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 The Krakonos Kavaliers - Big D's Ogre Team

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big_d
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big_d


Posts : 494
Join date : 2009-06-07

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PostSubject: The Krakonos Kavaliers - Big D's Ogre Team   The Krakonos Kavaliers - Big D's Ogre Team Icon_minitime6th September 2011, 2:55 pm

I've settled on Ogres for the Blood Bowl League. I am picking up the Ogre team and a blister of snotlings to build my hulking krew. All will be smashed to a nice frothy paste before the might of the Krakonos Kavaliers!
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big_d
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big_d


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PostSubject: Re: The Krakonos Kavaliers - Big D's Ogre Team   The Krakonos Kavaliers - Big D's Ogre Team Icon_minitime8th September 2011, 11:19 am

The Krakonos Kavaliers - Big D's Ogre Team Ogre_t10


Skills -


Dodge (Agility)
A player with the Dodge skill is adept at slipping away from opponents,
and is allowed to re-roll the D6 if he fails to dodge out of any of an
opposing player’s tackle zones. However, the player may only re-roll one
failed Dodge roll per turn. In addition, the Dodge skill, if used, affects the
results rolled on the Block dice, as explained in the Blocking rules (see
page 10.) - DEFENDER STUMBLES: Unless the defender
uses the Dodge skill he is pushed back and then
Knocked Down. If he does use the Dodge skill
then he is only pushed back. The attacking player
may follow up the defender.


Right Stuff (Extraordinary)
A player with the Right Stuff skill can be thrown by another player from
his team who has the Throw Team-Mate skill. See the Throw Team-Mate
skill entry below for details of how the player is thrown. When a player
with this skill is thrown or fumbled and ends up in an unoccupied square,
he must make a landing roll unless he landed on another player during
the throw. A landing roll is an Agility roll with a -1 modifier for each
opposing player’s tackle zone on the square he lands in. If he passes the
roll he lands on his feet. If the landing roll is failed or he landed on
another player during the throw he is Placed Prone and must pass an
Armour roll to avoid injury. If the player is not injured during his landing
he may take an Action later this turn if he has not already done so. A
failed landing roll or landing in the crowd does not cause a turnover,
unless he was holding the ball.

Side Step (Agility)
A player with this skill is an expert at stepping neatly out of the way of an
attacker. To represent this ability, his coach may choose which square
the player is moved to when he is pushed back, rather than the opposing
coach. Furthermore, the coach may choose to move the player to any
adjacent square, not just the three squares shown on the Push Back
diagram. Note that the player may not use this skill if there are no open
squares on the pitch adjacent to this player. Note that the coach may
choose which square the player is moved to even if the player is
Knocked Down after the push back.

Stunty (Extraordinary)
The player is so small that they are very difficult to tackle because they
can duck underneath opposing players’ outstretched arms and run
between their legs. On the other hand, Stunty players are just a bit too
small to throw the ball very well, and are easily injured. To represent
these things a player with the Stunty skill may ignore any enemy tackle
zones on the square he is moving to when he makes a Dodge roll (i.e.,
they always end up with a +1 Dodge roll modifier), but must subtract 1
from the roll when he passes. In addition, this player treats a roll of 7 and
9 on the Injury table after any modifiers have been applied as a KO'd and
Badly Hurt result respectively, rather than the normal results. Stunties
that are armed with a Secret Weapon are not allowed to ignore enemy
tackle zones, but still suffer the other penalties.

Titchy (Extraordinary)
Titchy players tend to be even smaller and more nimble than other
Stunty players. To represent this, the player may add 1 to any Dodge roll
he attempts. On the other hand, while opponents do have to dodge to
leave any of a Titchy player’s tackle zones, a Titchy player is so small
that he does not exert a -1 modifier when opponents dodge into any of
his tackle zones.

Bone-head (Extraordinary)
The player is not noted for his intelligence. Because of this you must roll
a D6 immediately after declaring an Action for the player, but before
taking the Action. On a roll of 1 he stands around trying to remember
what it is he’s meant to be doing. The player can’t do anything for the
turn, and the player’s team loses the declared Action for the turn. (So if a
Bone-head player declares a Blitz Action and rolls a 1, then the team
cannot declare another Blitz Action that turn.) The player loses his tackle
zones and may not catch, intercept or pass, assist another player on a
block or foul, or voluntarily move until he manages to roll a 2 or better at
the start of a future Action or the drive ends.

Mighty Blow (Strength)
Add 1 to any Armour or Injury roll made by a player with this skill when
an opponent is Knocked Down by this player during a block. Note that
you only modify one of the dice rolls, so if you decide to use Mighty Blow
to modify the Armour roll, you may not modify the Injury roll as well.
Mighty Blow cannot be used with the Stab or Chainsaw skills.

Thick Skull (Strength)
This player treats a roll of 8 on the Injury table, after any modifiers have
been applied, as a Stunned result rather than a KO’d result. This skill
may be used even if the player is Prone or Stunned.

Throw Team-Mate (Extraordinary)
A player with this skill has the ability to throw a player from the same
team instead of the ball! (This includes the ball if the player thrown
already has it!) The throwing player must end the movement of his Pass
Action standing next to the intended team-mate to be thrown, who must
have the Right Stuff skill and be standing. The pass is worked out exactly
the same as if the player with Throw Team-Mate was passing a ball,
except the player must subtract 1 from the D6 roll when he passes the
player, fumbles are not automatically turnovers, and Long Pass or Long
Bomb range passes are not possible. In addition, accurate passes are
treated instead as inaccurate passes thus scattering the thrown player
three times as players are heavier and harder to pass than a ball. The
thrown player cannot be intercepted. A fumbled team-mate will land in
the square he originally occupied. If the thrown player scatters off the
pitch, he is beaten up by the crowd in the same manner as a player who
has been pushed off the pitch. If the final square he scatters into is
occupied by another player, treat the player landed on as Knocked Down
and roll for Armour (even if already Prone or Stunned), and then the
player being thrown will scatter one more square. If the thrown player
would land on another player, continue to scatter the thrown player until
he ends up in an empty square or off the pitch (i.e., he cannot land on
more than one player). See the Right Stuff entry to see if the player lands
on his feet or head-down in a crumpled heap!




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big_d
Inquisitor
big_d


Posts : 494
Join date : 2009-06-07

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PostSubject: Re: The Krakonos Kavaliers - Big D's Ogre Team   The Krakonos Kavaliers - Big D's Ogre Team Icon_minitime8th September 2011, 11:25 am

Krakonos Kavaliers Team Roster - First Draft

Ogre 1 - 140,000
Ogre 2 - 140,000
Gore 3 - 140,000
Gore 4 - 140,000

Snotling 1 - 20,000
Snotling 2 - 20,000
Snotling 3 - 20,000
Snotling 4 - 20,000
Snotling 5 - 20,000
Snotling 6 - 20,000
Snotling 7 - 20,000
Snotling 8 - 20,000

Re-Rolls - 4 - 280,000

Total - 1,000,000
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PostSubject: Re: The Krakonos Kavaliers - Big D's Ogre Team   The Krakonos Kavaliers - Big D's Ogre Team Icon_minitime

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