Night Goblin
Players:
#
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Position
|
Cost
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MA
|
ST
|
AG
|
AV
|
Skills
|
Improvement (Normal/Doubles)
|
0-16
|
Night Goblin
|
40,000
|
6
|
2
|
3
|
7
|
Dodge, Right Stuff, Stunty
|
AK/GSP
|
0-4
|
Squigs
|
50,000
|
D6
|
4
|
3
|
7
|
Fangs (Claw), Thick Skull, Squig Rules, Sneaky Git, MA D6, No Hands, No GFI
|
GSK/Special*
|
0-1
|
Stone Troll
|
110,000
|
4
|
5
|
1
|
9
|
Loner, Mighty Blow, Throw TeamMate, Regeneration, Always Hungry, Really Stupid
|
SK/GAP
|
Rerolls:
60,000
Special:
Squig rules:
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Squigs may only take Move Actions. Squigs move using the throw-in template. Roll a D6 to see how far the Squig moves first and then position the template in the direction you want him to go in and roll a dice. Do this for every square of movement the Squig has.
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A Squig never has to make a dodge roll to leave a square adjacent to an opponent because nobody would be stupid enough to try and stop a rampaging Squig. A Squig can however, be blocked by an opposing player if any would be so insane to do so.
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When a Squig moves into a square which is occupied, friendly or enemy - Squigs do not care, then he will make a block. To move into the same square as a player the Squig must first be adjacent to him and when he rolls to move the template must indicate that he will move into the opposing players square. This does not count as the team's blitz action. The Squig can keep moving and blocking as many times in one turn as it has movement or until he is knocked over.
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If a Squig moves into a square occupied by a prone player then the Squig will foul them, friendly or otherwise. Referees are absolutely petrified by approaching a rampaging Squig, and will only eject a fouling Squig from the game if the foul is blatantly noticeable (represented by the Sneaky Git skill). Squigs may still make a foul even if the foul action was already used this turn.
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When a Squig is getting up from being knocked down you must roll for how many squares the Squig will move first. If there is insufficient movement to stand up as normal, then he'll need to roll a 4+ to stand up. (It does not count as a turnover if he fails the standing roll.)
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A squig may never use the Diving Tackle, Frenzy, Kick-Off Return, Leap (with the exception of Squig Hoppers, see below), Pass Block, or Shadowing skills.
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A Squig cannot do anything with a football. This includes throwing, catching, handing off or anything! So if the ball ends up in a square with a Squig occupying it, it scatters one square.
Advance:
On doubles, a Squig may not gain any skill its wants (they may still gain stats increases per standard improvement roll skills). Instead it may gain one of the following (+30k value):
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Foul Appearance
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Hypnotic Gaze (may only be used after all movement is resolved)
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Invulnerable
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Jump Up
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Regeneration
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Very Long Legs
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Become a Squig Hopper. The Squig becomes very attached to its Night Goblin trainer and as such will allow the Night Goblin to ride it. However, due to the rule against riding animals during Blood Bowl matches, a Squig Hopper might be ejected by the referee at the end of any drive that he participated in on a 10+ roll by the opposing coach. The rules for a Squig Hopper are as follows:
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A Squig Hopper takes Move Actions in the same way as a normal Squig. The first difference is that because of the rider's guidance the Squig's movement is changed from D6 to 6 permanently and the player may now GFI. The other difference is once each turn a Squig Hopper instead of blocking or fouling can attempt to Leap over the player and continue the move on the other side of the opponent. Give the Squig Hopper the Leap skill to represent this.
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A Squig Hopper loses the No Hands skill, instead if the ball ever ends up in the Squig Hopper's square then it can make a roll to see whether he picks up or catches the ball or not as usual. Because this is a dangerous stunt, the catch or pickup attempt is made with a -1 penalty. This should be represented with the Butterfingers skill.
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A Squig Hopper still counts as a Squig for roster purposes.
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In summary: Squig Hoppers loses MA D6, No GFI, and No Hands, have their MA fixed at 6, and gains SW 10+, Leap and Butterfingers.
Allies:
Orc
Apothecary:
Night Goblin teams do not have an Apothecary, instead they have a Brewmeister purchasable at five levels worth 50,000gps each.
At the start of the game, roll a d6 for each level of the Brewmeister except the 3rd level (so 2D6 for Levels 2 & 3, 3D6 for Level 4, and 4d6 for Level 5). This represents the number of pints of Fungus Beer he's managed to brew up for this game. At any time during the game, the Brewmeister can administer a pint of his home brew to any ailing player on your team, restoring their vim, vigor, and virility. One draught of his potent brew will put any goblin back on the pitch -- but at what cost?
If administered right away, Stunned/KO'd/Badly Hurt/Seriously Injured players may be left prone on the pitch (see special rules for Seriously Injured players below). Or unlike a normal Apothecary, the Brewmeister can administer his pints to the players between drives to return them to the Reserves box. Boozed up players suffer a -1 penalty (this is cumulative down to AG of 1) to their AG for the rest of the game. If a player uses throw-in template movement or has a current AG of 1, they suffer a -1 penalty to MA instead.
Dead players, unfortunately, cannot be dosed by the Brewmeister (although some have tried!) Make note of any serious injuries inflicted on players with permanent effect (Niggles and Stat reducers NOT Miss Next Game), as this effect is still applied at the end of the game (after the Fungus Beer has worn off).
A Level 3 Brewmeister grants a +1 bonus to all KO recovery rolls.
Additionally, a Night Goblin coach can sell off any remaining pints to the crowd (at the end of the game) for 1,000 gold crowns apiece.
Head Coach:
Standard rules
On Pitch Spellcaster:
The starting spell for a Night Goblin Spellcaster is Shaman Potpourri.
Successful Result: Select two players on the pitch from the same team (either your or your opponent's). Then roll a D6 to see the spell's effect.
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1 - FIREBALL: A Fireball erupts centered on each player's square. Roll a D6 for every player in or adjacent to the player's square. On a 4+, place the player prone and make armor and injury rolls as if blocked by a player with Mighty Blow.
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2 - ZAP!: Roll a D6 for each player. On a 4+ he is turned into a Toad until the end of the drive. Toads have the following stats: MA: 4, ST: 1, AG: 4, AV: 4, Skills: Dodge, Leap, No Hands, Titchy. Toads will drop the ball if they had it. Toads may not try to pick up or catch the ball and cannot use any skills or gain SPPs. However, if they suffer an injury or even death, this carries over after their re-transformation. Toads re-transform back to normal at the end of the drive or the match (whichever comes first).
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3 - THE COLOURS: The players have a bad acid flashback and are placed prone (no armor/injury rolls) and gain Bonehead for the rest of the drive.
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4 - NOXIOUS FUMES: The players come down with a REALLY bad case of flatulence. The players gain Foul Appearance until the end of the drive.
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5 - PORTENTS OF POWER: The players are gifted with the ability to see slightly into the future allowing them second chances at mistakes. The players gain Pro until the end of the drive.
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6 - STRENGTH OF THE GODS: The players gain +1 ST until the end of the drive.
Failure Result: Nothing Happens
Range: Any two players on the pitch from the same team
Succeeds on: 2+
Secret Weapons:
The Night Goblin team may have four secret weapon players. They may choose from Ball & Chain or Goblin Net teams (which count as 2 secret weapon players). Only a night goblin player may use a ball & chain, and the player loses his Dodge and Right Stuff skills.
Star Players:
Fungus the Loon (80k), Scrappa Sorehead (150k), Lobbie & Whakko (200k), Ripper (270k), Varag Ghoul-Chewer (290k), Morg n’ Thorg (430k)
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