OBERWALD SUPPLEMENT No 1
ALTERNATE RACES
v1.04
0.0 ADMINISTRATIVE
0.1 What this document is all about
0.2 How to get a copy of this document.
0.3 New this edition
1.0 MONGRELMEN
2.0 SNOTLINGS
3.0 SLANN
4.0 ALPHA COMPLEX BLOOD BOWL
5.0 SUPER HALFLINGS
6.0 THE ORIGINAL NORSEMEN
7.0 TYRANID
8.0 NIPPON
9.0 FIMIR
10.0 GNOMES
0.0 ADMINISTRATIVE
==================
0.1 What this document is all about
====================================
This document is a collection of alternate races for Blood Bowl
which are floating around the net. Many of them are untested
and some are created as a joke. The decision of which is which
is left as an excercise for the reader.
This list is maintained by Dean Maki. Submissions or corrections
should be sent to him at dfmaki@makivel.synapse.net.
0.2 How to get a copy of this document.
========================================
This document will be posted periodically to rec.games.board and
BBOWL-L, along side the OBERWALD (On-Line BloodBowl Enthusiasts'
Reference With Assembled League Doctrines).
The current copy of this OBERWALD SUPPLEMENT is also kept at the MORG
(Mail Order Retrieval Gizmo). Send a message to
MORG@makivel.synapse.net with the following in the body of your
message:
GET RACES.TXT
QUIT
0.3 New this edition
=====================
Gnomes and Fimir (from Sigurd Garshol)
Nipponeese (From Jarrod Coad)
1.0 MONGRELMEN (From Chet Zeshonski)
==============
A number of years ago, a friend of mine was looking for alternate races to
play in 2nd edition Blood Bowl.
Well, it occured to me the other week that I could mess around with the
rules a bit and try to come up with something a little similar, however
warped. I know people have often complained that several skills never
get picked (particularly among the Physical Abilities), so I gave the
matter some thought and came up with the "Mongrelmen".
Please note that there is nothing official about this; furthermore, these
rules haven't even been playtested. Anyone who wishes to do so is
encouraged to, and I'd be more than interested in hearing the results. A
number of "potential/possible" benefits and penalties for the race were
toyed with, and I have decided to include ALL of them. Whether this makes
for a playable race or not - I don't know. That's what you people (who I
KNOW love new races, Star Players, etc., etc., etc.:) are going to tell
me!
Any section marked with an asterisk (*) indicates an optional rule that
needs serious playtesting to see how it affects the race as a whole. I'm
not sure the whole thing is comPLETEly balanced, but I'd caution against
throwing out all the penalties to tes the race.
Anyway, without further ado - here they are...
MONGRELMEN
~~~~~~~~~~
History - Ages ago, the great primal force that is Chaos swept out of the
North, corrupting the souls of all it encountered.
All, that is, except for the strange race now known as the
Mongrelmen. By some strange twist of fate, these humans were not
completely corrupted by the Invasion of Chaos.
However, a mark was left upon the people who survived "intact."
Strange mutations began to develop with alarming frequency.
Children were often born with strange abnormalities - dog-faced,
lobster-clawed, even rat-tailed.
The people survived, however, and have since devoted their lives
to battling Chaos and all its forces (they've also developed a
lot of even stranger mutations!).
Player List
~~~~~~~~~~~
Qty Title Cost MA ST AG AV Skills
~~~ ~~~~~ ~~~~ ~~ ~~ ~~ ~~ ~~~~~~
0-16 Mongrelman 70,000 6 3 3 8 Special
Rerolls: 60,000 gold pieces each
Every Mongrelman starts with one randomly selected mutation (see below).
Special Rules
~~~~~~~~~~~~~
Mongrelmen often develop strange mutations, as has been noted. However, due
to their (ironically) chaotic metabolism, such mutations are exceedingly
random.
To represent these two facts, any Mongrelman who rolls doubles for a skill
is allowed to roll on the Mutations Table below.
1: Big Hand 5: Horns 9: Regeneration 13: Thick Skull
2: Claw 6: Hypnotic Gaze 10: Spikes 14: Two Heads
3: Extra Arms 7: Prehensile Tail 11: Stunty 15: Very Long Legs
4: Foul Appearance 8: Razor Sharp Fangs 12: Tentacles 16: Choose
For the second (and any successive) mutations, a roll of 16 (Choose) or a
mutation already possessed by the player allows the coach to choose any
mutation.
Skill Rolls
~~~~~~~~~~~
* Mongrelmen may normally choose General Skills only. Due to their highly
warped nature, a player who rolls doubles for a skill may not automatically
choose a skill. Instead, he must roll a d6 and consult the following table:
1-3: May choose a Skill from any category.
4-6: Most roll a Mutation.
Mongrelmen who roll stat increases (MA+1, ST+1) may keep these without
rolling, as these increases are physical mutations of a different nature.
Thus, a Coach who rolls (6,6) for a skill may take ST+1 or a Mutation
(randomly rolled). If the Coach rolls (6,6) or (2,2) and wishes to choose
Dodge, for example, he must roll 3 or less on the chart above to do so.
Apothecaries
~~~~~~~~~~~~
* Due to their highly irregular physical nature (and penchants for
misplaced hearts and the like), Mongrelmen are more difficult to heal
than most races. To reflect this, any Apothecary trying to heal a
Mongrel player succeeds on a roll of 3+ rather than 2+.
Wizards
~~~~~~~
* Mongrelmen cannot hire normal Wizards. Rather, they have their own
practitioners of magic, called Warpers (or "Channelers," as they are know
to the Mongrelmen themselves). These truly odd specimens are capable of
warping (or, more accurately, "channeling") the Taint of Chaos out of the
Warper and into the world.
Mongrelmen may hire a Warper at any time during team creation or the
season, and he costs 150,000 gold crowns. A Mongrelman team with a Warper
on it is allowed to choose 1 extra Magic Item card per game to reflect the
Warper's control of the Taint of Chaos.
Choose the team's Special Play cards normally, and then set aside the
Warper's Magic Item card (note, then, that Mongrel teams with a Warper
*are* allowed to circumvent the usual limit of 1 Magic Item card per game).
If the Warper is injured in any way or otherwise made unavailable for the
game (a "Better Offer" card, for example), the Magic Item card is returned
to the deck if it has not been used already (thus, it is very important to
set aside the Warper's card - preferably, under the Warper's model).
The Fans
~~~~~~~~
* Because Mongrelmen are so - well, UGLY - and few in number, they rely
largely on fan support from other races. However, because these fans are
so fickle, Mongrelmen must subtract an additional -1 from their Fan Factor
roll after every match, in addition to any other modifiers which may apply.
Mixed Race Teams
~~~~~~~~~~~~~~~~
Mongrelmen, due to their ugly and bizarre nature, must fight a lot of
prejudice on the Blood Bowl field. A Mongrel team may hire Human players,
but must first roll a 6 to do so (using the Mixed Race rules from Citadel
Journal No. 7). Humans may hire Mongrel players, but must similarly roll
a 6 to do so (this is because the players will often not want the Mongrel
player on the team).
2.0 SNOTLINGS (From Dan Kast)
=============
(I thought the 2nd ed. Snotlings were so much fun, I brought them back.)
Snotling (Cost 20,000) MA 6, ST 1, AG 3, AV 5, Dodge, Right Stuff, Stunty
A Snotling may select Agility skills (if he lives long enough).
SPECIAL RULES
Snotlings are MUCH smaller than Goblins and Halflings; therefore, they may
be thrown without the normal one-band range penalty (ie., they can be
thrown up to Long Bomb! distances). However, this also means that they have
trouble handling the ball. They cannot pass (although they may hand-off),
nor can they ever attempt to intercept the ball. When a Snotling catches
the ball, roll a die. On a 4-6, he is just fine; on a 1-3, the Snotling is
knocked over and the ball scatters from his square (and if he is in the End
Zone, a touchdown is not scored).
Snotlings usually do not have their own teams (although if you want to play
one, the cost of re-rolls is 40,000). Any Chaotic team (see above) can
hire up to 4 Snotlings.
3.0 SLANN (From Dan Kast)
=========
The Slann are an ancient race who once roamed the stuff of Chaos in their
marvelous silver spaceships. But no longer -- the Slann have long since
degenerated and the technological marvels they once produced are now a
thing of the past. So low have they sunk into barbarity that they even
(shudder) play Blood Bowl. How uncivilized can you get?!
Qty. Type Cost MA ST AG AV Skills Skill Picks
0-12 Lineman 80,000 6 3 3 9 Leap General
0-4 Catcher 90,000 7 2 4 8 Leap, Catch General, Agility
0-4 Blitzer 110,000 7 3 3 9 Leap, Block General, Agility
Re-rolls: 70,000
4.0 ALPHA COMPLEX BLOOD BOWL (From Dean Maki)
============================
*************** ATTENTION CITIZENS ***************
Your Friend The Computer had invented a new game for your enjoyment. This
new game is so fun and exhilarating that only a Commie Mutant Traitor
would not sign up immediately to play.
You and your fellow players are instructed to carry a ball over the
opposing team's goal line. You must also use any means to prevent the
opposing team from crossing your goal line with the ball. Your health is
secondary to the enjoyment of the game. The Computer likes it that way.
You do too, right Citizen?
No Clearance MA ST AG AV Skills Skill Picks Cost
-------------------------------------------------------------------
0-12 RED 6 3 3 8 None General 50,000
0-2 ORANGE 7 3 3 8 Block General 70,000
0-2 YELLOW 8 3 3 8 Catch General,Agility 80,000
0-2 YELLOW 6 3 3 8 Pass, General,Passing 80,000
Sure Hands
Rerolls: 70,000
Notes:
Alpha Complex Blood Bowl teams may not use an apothecary. Alpha Complex
teams may not hire players from other races, nor may other races hire
Alpha Complex Players.
On a Doubles skill roll, the team member must choose from the R&D Skill set
Each player starts with 5 clones. If a player dies, the next clone will be
activated and placed in the Reserves Box.
If at any time a player has amassed 5 Treason Points more than he has
Commendation Points, he will be terminated and replaced with his next clone
in line. This clone has all the skills and memories as the previous
player, but no Treason or Commendation points.
The following will earn Treason Points:
Fumbling the Ball : 1TP
Throwing an Inaccurate Pass : 1TP
Failing to Catch the ball : 1TP
Entering a Zone you are not cleared for : 2TP
Choosing a skill you normally cannot have : 1TP
On field when TD scored against you : 1TP
Falling for any reason : 1TP
Failing to pick up the ball : 1TP
Getting Injured : 1TP
Failing to return R&D Equipment : 2TP
Failing to use issued R&D Equipment : 1TP
Dropping the Ball : 1TP
Performing an action not cleared for: 2TP
Causing someone to miss a game : 1TP
Getting ejected : 1TP
Awarded MVP : 2TP
The following will earn Commendation
Points:
Scoring a Touchdown : 1CP
Catching the Ball : 1CP
Completed Pass : 1CP
Knocking an opposing player down : 1CP
On field when TD scored for team : 1CP
Causing an Injury : 1CP
Awarded MVP : 2CP
Other Notes:
The ball is Security Clearance ORANGE. Getting control of the ball if
you are not ORANGE or greater earns you 2 Treason Points.
The Endzone is Security Clearance YELLOW.
The BLITZ action is Security Clearance ORANGE.
The PASS action is Security Clearance YELLOW.
The FOUL action is Security Clearance GREEN.
When entering the End Zone, roll 2 dice. On a result of 2, The Computer
has determined that the square entered into is Security Clearance ULTRA-
VIOLET. The Player will be terminated (and the next clone activated)
and a Touchdown will not be awarded. Scatter the ball. The Security
Clearance of that square will revert back to Yellow after the corpse
is removed.
R&D Skill Set
When using any of the R&D Skills, roll a D6. On a roll of 1, the device
blows up, knocking the player to the ground. Roll for armour. This causes
a turn over and may not be rerolled. The player will gain 2 Treason
Points, but the device will be replaced for the next game.
Pogo-Shoes: The player may Leap, as per the skill. He may also Go For It
four times. The shoes are rather clumsy, and as such, the player
suffers a -1 when dodging and has his base MA reduced by 1.
Drill: This power assisted hand drill gives a +1 bonus when rolling for
armour and injury rolls on any blocks, or any fouls the player is
involved in. If the player is knocked down, he suffers a +1 on his
armour and injury rolls.
Steam Powered Epoxy Gloves: A boiler unit is strapped to the back of the
player, with conduits leading to a pair of gloves. The steam heats
up the Epoxy disks on the gloves. This allows the player to pick up
or catch the ball on a 2+, regardless of tacklezones. The player may
never voluntarily give up the ball. If he is knocked over while
carrying the ball, he will land on the ball, causing it to burst.
Eject the player for Delay of Game and kick off the ball again. If
the player scores a Touch Down, roll a D6. On a 1-3 the dissolving
solution does not remove the Epoxy, and the player cannot let go of
the ball. A replacement ball is used, and the player must sit out
the rest of the game.
Ballzooka: This device allows a player to make an accurate pass to any
square on the board. The player may not move or otherwise take
another action during the turn. Unfortunately, its front is
identical to its back. When using this device, roll a D6. On a 1-3,
the ball fly backwards. Further unfortunately, the Ballzooka is
aimed by looking through the device. If the ball is sent backwards,
it will hit the operator in the face, injuring him. Do not roll for
armour, go right to the injury table.
Slippery Suit: An energy pack is used to hyper-excite silicate molecules
across a full body jump suit. This makes the wearer virtually
ungrabbable. The player may ignore tacklezones when dodging, and
the Tackle skill may not be used against this player. The suit
also makes it impossible to pickup or catch the ball, or get a good
grip on an opponent. Therefore the wearer of this suit has no
tackle zones, and may not block or foul or assist in a block or foul.
Hydraulic Boot: The player gains the skill Kick and has a +2 bonus when
committing a foul instead of the normal +1. The player's base
movement is reduced by 3 due to the size of the foot wear.
Turtle Shell Battle Armour: The wearer of this devastating piece of gear
has his AV raised to 10 and ST raised to 5 and gains the skill Block.
His movement, however is reduced to 1, and he may not Go For It.
If the player is ever knocked over, he may not get up without
assistance. (He may roll over if he was stunned.) To stand up,
the player needs assistance from players with a combined ST of 17 or
more. These players may not do anything else during the turn they
are helping the downed player.
5.0 SUPER HALFLINGS (From Chet Zeshonski)
===================
Super Halflings have the exact same stats as their "normal" cousins,
but have access to General skills, and cost 10,000 more. If your
league uses Super Halflings, then ALL halflings should be Super;
mixing Super and "normal" halflings is not advised.
6.0 THE ORIGINAL NORSEMEN (From Jacob Jonsson)
=========================
Num Position MA ST AG AV Cost Skills Skill Picks
----------------------------------------------------------------------
0-16 Lineman 6 3 3 8 50,000 None General
0-4 Blockers 5 4 2 9 90,000 None General, Strength
0-2 Berzerker 7 4 3 8 120,000 Frenzy, General, Strength
Thick Skull
Rerolls: 70,000
Norse teams may hire rookie or star Ogres. They may also hire as
allies: Dwarves (6+ roll), 1 Halfling or 1 Human. Norse players may
be hired as allies by Dwarves (6+ roll), Halflings (6+ roll) and
Humans (1 player).
7.0 TYRANID (From Tom McCarthy)
===========
Num Position MA ST AG AV Cost Skills Skill Picks
---------------------------------------------------------------------------
0-4 Tyranid 7 4 3 8 110,000 None General
0-6 Genestealer 7 3 2 8 80,000 Extra Arms General
Mighty Blow
Hypnotic Gaze
0-1 Magus 6 3 3 7 60,000 Sure Hands General, Passing
Hypnogic Gaze Agility
0-12 Hybrids 6 3 2 7 30,000 None General
0-4 Squigs 5 2 3 7 30,000 Dodge, Stunty Agility
Mutation to match
model
0-4 Hunter-Slayer 6 2 3 7 30,000 Dodge, Stunty Agility
BIGUNS
Zoat 5 5 2 8 110,000 Sure Feet, Strength
Thick Skull
Carnifex 4 6 1 10 160,000 Claw, Thick Skull Strength
Stand Firm
Razor Sharp Claws
Rerolls: 70,000
Biguns count against the total of four star players
Tyranids may not ally with anyone
The Carnifex may not catch or carry the ball. If the ball is in the
possession of a Carnifex, it will burst.
If a Carnifex trys to throw a teammate, he must first make an unmodified
armour roll to see if the little guy is injured.
Tyranid players do not acquire Star Player Points. Star Player Points
are gained by the entire team as one through the hive mind. Skills are
acquired with levels based upon twelve times the normal:
0-60 SPPs No skills. 61-122 1 Skill/player. 121-130 3 Skills/player
etc...
8.0 NIPPON (From Jarrod Coad)
===========
No. Player MV ST AG AV Skills Skill Picks Cost
------------------------------------------------------------------------
0-2 Samurai 6 3 3 9 Block Strength, General 80,000
0-16 Ashigaru 6 3 3 8 None General 60,000
0-2 Thrower 6 3 3 8 Sure Hands,Pass General, Passing 70,000
0-2 Ninja 8 3 4 7 Dodge, Catch General, Agility 100,000
REROLLS: 60,000
May hire Apothecaries and Wizards.
SPECIAL RULES
Samurai may not use Foul actions, as this is deemed dishonorable by the
Bushido Code.
SENSEI (Cost 50,000) A sensei will allow the players on a Nippon BBowl
team to be trained in the fabled Martial Arts...once per game, a player
on the Nippon team may use Mighty Blow, Hypnotic Gaze - a nerve pinch
version - and Leap - the player does not need to have these skills,
and the same player does not have to use all the skills. The Sensei
allows all three skills to be used once each during the match
The Nippon may also have a SHINTO PRIEST - instead of a Wizard -
(with thanks to Gavain Sweetman)
SHINTO PRIEST (Cost 200,000) The shinto priest acts as a normal wizard
except that they have an additional spell "Call Kami spirit". The
spirit will take possession of a Samurai, if more than one the coach
chooses which will get the spirit. Possession by a Kami spirit gives
the Samauri exceptional vitality and endurance which is represented by
+1 ST and MV. However, spirits have their own associated skills, which
are randomly determined roll d6:
1-2 Evil Kami - player can foul and gains Dirty Player.
3-4 Good Kami - player gains Sprint and Sure Feet
5-6 Berzerker Kami - player gains Frenzy
A Samurai possessed by an Evil Kami must foul if he has a downed player
in his tackle zone at any point during his move - from either team - but
does not gain any SPP's for doing so. If a Samurai possessed by an Evil
Kami fouls anyone during the possession, he must roll on the Serious
Injury table to see what injury he commits on his own person to atone
for the dishonour.
The spirit can be summoned at any time but the possession will only last
until the next kick-off.
The Nippon call all Freebooters RONIN - the masterless grey warriors -
and do not respect them, feeling they have no honour. If Freebooters are
used in a game by the Nippon team, all Samurai have armour and injury
rolls made by them on opposing players reduced by one. However, if
Freebooters are used by the opponent, all armour and injury rolls made
on the Freebooters by Samurai are increased by one. If both sides use
Freebooters, the Samurai make rolls as normal...
STAR PLAYERS
Oroku Saki - Samurai Star Player
MV 6 ST 4 AG 3 AV 10 Block Dodge Mighty Blow Leader - 180 000
Hamato Sarami - Ninja Star
MV 9 ST 3 AG 4 AV 8 Dodge, Catch, Leap, Sure Hands - 170 000
WhisperingWindHeraldsYourDeath - Ninja Star
MV 8 ST 3 AG 4 AV 7 Dodge, Catch, Throwing Stars* - 170000
Throwing Stars - New Skill Penalty Roll 10+ (if 10,11,12 is rolled ,
ninja is sent off)
A player with the Throwing Star skill has a supply of Poisoned
shuriken that allow him to make a one die block against any player
- no matter what their strength - within range of a Quick Pass but
not actually in an adjacent square. If a Opponent Down is rolled,
this is resolved as normal; Both Down - opponent goes down, ninja
must make agility roll - if failed, a star slips out of his sleeve
and rolls to the feet of the Referee - ninja sent off as if a penalty
roll was failed; Skull - ninja must make agility roll, as above, but
if failed the ninja has poisoned himself and must make armour and
injury rolls to see what happens when he hits the ground.
NIPPON BIG'UN
Temples in Nippon are guarded by statues of ancient Samurai warriors
that will come to 'life' when the temple is threatened. By twisting
the animating spell a little, a few priests have managed to change 'the
temple' to 'the team'. The Temple Statue follows all the same rules as
the Samurai position players - ie will not foul; if playing on team
with Ronin (Freebooters) same rules appy as Samurai...
Nippon Big'Un - Temple Statue - STAR PLAYER
MV 4 ST 6 AG 2 AV 9 Block, Thick Skull, Stand Firm - 190 000
Rookie Temple Statue
MV 4 ST 5 AG 2 AV 9 Thick Skull, Block - 150 000
Please send comments or suggestions to ja_coad@postoffice.utas.edu.au
9.0 FIMIR (From Sigurd Garshol)
==========
"Through the choking Mists they came, the One-eyed and thrice accursed
Demon-spawn known to Man as the Fimir. They came to raid our Homes and
steal our Daughters. And none could stand against their Might."
Adiomus of Boehmenbad
No. Player MV ST AG AV Skills Skill Picks Cost
---------------------------------------------------------------------------
0-12 Fimir Shearl 5 3 2 8 General 30,000
0-6 Fimir Fimm 5 4 2 9 Block, MBlow General, Strength 100,000
0-2 Lesser Demons 6 3 4 7* Dodge, Wings General, Agility 100,000
SPECIAL RULES
Due to incredibly poor depth vision, Fimir double all negative range
modifiers when making a pass. In addition, all ranges are treated as being
one band longer than measured (see Halflings)
Fimir Magic Special Rules
The Team may hire either a Dirach Wizard (150k) or a Meargh Hag Queen (300k).
A Dirach may either generate the fog described below, or cast a normal spell.
The fog seeps in on the field just before the players set up. The fog allows
the Fimir to ignore their normal Passing Restrictions, and imposes the same
penalty to all Non-Fimir Players.
The fog may be generated at the start of the drive before both teams set up,
provided the weather is Nice. The fog disappears if a 4+ is rolled on a D6
after each drive, or the weather changes to anything other than Nice. Only
one Fog may be generated each match.
A Meargh Hag Queen can generate fog AND cast a spell as an ordinary wizard.
Demon Special Rules
If you have a Dirach or a Meargh you may purchase Lesser Demons as players.
If you have a Meargh, you may purchase Greater Demons as players.
All Demons have a special armour value: The opponent does not add any
modifiers to his armour roll.
Injured Demons never suffer any permanent injuries, but are temporarilly
banished from the Mortal Plane. The may be resummoned at some expence.
Badly Hurt: resummon in the next Make Purchase Phase buy paying 25% of
original cost.
Seriously injured: Resummon in the Make Purchases Phase AFTER the FOLLOWING
match by paying 50% of original cost.
Killed: Sorry, but the demon is banished for a so long time that he counts
as dead.
A Demon that is not resummoned at the designated time, is lost.
Demons retain any skills/increases obtained when resummoned.
A Demon fitted with Magic helmet loses his special ability of ignoring
Armour modifiers.
Note that Demons assosciating with Fimir are non-Chaotic. They are merely
considered Evil...
Special Physical Ability: Wings.
This player may Leap as described under the skill LEAP. There are some
exceptions. The Leap allways succeeds on a 2+. If the roll to leap was a
natural 6, the leap only costs 1 square of movement. It is impossible to
use WINGS during a Blizzard, and Pouring rain imposes a -1 modifier to
the roll.
Fimir Star Player
Shrang Highcrag -Fimir Fimm Noble
5 5 3 9 Block; Mighty Blow; Break Tackle; Leader 160k
Greater Demon Starplayer
Hjrkkakk, The Dark Disembowler
6 6 3 9* Block; Mighty Blow; Horns; Prehensile Tail; 220k
Work in progress. Please send comments or suggestions to:
db95srg@oliven.lhg.hib.no
10.0 GNOMES (From Sigurd Garshol)
===========
No. Player MV ST AG AV Skills Skill Picks Cost
---------------------------------------------------------------------------
0-16 Gnomes 6 3 3 7 Stunty General 40,000
0-2 Blitzers 6 3 3 7 Stunty, Block General, Strength 70,000
0-4 Runners 7 2 3 6 Dodge, Stunty, General, Agility 60,000
Sure Hands
REROLLS: 50,000
SPECIAL RULES:
Gnomes suffer under the same rules as Halflings and Goblins regarding
Passing and Injuries.
Magic:
Gnomes does not have the same limitations to their magic as Dwarfs do.
They may hire "normal" Wizards. As an option (in place of a wizard) they
may go for the Trickster (same price). The Trickster is used at the start
of the match. The Trickster allows the Team to take an extra number of
Dirty Tricks. Roll a D6:
1: No Extra Dirty Trick
2-5: 1 Extra Dirty Trick
6: 2 Extra Dirty Tricks
Make this roll after the ordinary Special Play-cards roll.
Starplayers:
Hercules D'Chantaux -Gnomish Blitzer
7 4 3 7 Stunty; Block; Dodge; Guard.
Cost: 120k
Jarek Thunnelswype -Gnomish Runner
8 2 4 6 Dodge; Leap; Nerves of Steel; Sprint; Stunty; Sure Hands
Cost: 130k
Brognil the "Mental" -Gnome
6 3 3 7
Special: Chainsaw
Insane.
Cost: 70k
Insane: When an action is declared for an an insane player, roll a D6. On
a roll of 2+ the player is used as normal. On a roll of 1, the player goes
absolutely bananas. The player. Stand the player up if it is lying down.
If it has the ball, it is immediately dropped (Does not count as a
turnover: See the Turnover Rules) Move the player D6 squares in a straight
line dictated by the scatter template, ignoring all tackle-zones. If
another player is standing in the way, the Insane player will throw a block
at the opposing player, pushing him out of the way if possible, and will
then strive to complete it's move. This may mean blocking several players.
Prone or Stunned are Pushed Back, out of the way if possible. No assists
are counted for these blocks. If the player has a functional Weapon that
can be used in place of a block, it will use these. If the opponent of the
insane player is removed from the board, the Insane player may continue his
move. Note that the player will only block players that actually stand in a
square he is supposed to enter.
Work in progress. Please send comments or suggestions to:
db95srg@oliven.lhg.hib.no