of cost, the manufacturer will NEVER offer the Spells module for free). Each Bot only has room for 9 modules. Certain modules have a maximum number of modules that can fit on the Bot. No Bot can have more than 4 modules total of Strength and Agility combined.



If a Robot team has a mechanic, any player may be recycled during the post-game for 10k worth of salvage; due to their dedicated programming, they may not be retired into assistant coaches.

Module Name

Cost

Effect

Skill Access Gained

Maximum # allowed on a Bot

Maximum # allowed for team

Movement

10,000

+1 MA

None

3

No limit

Strength

30,000

+1 ST

Strength, if you buy at least 2

3

15

Agility

20,000

+1 AG

Agility, if you buy at least 3

3

30

Armor Value

10,000

+1 AV

None

3

No limit

Arms

Free

Removes No Hands Trait

None

1

12

Block

30,000

Block skill

Strength

1

2

Pass

20,000

Pass skill

Passing

1

2

Catch

20,000

Catch skill

Agility

1

2

Dodge

20,000

Dodge skill

Agility

1

2

Spells

50,000

Able to cast spells

Spellcasting

1

1

Advance:
Special:

  • Bots have a brainAI so they can learn new skills (including Block, Catch, Dodge, and Pass) and even get stat increases from normal improvement rolls.

  • On any improvement roll, in addition to the chosen improvement a Bot may also purchase and add a module as long as this will not make the Bot exceed 9 total modules or violate any other Bot or team maximums for that module type. The team must have a Mechanic (apothecary) in order to add a module this way and will need to pay him 20k for his labor to install the new module. The labor cost does not increase a player’s value, but the module cost does.

  • On a doubles improvement roll, in addition to the chosen improvement any module can be added to the Bot for FREE free (+ the 20k labor cost of the Mechanic) as long as this will not make the Bot exceed 9 total modules or violate any other Bot or team maximums for that module type. The team must have a Mechanic (apothecary) in order to add a module this way. The added module still increases the player’s value as normal.

Allies:
None.

Apothecary:
Standard rules except the apothecary is called a Mechanic.

Journeymen:
Robot teams may not use journeymen and do not hire mercenaries. However, they may freeboot a jury-rigged Bot player for ½ the cost of a normal rookie Bot plus modules with their inducement money. Because a jury-rigged Bot is rapidly cobbled together, it has the Easily Injured skill. Jury-rigged Bots are subject to the team’s module limits. Jury-rigged Bots may be hired on at the end of the match by paying their full normal value. Bots hired in this manner lose both the Loner and Easily Injured skills.

Head Coach:
Standard rules

On Pitch Spellcaster:
The starting spell for a Robot Spellcaster is Corrosive Gas.
Successful Result: A cloud of corrosive gas explodes from a target square into all adjacent squares. The Robot coach may make an armor roll for all non-Robot players (the Robots have a special coating on their armor) in any of these nine squares. If the armor roll fails, nothing happens. If the armor roll succeeds, place the player prone in his square and roll for injury (the player has succumbed to the acid based gas.)
Failure Result: Nothing happens
Range: The target square must be within seven squares of the Spellcaster.
Succeeds on: 4+

Secret Weapons:
Robots will not use secret weapons.

Star Players:
Bomber Dribblesnot (60k), Scrappa Sorehead (150k), Carvatron 5000 (180k), Griff Oberwald (320k), Ten-ton Titan (340k), Morg n’ Thorg (430k)


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