BLOOD BOWL - TREEMEN

FORESTFOLK - Blood Bowl Team
Qty.PositionCostUpdateMVSTAGAVSkills
0-12Treemen110,000G,S26110Mighty Blow, Stand Firm, Thick Skull, Take Root
0-12Dryads110,000G,S,M*7337Thick Skull, Aspect
0-12Satyrs60,000G6337Horns, Regenerate
0-4Gnomes40,000A6237Dodge, Ride*, Stunty
0-4Centaurs100,000G,S7438Surefeet

STAR PLAYERS
NamePositionCostMVSTAGAVSkills
MaatCentaur180,0007539Block,BTackle,Sprint,SFirm,Surefeet

REROLLS: 50,000

APOTHECARY: Normal

WIZARD: Forest Folks don't have normal wizards instead they hire a skillful Satyr to play his pan pipes. Once per game the Satyr plays his pipes. Pick any player on the field and roll 2d6. Your opponent rolls a d6. The the Satyr's roll equals or beats his opponents then the targeted player succumbs to the spell and momentarily drifts off to sleep. Place the player as stunned (apothecaries can't affect this). If the player was carrying the ball then it will scatter and the team will suffer a turnover, otherwise the team may continue with its turn.

Special Rules

Fans - If opponent rolls a 1 on the Fan Factor table (before modifications) you may add 1 to your team's fan factor. This is in addition to any you acquire or lose on your roll.

Aspect: Choose one of the following three aspects at the start of each game.

Birch. When blitzing, you may make two blocks - both must be against the same opponent. If they go down on the first block, then the second is lost. Colours: Predominantly white/grey.

Oak. ST+1 and AV+1 for the whole game. Colours: Brown.

Willow. The Dryad player chooses the blocking dice result to use when being blocked as if he had a higher strength. Colours: Light Brown with Yellow/Green leaves.

Star Player Points
The Dryads gain SPPs at the same rate as Big Guys. They may choose from Strength and General Skills and choose from the following Physical abilities on doubles:

Thorns. The Dryad sprouts Rose-like thorns all over their body when 'psyching up' for the game. Acts as Horns.

Stone Bark. Acts as Spikes.

Tendrils. Particularly suited to the Willow Aspect. Acts as Tentacles.

*RIDE skill - The Gnome must be adjacent to the Centaur to mount. It costs 3 movements and may use going for it. If failed the Gnome will be placed proned in his square. Roll for Armour and Injury as normal and the team will suffer a turnover. If moving onto a Centaur requires a dodge roll you must take it as though the Centaurs square was a normal empty square. But you still will fall proned in your own square. A Gnome may not make a block or be blocked and has no tackle zone while on a Centaur. He may not assist or foul either. He may blitz or foul only if he dismounts before striking. He may pass, catch or hand off as normal. You may also handoff between Centaur and Gnome if you wish.Treat this as a normal hand off, just remember who has the ball. Instead of the Gnome climbing onto the Centaur, the Centaur may lift the Gnome onto his back at the cost of 3 of the Centaurs movements plus a further point for every opposing tackle zone the Gnome is standing in. You may not lift a prone Gnome. The Gnome would not have to make a dodge roll in this case, he is simply being hoisted out of danger. The Centaur may use going for it squares. A Centaur is unaffected by a Gnome on his back and takes any action normally. He still retains his tackle zone. The ball carrier must have his feet in the endzone for a TD to count. If the Gnome has the ball then he must dismount or handoff the ball to the Centaur. You can only dismount into an empty square at a cost of 3 movements. The Centaur can't lift the Gnome off. A Gnome will have to make any dodge rolls to leave the Centaurs square if the Centaur is in an opposing tackle zone. The Centaur can be blocked as normal (even with the Gnome on board). If the Centaur is knocked over the Gnome will be thrown off. Scatter the Gnome once from the Centaurs square. The Gnome will remain on his feet o a d6 of 4+. Any Gnome thrown into a prone or standing player must be pushed back. You may aim a ZAP spell at the riding Gnome but if it misses it will also miss the Centaur. A Fireball or similiar explosion must be aimed at the Centaur then the Gnome. The Gnome would be thrown off as a result of the Centaur falling over. All players must be set up on their own feet before the kickoff. You may not start a drive mounted.

Gnomes are treated like all little guys with a +1 to the injury roll and can't throw the bomb.