Lizardman

Players:

#PositionCostMASTAG AVSkillsTraitsSkills Available
0-12 Skink 60,000 8 2 3 7 Dodge Stunty, Heat Resistant Agility
0-6 Saurus 80,000 6 4 1 9 None Heat Resistant General, Strength

Big Guys:
#PositionCostMASTAG AVSkillsTraitsSkills Available
0-1 Kroxigor 130,000 6 5 1 9 Mighty Blow, Thick Skull BIG GUY, Prehensile Tail, Heat Resistant, Cold Blooded Strength

Rerolls:
60,000

Big Guys:
The Lizardman team can have one Big Guy player. Big Guy players cannot use Team rerolls.

Traits:
Heat Resistant - A player with skill has spent his life basking under a searing sun. During the weather condition, Sweltering Heat, the player does not need to a heat exhaustion roll after each touchdown is scored. However because of this lifestyle, during the weather condition Blizzard, the player must roll a D6 after a touchdown is scored. On a roll or 1, the player goes into torpor and must miss the next drive.

Cold Blooded - Treat exactly the same as BoneHead. Also the player may not be on the pitch during the weather condition, Blizzard. If the weather changes to Blizzard while he is on the pitch, he is immediately placed in Reserves.

Allies:
Click here to see the standard ally rules for this league.

Apothecary:
Standard rules

Head Coach:
Standard rules

On Pitch Spellcaster:
The staring spell for a Lizardman Spellcaster is Marsh Call.
Successful Result: A target square and all eight adjacent squares become a puddle of magic mud for a brief instant and then harden again. All player in this 9 squares become trapped in the pitch. In order to escape, each player will need to make an unmodified Strength roll after his declared action for a turn. Failure means the player has a movement of zero for that turn. A player with zero movement may still pass, hand-off, cast, block adjacent opponets with no follow-up, or foul an adjacent opponent. The spell lasts for each trapped player until they succeed at the strength roll or the drive/half ends. For PBeM, Stats Change to give each player effected the Swamped skill
Failure Result: The square the spellcaster is standing in and all eight adjacent squares get swamped instead.
Range: Maximum of seven squares
Succeeds on: 3+

Secret Weapons:
One player or allied player on a Lizardman team may use a Poisoned Dagger. Players do not get star players points for casualties caused by secret weapons.

-------------------------------------------------- This ends the MBBL2 League rules for this team ----------------------------------------------

Racial Wizard: (Not used by MBBL)
See Blood Bowl Compendium #2 article library (Updating the Lizardmen)

Stadium rules:
Lizardmen stadium come with three separate special rules:


Star Players: (not used by MBBL)
Coming Soon!

Suggested miniatures:
Coming soon!

Contact Information for the above companies:
Coming Soon!

Lizardman Jungle Random Event Special Play Card Table from the Citadel Journal


D66 Card Result
11-12 MALARIA: Declare this Special Play immediately (now!). One player in the opposing team has contracted this deadly disease. Randomly select the player who must roll on the Specific Injury Table.
13-14 INSPIRATION: Declare this Special Play immediately (now!) You may give one player in your team an extra MVP. If the additional SPPs take them up a level you may make the Star Player roll before the match starts.
15-16 WHAT HEAT?: Declare this Special Play immediately (now!) The Head Coach has chanced upon a jungle water carrier who is promptly employed just before the game. All allies on the Lizardman team gain the trait/skill Heat Resistant for this match only.
21-22 DOOM & GLOOM: Declare this Special Play immediately (now!) It may be the climate but the opposing team is feeling uninspired and must cut the number of team re-rolls they have in half (rounded down) for this match only.
23-24 STAMPEDE: Play this card at the beginning of the second half after everybody has set up. Treat Stampede like "Pitch Invasion" from the Kick-Off table (all players on the pitch or uninjured reserves may be affected). Obviously it is not the fans causing the injuries (this time!) but the rampaging beasts that crash through the pitch.
25-26 THAT MAKES ME MAD!!!: Declare this Special Play immediately (now!.) Any time opposing team attempts to foul, he must roll a D6 first. On a 6, the player they were going to foul immediately stands up, and the opposing player must make a block against them instead! This effect last for the entire match.
31-32 AWAY FANS BANNED!: Declare this Special Play immediately (now!) No opposing fans have managed to travel the great distances involved to get to Lustria. The opposing team's Fan Factor is zero for this match only.
33-34 BURST BALL: Use at the start of any of your turns. The ball bursts on a sharp jungle branch and both coaches must move their turn markers one space along the turn record track to represent the time lost while it is replaced. Play then continues.
35-36 LOST!: Declare this Special Play immediately (now!) One randomly selected opposing player has become hopelessly lost in the jungle undergrowth and must miss the match. They are found in time for the next game.
41-42 CARNIVOUROUS PLANT: Use at the start of your opponent's turn. Pick any player within 6 spaces of the outside edge of the board. Vines shoot out from the foliage surrounding the pitch, grab the player, and drag him into the waiting maw of the giant plant. Roll a D6 for the chosen player, if the number equals or exceeds the number of spaces the player is away from the board edge then his grabbed by the vines and dragged off the pitch and into the plant's mouth!. Roll on the injury table, on a result of Stunned he is placed in the Reserves box.
43-44 THE BIG MATCH: Declare this Special Play immediately (now!) The Match is being televised by the NBC (presumable because no one can afford to go to Lustria) and both teams double their winnings at the end of the match.
45-46 PYTHON: Use at the beginning of your opponent's turn. A player of your choice has stepped on a sleeping python. The targeted player must immediately make a dodge roll to a surrounding square, normal modifiers apply. If the player fails, it is not a turnover, however the player may not make any more actions this turn and must immediately make an armour roll at +1 and if penetrated the injury roll is modified by +2.
51-52 THE CHUCK: Use at the start of any of your turns. Your fans inspire the team with an awesome display of "The Chuck". Add +1 to your team re-rolls for this half only.
53-54 ROAR ROAR!: Play at the start of any of your opponent's turns if the ball is lying on the ground in an empty square. A bit like Woof Woof only a lion has grabbed hold of the ball! You may move the ball to a new square within 2D6 squares of where it started. Unlike Woof Woof, you can drop it into an occupied square. If the square is occupied by a player, the lion rears up and attacks, roll for armour and injury as normal (The lion counts as having the Claw skill). The ball will scatter 1 square if dropped in an occupied space.
55-56 LEECHES: Use at the start of your opponent's turn. D6 random player on the opposing team find giant blood sucking leeches feating on them! These players gain temporary niggling injuries for this game (roll immediately, on a result of 1 they are removed from the pitch and will miss the rest of the game). These players will need to roll as if they had a niggling injury at the start of their next game as well after which this niggling injury will be removed.
61-62 CRAZY REF: Use if the opposing team try to "Get the Ref". The referee beats off the fans and chases them from the stadium, reducing the opposing team's fan factor to zero for the rest of the match.
63-64 DRUMS: Use at the start of your opponent's turn. The constant banging of tribal durms begins to reverberate round the pitch having an unnerving effect on the players. The opposing team may not use any team re-rolls this turn.
65-66 BLOWPIPES: Use at the start of your opponent's turn. A local tribe considers your opponent's team a threat. Blowpipes are suspiciously seen emerging from the jungle surroundings. D6 random players of your opponent's team are struck by poison darts (players can be struck more than once). Roll for armour as normal as normal if penetrated add +1 to the injury roll. Only players on the field may be hit.
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