Pyromaniac Hellhound Pilot
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"GOOD MORNING SPORTS FANS!!!! And welcome to tonight's opening game of Super Bowl XXVII!!! Tonight's game between the reigning champions the Reikland Raiders and the Howling Stunties. Kick off is in about twenty minutes, so there's about enough time to run through the rules. As you all know, Blood bowl is an epic conflict between two teams of heavily armored and insane players, knocking lumps out of each other for our entertainment. Players run, pass or throw the ball attempting to get to the opposite end zone too score a tocuhdown. Bones crunch across the blood soaked pitch as the compete for glory, gold and fame. "
This is a Blood bowl RPG. People can decide to be a coach and lead their team to victory, or a free lancing star player and be adored by thousands of fans.
Every race in warhammer can play. Each race has their own strengths and weaknesses, if your desired race isn't here, just say and I'll write them up.
Chaos:
Most Chaos teams are not noted for there subtlety or marginality of their gameplay. A simple drive up the middle of the pitch, maiming and injuring as many opposing players as possible, is about the limit of the typical Chaos team's game plan – and by Nuffle, does it work!However, as random as mutations seem to be on a Chaos team, there have been many Chaos teams that have used the gifts of their patrons for such uses as 'passing' the ball and 'catching' it and many opponents have been caught unawares by a Chaos team able to throw (and catch) the ball
0-16 Beastmen 60,000 6 4 3 8
Horns
0-4 Chaos Warriors 100,000 5 5 4 9
None
0-4 Nurgle Warriors 120,000 5 5 3 9
Disturbing Presence, FoulAppearance, Nurgle’s Rot,Regeneration
0-2 Berzerkers 110,000 6 5 5 7
No hands, Mighty Blow, Frenzy
0-1 Minotaur 150,000 5 6 2 8
Loner, Frenzy, Horns, MightyBlow, Thick Skull, Wild Animal
DWARVES:
Dwarfs were one of the first races to play blood bowl, many teams an trace their history to the first years of the game. They tend to play a running game, ploughing their opponents into the ground in a tide of muscle and beards. They work on the princepal of high casualty rates to open up the opponents defence. Their main weakness is the passing game, simpley not being tall enough to catch or intercept the ball. There are however, inspirational starplayers who can build up a good passing game, such as Bran 'Long Bomb' Ironson.
The Dwarves reputation for illegality is only surpassed by Goblins, but this makes them a big hit with the fans. The see themselves as the founders of the game, and as such, have a right to alter the rules and laws into their favour.
Dwarves are perfect blood bowl players, small, strong and stubbornly refuse to die
Roster:
0-16 Blockers 70,000 4 5 2 9
Block, Tackle, Thick Skull
0-2 Runners 80,000 6 5 3 8
Sure Hands, Thick Skull
0-2 Blitzers 80,000 5 5 3 9
Block, Thick Skull
0-2 Troll Slayers 90,000 5 6 2 9
Block, Dauntless, Frenzy,Thick Skull
0-1 Deathroller 160,000 4 7 1 10
Break Tackle, Dirty Player,Juggernaut, Mighty Blow,No Hands, Secret Weapon,Stand Firm
Goblin Teams:
Generall, goblin teams are at the lower end of the rankings, as they are, well, rubbish. It is hard to write anything good to say about a team who has members thatspend the night before a match drinking, fighting and stealing. Most goblin players and coaches usually end up running up a huge bar tab before a match.
So what do the Goblins have going for them? Well, they cheat, alot. Often going to the field with ball shaped bombs and spiked fists. Aswell as anything else they can use to hurt the other team with. Also trolls. Trolls are great hulking unkillable beasts. What they lack in intelligence, they make up for in sheer strength.
0-16 Goblins 40,000 5 2 3 4
Dodge, Right Stuff, Stunty
0-1 Bombardier 40,000 6 2 3 4
Bombardier, Dodge, NoHands, Secret Weapon,Stunty
0-1 Pogoer 40,000 7 2 3 4
Dirty Player, Dodge, Leap,Secret Weapon, Stunty,Very Long Legs
0-1 Looney 40,000 6 2 3 5
Chainsaw, No Hands, SecretWeapon, Stunty
0-1 Fanatic 70,000 3 7 3 7
Ball & Chain, No Hands,Secret Weapon, Stunty
0-2 Trolls 110,000 4 6 1 10
Loner, Always Hungry,Mighty Blow, Really Stupid,Regeneration, ThrowTeam-Mate
Skaven Teams:
Skaven society is highly bound by complex rituals and rites. But on the pitch, every rat man gives their all for their teams utter victory. They love any opputunity for mindless violence.
Some of the all time player and crowd death recorded were caused by the Skaven.
Skaven are agile and fast, very fast, almost uncatchable even. But that is in their nature, to run. In a team they are unbreakable, but individually they are cowards and easily snapped in two.
0-16 Linemen 50,000 7 2 4 5
None
0-2 Throwers 70,000 7 2 4 4
Pass, Sure Hands
0-4 Gutter Runners 80,000 9 2 7 6
Dodge
0-2 Blitzers 90,000 7 2 6 6
Block
0-1 Rat Ogre 160,000 6 7 3 9
Loner, Frenzy, Mighty Blow,Prehensile Tail, WildAnima
Human Teams:
The most versitle race in Blood bowl. They are adept at all aspects of the game. They suffer no weakness such as the fragility of the Skavan or the slowness of the dwarves. However, they do lack the sheer strength of the orks and the incredible speed of the skaven. But, since the collapse of the NAI, many coaches have added Ogres to their team, to add some brute strength.
0-16 Linemen 50,000 6 5 4 7
None
0-4 Catchers 70,000 8 4 5 6
Catch, Dodge
0-2 Throwers 70,000 6 4 4 6
Sure Hands, Pass
0-4 Blitzers 90,000 7 4 6 7
Block
0-1 Ogre 140,000 5 7 3 9
Loner, Bone-head, MightyBlow, Thick Skull, ThrowTeam-Mate
Orc Teams:
Orcs have been playing the game since it was discovered. Orcs are very hard hitting, concentrating on beating the opponents into the ground in a bloody brawl, before strolling to the end zone. If any fault can be found in the orc teams, its that they spend too much time beating their opponents into the turf.
Orcs have always respected brawn of intellect, so they make heavy use of black orcs in their front line. In addition, orcs have close links with other green skinned teams, and will oftec lend players to each other in exchange for favours.
0-16 Linemen 50,000 5 5 4 7
None
0-4 Goblins 40,000 5 2 3 4
Right Stuff, Dodge, Stunty
0-2 Throwers 70,000 5 5 4 7
Sure Hands, Pass
0-4 Black Orc Blockers 80,000 4 6 4 9
None
0-4 Blitzers 80,000 6 5 5 7
Block
0-1 Troll 110,000 4 6 1 10
Loner, Always Hungry,Mighty Blow, ReallyStupid, Regeneration,Throw Team-Mate
Necroantic team
The damned and the cursed do not always lurk in the forests or in the graveyards of the Old World.Sometimes they come together, forming a group to hunt those more fortunate of souls. Finding relief incrazed outbursts of terrible violence, these groups do the best they can to ease their suffering - theypop off for a nice game of Blood Bowl.
0-16 Zombies 40,000 4 3 2 8
Regeneration
0-2 Ghouls 70,000 7 3 3 7
Dodge
0-2 Wights 90,000 6 3 3 8
Block, Regeneration
0-2 Flesh Golems 110,000 4 5 2 9
Regeneration, Stand Firm,Thick Skull
0-2 Werewolves 140,000 8 4 6 8
Claws, Frenzy, Regeneration
Lizardmen:
The Mage-Priests foretold the game of Blood Bowl thousands of years before it was discovered. So it is no surprise that the Lizardmen play Blood Bowl. Providing an odd blend of dexterity and strength, the Lustrian team can almost last the distance against a power team such as Chaos, while remaining able to pull off the running plays of the Skaven.
0-16 Skinks 60,000 8 2 6 4
Dodge, Stunty
0-6 Saurus 80,000 6 5 3 9
None
0-1 Kroxigor 140,000 6 7 1 9
Loner, Bone-head, Mighty blow, Thick skull
Dark Elf team
Evil beyond belief, skilled without doubt, the Dark Elves take to the pitch to show the world their superiority. Dark Elf teams prefer a malevolent and spiteful running game over the passing of their goodly cousins. Backed up by the ruthless Witch Elves and dangerous assassins, a Dark Elf team hasall the tools to power through rather than around any opposition line
0-16 Linemen 70,000 7 3 5 7
None
0-2 Runners 80,000 8 3 5 7
Dump-Off
0-2 Assassins 90,000 7 3 6 7
Shadowing, Stab
0-4 Blitzers 100,000 8 3 5 8
Block
0-2 Witch Elves 110,000 7 3 6 7
Frenzy, Dodge, Jump Up
Elf team
When the NAF collapsed, many Elven teams were left penniless. Those teams that have survived the fal-lout are not as rich as the High Elf teams nor as well equipped, but they sure know how to play the game.Sporting facemasks and mohawks, they take to the pitch to relive the glory days they once played in.
0-16 Linemen 60,000 7 2 5 7
None
0-2 Throwers 70,000 7 3 5 7
Pass
0-4 Catchers 100,000 8 3 5 7
Catch, Nerves of Steel
0-2 Blitzers 110,000 8 3 6 8
Block, Side Step
Underworld Teams:
On occasion Skaven and Goblins living in the tunnels and mountains of the Old World join together toform Blood Bowl teams. These teams often have very poor records as they spend most of their time in-fighting and blaming each other for their failures. The one advantage they do have, however,is that all their players sleep, eat,and breath and occasionally bathe in Warpstone. While this kills off most of thepotential players before they ever join a team, the ones that do survive often develop fascinating mutations
0-12 UnderworldGoblins40,000 5 2 3 4
Right Stuff, Dodge, Stunty
0-2 SkavenLinemen50,000 7 2 4 5
Animosity
0-2 SkavenThrowers70,000 7 2 4 4
Animosity, Pass, Sure Hands
0-2 Skaven Blitzers 90,000 7 2 6 6
Animosity, Block
0-1 Warpstone Troll 110,000 4 6 1 10
Loner, Always Hungry,Mighty Blow, Really Stupid,Regeneration, Throw team mate
Explanation of the player stats:
Qty Title Cost in gold MA S AG AV
0-1 Troll 110,000 4 5 1 9
QTY: Quantity: How many you are legally allowed on a team.
Title: What you are getting
Cost: Its the cost, duh
MA: How fast they move
S: Strength, how hard they can hit
AG: Agility, how fast they can move
AV: How tough they are
Teams are between 11 and 16 players. Every team has a total of 1,000,000 gold. Gold can be made by winning matches and advertising deals. The better you are, the more money you will make. But don't spend all your money at the start, or you wont be able to pay your players any wages!
NPC star players will be made available as the league progresses.
Making gold:
Gold will primarily be made by winning games. The winner gets 80% while the loser gets 20%. The total amount of gold made will vary depending on your position in the league, the violence shown, your reputation with the crowd, and the popularity of your players
Gold can also be made by advertising. Again, the gold made will vary on your league standing and popularity.
At certain points you can also make gold by injuring or killing a star player on the other team.
If you are low on gold, you can send your team out into the city to work as barmen, bouncers or street fighters. The gold made will depend on their strength and toughness. Players can improve by working like this, but they could also get injured.
Injuries:
Each time a player is injured, I will roll a die. Depending on the result of the die, the player could only sprained something, broken something, or turns out to be dead.
Your captain has a total of 10pts to spend on skill. The captain and his team will get skills as they play aswell
Skills:
Passing
5 Accurate: Add 1 to the throwing distance
5 Dump off: Allows player to make a quick pass without penalty
5 Pass: Re roll inaccurate throws or fumbles
6 Safe throw: If a pass is intercepted, make an agility test, if passed, cancel the interception and continue the pass
10 Hail mary pass: May pass to anywhere on the pitch. The pass can not be caught by anyone.
Agility
5 Catch: Re roll fumbled passes
5 Dodge: Re roll failed dodges
3 Jump up: If player is knocked down, he gets up in the next phase
3 Sprint: The player may move an extra 3 squares, but has to roll for Knocked down! for each extra square traveled this way.
Strength
7 Break tackle: May switch their agility and strength skills around for the purpose of dodgeing. EG a person with strength 5 and agility 2 can count as being strength 2 and agility 5
5 Grab: Attempts to hold onto opponent with all their strength. Both players roll a die and add their strength, if the tackler wins, the opp player may not move, if he fails, then the tackler counts as being Knocked down!
3 Strong Arm: +1 Strength
3 Guard: Player with this skill may assist in tackles and blocks
3 Stand Firm: You may not be pushed, or knocked over when not moving.
3 Thick skull: Ignore stunned results
Extraordinary
8 Regeneration: On a roll of 4+, you may recover 1 AV. May never go over original total.
4 Horns: Add 1 on the injury table. Adds 1 strength when tackling
8 Nurgles rot: Any opp killed by a model with Nurgles rot, becomes a rookie rotter, and joins the Nurgle team.
LEAGUE TABLE
Team name: The Albino Lighthaters
Race: Underworld (Goblin, Skaven and a Troll)
Coach: The Zoat
Captain: Grutt (Underworld Goblin)
Strengths: Unknown
Weaknesses: Unknown
Team name: Johnny and friends
Race: Necromancer
Coach: Hlaine Larkin MK2
Strengths: Unknown
Weakness: Unknown
Team name: Reikland Hurricanes
Race: Human
Coach: (NPC)
Strengths: Running plays
Weakness: Lacks the hitting power of some races
Team name: Nordland Marauders
Race: Chaos
Coach: NPC
Stregths: Strong and numerous, relies almost solely on running plays
Weakness: Only one good player, but damn is he good.
Team name: Howling Stunties
Race: Dwarves
Coach: NPC
Strengths: Small strong cheating lil bastards
Weakness: Small and slow
Team name: Scratch claw
Race: Skaven
Coach: NPC
Strengths: Bloody hell their fast!
Weakness: Realy fragile, weak when not in a group.
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