FOREST FOLK

By Matthew Brown

Originally presented in Citadel Journal #17 and Blood Bowl Compendium #1

Copyright Games Workshop Ltd. 1997

‘Hi there, sports fans! Matt ‘Madd-on’ Manes here, bringing you the latest news from the Blood Bowl locker rooms! That’s right; tonight’s exclusive is the chance to field a team of Forest Folk in your games of Blood Bowl. Apart from additional rules highlighted here, they follow the normal rules from Blood Bowl and Death Zone.’

MISTS OF ANTIQUITY

There are realms in the forests of the Old World to which even the most learned Wood Elf Mages are oblivious. For these places are not only protected by ancient magics but are an essential part of that magic. These are the reams of Faery – beautiful glades, clear streams and sylvan woodland. A place where thoughts and actions are synonymous. But the denizens of these reams had almost completely shut out the external world – almost.

That was before Blood Bowl. The mischievous Pixies were the first to see, and the word spread through the forests like, well, like a forest fire. The excitement in the noncorporeal universe was simply inaudible. So much so that even the ‘real forests’ were drowned out by this insubstantial clamor. You’d probably have to be ethereal (or a tree!) to appreciate such a sound.

Match day arrived. The Bright Crusaders were due to play Da Deff Skwadd, but for some unknown reason Da Skwadd mysteriously failed to turn up for the game. They were last seen taking a shortcut through a small eerie forest. However, the game would go on…

Da Skwadd fans were becoming restless, could they smell treachery? No, it was just the McMurty Burgers. Either way, the fans wanted a match, or at least some other excuse for mindless violence in the ‘safety of yer own stadium’. The Crusader fans began to mock the Orcs with sharp put-downs so the Orcs ‘put down’ some of the human fans sharply! Then, slowly, all went silent, confusing most of the rowdy assemblage as they were still hurling abuse (or whatever came to hand) at their fellow sports fans. Gradually everyone became aware of the thousands of glowing shapes forming amongst them. They were FAIRIES and Sylphs and Dryads and Nymph and – eh? – a rather stupid Troll (there’s always one!).

The Orcs lost interest. It was apparent that Da Skwadd weren’t going to show, probably called up for some ‘speshul assyn-ament’ by their tribal shaman or something. The human didn’t look like putting up a good fight either. Why they were so fascinated by a stadium full of the most alluring females, clad in transparent handkerchiefs was beyond the Orcy mind – ‘Well, dey aren’t even green!’ (Actually some were, and some Orcs WERE fascinated.)

The rather stupid Troll ate a McMurty Burger. Then he ate the vendor who was standing too close. He also ate a Faery, but she went straight through him (right, you can stop that – Ed).

The Orcs left the stadium in a huff*, the crowd settled and the sound level balanced out. The woodland folk had become solid and many Bright Crusader fans passed out as a direct result. All the waiting finally came to an end, the stadium doors swung open and in trooped a veritable horde of Satyrs closely flanked by a pocket of Gnomes, all dressed up in Blood Bowl gear. Yet something was missing. All eyes turned back to the stadium entrance (except those still glued to the sight of a semi-naked lovely) and sure enough four noble and mighty Centaurs galloped through, calling to the crowd in their outlandish tongue. The fans erupted into whoops and cheers. Head Coach Grump, later to produce one of the greatest feats in Blood Bowl history, stood proudly admiring his team from the dugout.

The Ref blew his whistle, the ball was launched toward the skies and the game was on…

FOREST FOLK TEAMS

The creatures of the forest all love sport and running especially so. They also have an almost magical recovery rate, though they are not a particularly tough bunch. They prefer to stay out of physical trouble and keep the ball moving, couple this with a lack of passing ability and you have a flexible but hard hitting running game. Hit them before they hit you.

QTY

TITLE

COST

MA

ST

AG

AV

SKILLS

LEARN

0-4

Gnome

40,000

6

2

3

7

Dodge, Ride, Stunty

Agility

0-4

Centaur

100,000

7

4

3

8

Surehoofs

General, Strength

0-12

Satyr

60,000

6

3

3

7

Horns, Regenerate

General

Rerolls: 50,000 each

Wizard/Apothecary/Cheerleaders/Assistant Coaches: Same cost as for other teams.

GNOMES

These Gnomes are the true Gnomes. In no way related to the Old World Gnomes who are, as the Forest Gnome puts it, ‘Dwarfs who can’t hold their beer!’ It is also a misconception that they spend all day fishing and wearing silly hats. They only do this when they venture into the ‘real’ world so as not to be noticed. Indeed, how many times have you strolled past a garden full of brightly clothed people wearing silly hats and not thought any more of it? Even if they carry fishing rods where there is no water, or even when they’re dropping their trousers!?! It’s a strange magic that no one but a Gnome can comprehend.

(However, every garden has its Gnome protector. Commonly known as the Gnome Guard! (This is your last warning – Ed).)

Forest Gnomes are very agile and have developed a play with the Centaurs in which they leap onto its back and gallop off for a TD! You’ve got to get past the Centaur first, these Gnomes Gnow what they’re doing and are Gnot to be ignored.

SPECIAL RULES

Being about half the size of a normal Blood Bowl player does, unfortunately, have its disadvantages. Gnomes are just a bit too small to throw the ball well, and so must increase the range by one category when they make a pass. In addition, the little guys tend to break rather easily, which is represented by allowing the opposing coach to add +1 to the dice roll whenever he makes an injury roll for a Gnome player (including Gnome Star Players), this is in addition to any other modifiers that might apply.

CENTAURS

With the upper torso of a man and the lower body of a wild horse, Centaurs have wisdom and insight combined with speed and strength. This combination is formidable in the least.

In their magical domain, the Centaurs delight in roaming far and wide across plains and demonstrating their awesome power in jovial gatherings, where the drink flows as freely as their spirits. The Centaurs are the lynchpin to the success of a Forest Folk team, and may agree, the best company in any post-match celebrations!

SATYRS

The Satyr, like the Centaur, is a combination of parts. With their small, sharp horns they have the legs of goats and the torsos of men. They are amorous creatures and spend nearly every moment trying to win over a Nymph’s affections, much to the Nymph’s entertainment. They play seductive pipes, display their prowess in athletic contests, but usually have to resort to a crafty chase. With the following a Blood Bowl team acquires, it creates the ideal platform from which a Satyr can show his talents and hopefully claim that elusive prize. Obviously, with thousands of Nymphs watching, there is no shortage of Satyrs wishing to play.

STAR PLAYERS

As the Treemen are so closely linked to the woodland races, the coach of a Forest Folk team may hire Treemen Star Players. Therefore Treemen will now play for Halfling, Wood Elf, and Forest Folk teams.

RIDE SKILL

To overcome their shortcomings (okay, I’ll let that one go – Ed) the Gnomes have worked out a cunning special play with the Centaurs, which is represented by the Ride skill. The two players must be in adjacent squares for the Gnome to mount up (I know what you’re thinking and you can jolly well stop it! – Ed).

It costs 3 squares of movement for the Gnome to climb on. You may use ‘Go For It’ squares to achieve this. If you fail these, the Gnome will be left prone in his square. Roll for armor/injury and the team will suffer a turnover as per normal.

If moving onto the Centaur’s square requires a dodge roll you must take it as though the Centaur’s square was a normal empty square. But you will fall prone in your own square upon failure as above. A Gnome may not make a Block or be Blocked and has no Tackle Zone while on the Centaur. He may not lend assists or make a Foul either. He may Blitz or Foul only if he dismounts before strike. He may Pass, Catch and make Hand-offs as normal. You may also make Hand-offs between Centaur and rider 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. This costs 3 of the Centaur’s movement plus a further point for every opposing Tackle Zone the Gnome is standing in. It’s difficult to pull a Gnome from a lot of grasping hands! You may not lift a prone Gnome. Note also that the Gnome will not be making a dodge roll in this case; he is simply being hoisted out of danger. The Centaur may use ‘Go For It’ squares.

The Centaur is unaffected by a Gnome on his back and may take any actions available as normal. He still retains his Tackle Zone.

The ball carrier must have his feet on the ground in the Endzone to claim a TD. It does not count if the Gnome has the ball but is still riding on a Centaur’s back in the Endzone. You must Hand-off to someone standing in the Endzone (the Centaur for example) or Dismount.

You may only Dismount into an empty square. It costs 3 points of movement to Dismount (the Centaur cannot lift the Gnome off). The Gnome will have to make any necessary Dodge rolls to leave the Centaur’s square if it is in an opposing Tackle Zone.

The Centaur may be blocked as normal (even when carrying a Gnome). If he is knocked down, the riding Gnome will be thrown off. Scatter the Gnome once from the fallen Centaur’s square. The Gnome will remain on his feet on a D6 roll of 4+ (they’re agile little blighters). Any player the Gnome is thrown into, prone or standing, must be pushed back.

Each Centaur only has room for one Gnome.

You may aim a Zap spell at the riding Gnome if you wish, but if it misses it will also miss the Centaur.

A Fireball or similar explosion must be aimed at the Centaur rather than his riding companion; the Gnome will still be thrown off as a result of the Centaur falling over. All players must set up on their own feet before the kick-off; you may not start a drive mounted up.

TEAM WIZARD

The Forest Folk do not use ordinary wizards. Instead they will hire a skillful Satyr to play his panpipes. At any time once per game the Satyr may play his pipes. They send out a peaceful, slumber-inducing melody. Pick any one player on the field and roll two dice, adding the scores together. Your opponent rolls one dice. If the Satyr rolls equal to or higher than his opponent then the target player succumbs to the spell and momentarily drifts off to sleep. Place the victim stunned (Apothecaries may not alter this). If the target player was carrying the ball then it will scatter once from the square and the team will suffer a Turnover, otherwise the team may continue with its turn.

FANS

Fans of a Forest Folk team are alluring, to say the least. To represent this if a 1 is rolled (before modification) by your opponent on the Fan Factor table you may add 1 to your own Fan Factor, the opposing fans are so enchanted that they follow the Forest Folk. This is in addition to any fans you acquire or lose when rolling on the Fan Factor table yourself.

NEW STAR PLAYER: MAAT – CENTAUR LORD

Maat is the second Centaur to have come to the Old World. He is now the mightiest and wisest of them all. The original Centaur, the oldest Centaur, was unfortunately severely wounded. His injury was so deep even his miraculous healing powers could not save him. He resides with the Gods, amongst the stars, watching over his people.

NAME

POSITION

COST

MA

ST

AG

AV

SKILLS

Maat

Centaur Lord

180,000

7

5

3

9

Block, Break Tackle, Sprint, Stand Firm, Sure Hooves

‘By the way folks, interested in what Grump did? Well, sit still now and listen tight…’

Head Coach Grump of the Forest Folk side holds the ‘Most Impressive Single Play’ award. It started during a disastrous match against the Chaos All-Stars. The Folk were down 4-0 before halftime. They needed to rethink their strategy, which, up until now seemed to have been ‘get hit by everything and stay down’.

Those team members still able to took to the field again and immediately lost the ball. Coach Grump was totally incensed! He stormed up the All-Stars Blitzer (Folk officials quickly called a substitution), dropped him with a blinding display of force and, grabbing the ball, promptly ran towards the All-Stars Endzone. The problem was, he didn’t stop running – EVER! He shot right through the Endzone and off into the distance.

Exactly a year later, the Folk were playing host to the Reavers. The second half had only just begun when, from the depths of the Folk dugout burst none other than Coach Grump! His clothing was tattered, and he seemed to be dragging a number of washing lines behind him. A large pair of pink, ladies bloomers covered most of his face (Ooer – Ed) yet he still carried the match ball and hadn’t let up in pace one bit!

He hurtled across the pitch and tore through the Reaver’s Endzone, leaving everyone as stunned as a very stunned thing. When the dust settled, Coach Grump was nowhere to be seen.

This happened for the next six years. Coach Grump would appear, seemingly from nowhere, at exactly the same time, charge the length of the filed and sprint off into the distance!

He had scored 8 TDs in one mad dash play! Inflicted 32 player fatalities, 101 fan fatalities, 2 Referee fatalities, made 2 interceptions and even completed a pass! After much wrangling, the RARG (Referees and Allied Ruleskeepers Guild) finally ruled his play good. Mainly due to the fact that he was a Forest Folk team member and was carrying an official match ball, even if it was a bit deflated.

Following these events not one team would play the Folk at their stadium on that day. So Grump’s play ends there. But it is still said that at a certain time on a certain day at a certain place Coach Grump can still be heard, running across the turf and off into the distance.

Maybe Grump will score again – somewhere…

*Huff – Due to the hapstance of there being a rather erudite scholar and inventor attending this match, the Orcs, departure was to become the seed of a brand new form of transport, the huff-huff - a long platform with many wheels, pulled by a large troll. ** He later made another for the fans of the winning team. He called it a Chuff Chuff. (In the event of a draw you would go home in a Hoo-Ha)

*Troll – Prior to this the Troll was the ‘coach’ of a Snotling side – he would carry them all on his back to their matches. Unfortunately, on one fateful night, he arrived late, passengerless and with a severe stomach ache!