FRESH FROM THE GRAVE

Alternative rules for Undead Teams

By Elvis Lancaster

Originally published in Citadel Journal #37

Copyright Games Workshop Ltd. 2000

 

Digging Up the Dead

I designed these teams to reflect the ‘new look’ Undead armies derived from Warhammer with Tuomas’ Pirinen’s Vampire Counts and Nigel Stillman’s Tomb Kings lists. Because of this these teams are somewhat limited compared to the original Undead Blood Bowl team.

Nehekharan Teams

Deep in the southern deserts lies the lost kingdom of Nehekhara. Nothing remains of this ancient and once mighty land except for the ruined tombs and necropolises of its long dead rulers. However in this forgotten land the dead do not rest easy and thus it is that some of the ancient Blood Bowl players of this lost civilization are slowly returning to their dry and ruined pitches to play once more. Sometimes after centuries of play the long dead players journey northwards to seek new challenges upon the Blood Bowl pitches of the living.

Tomb King: The Nehekharan team’s head coach is a Tomb King. His will is the driving force behind the team and should he be slain the team will become confused and disoriented. To represent this if the Tomb King is slain the team will be unable to use rerolls for the remainder of the match. After the match the Liche Priest may resurrect the Tomb King for no additional fee.

Liche Priest: In addition to the Tomb King all Nehekharan teams have a Liche Priest. This powerful Undead wizard is included at no cost and may cast the Raise the Dead spell in the same way as a Necromancer. Note however a Skeleton is created rather than a Zombie as organic materials decay fast in the harsh desert climate. If the Liche Priest is slain during a game then the team may not use its Regenerate skill for the remainder of the game. After the game the Liche will be replaced for no cost.

If both the Tomb King and the Liche Priest are slain during the same match the team is permanently destroyed.

Weather: Nehekharans are unaffected by hot weather and thus ‘very sunny’ and ‘sweltering heat’ do not interfere with Nehekharans in any way.

NEHEKHARAN TEAMS

Qty

Title

Cost

MA

ST

AG

AV

Skills

0-16

Skeletons

30,000

5

3

2

7

Regenerate

0-4

Tomb Guards

90,000

5

3

3

7

Block, Guard, Regenerate

0-4

Mummies

100,000

3

5

1

9

Mighty Blow, Regenerate

Reroll counter: 70,000 gold pieces each

All players may take General Skills. Mummies and Tomb Guardians may also have Strength Skills.

Vampire Counts Teams

Despite the best efforts of fanatical Witch Hunters, heroic Questing Knights, fearless Dwarf Slayers, zealous Warrior Priests and many other heroes (not forgetting Buffy the Vampire Slayer!) Vampires still lurk in the shadows of the Old World. Some Vampires use their powers over the dead to form Blood Bowl teams of walking corpses. These teams of the ‘living impaired’ shamble onto the pitch to play Blood Bowl once again.

Vampire: The team’s head coach is a Vampire whose powers allow him to control the team. The Vampire costs no gold to be included in the team – indeed he is free and compulsory. If he is slain during a game then all Zombies and Wights lose their Regenerate skill for the remainder of the match. The Vampire will be assumed to rise from the grave of be replaced before the next match.

The Vampire will belong to one of the four great Vampire bloodlines and thus will have one of the following special rules:

Von Carstein – the Vampire has power over the elements and thus may choose the weather result at every kick off. No roll on the table is necessary. If both teams have this ability then the weather will be determined randomly as normal.

Necrarch – the Vampire is a great and evil wizard who may cast the Raise the Dead spell in the same way as a Necromancer.

Blood Dragon – the Vampire is excellent at hand-to-hand fighting. Thus all enemy players who end up in the crowd suffer an additional +1 modifier to their injury roll to represent the Blood Dragon attacking them as they attempt to get back to the dugout.

Lahmia – the Vampire can seduce the referee and thus may automatically pass the first argue the call roll of each half.

Necromancer: a Necromancer may be hired as a team wizard at a cost of 150,000 gold crowns. He may cast the Raise the Dead spell. If a Necrarch is the head coach then the team may have two wizards (the Necrarch and a Necromancer) this is an exception to the usual rule of only having a single wizard.

Note that the Vampire Thralls do not suffer from the ‘off for a bite’ rules as they are partially controlled by the Vampire coach.

VAMPIRE COUNTS TEAMS

Qty

Title

Cost

MA

ST

AG

AV

Skills

0-16

Zombies

30,000

4

3

2

8

Regenerate

0-4

Ghouls

70,000

7

3

3

7

Dodge

0-4

Wights

90,000

6

3

3

8

Block, Regenerate

0-2

Vampire Thralls

120,000

6

4

4

8

Regenerate

Reroll Counter: 70,000 gold pieces each

All players may take General Skills. Vampires and Ghouls may also take Agility skills and Wights may have Strength skills.

 

Painting the Town Red…

Nehekharan teams are much slower than standard Undead teams but are even better at blocking. Try to think of them as Orcs with lower armor and Regenerate and you won’t go far wrong. In leagues go for skills such as Block, Tackle and Mighty Blow to increase your blocking capacity. Skeletons draw little benefit from more exotic skills such as Pass Block or Shadowing unless you are lucky enough to gain some profile advances first. Tomb Guardians make good blitzers and benefit greatly from Agility skills if you can get some. Mummies do well with skills such as Dirty Player, Stand Firm, Leader, Pro and Multiple Block (useful against Goblins, etc.)

Old World Undead teams are faster than standard Undead teams but lack the strength of Mummies. Vampire Thralls make good blockers but are at their best as blitzers where their AG 4 comes in really useful. Ghouls should be kept back until there is little risk of injury and when the time is ripe should rush through a gap to score. Zombies are best on the front line where they can prevent enemy players form getting at your Ghouls. Zombies can become good blockers once they have gained a few skills. Vampire Thralls should get Block and Dodge as soon as possible. As Wights have the Block skill from the start they are good choices for Leader and Pro.

That’s about it really.