
| # | Position | Cost | MA | ST | AG | AV | Skills | Traits | Skills Available |
|---|---|---|---|---|---|---|---|---|---|
| 0-12 | Zombie | 30,000 | 4 | 3 | 2 | 8 | None | Regenerate | General |
| 0-2 | Ghoul | 70,000 | 7 | 3 | 3 | 7 | Dodge | None | General, Agility |
| 0-2 | Wight | 90,000 | 6 | 3 | 3 | 8 | Block | Regenerate | General |
| 0-2 | Flesh Golem | 120,000 | 4 | 4 | 2 | 9 | Thick Skull | Regenerate, Stand Firm | General, Strength |
| 0-2 | Werewolf | 120,000 | 8 | 3 | 3 | 8 | Catch | Frenzy, Claw | General, Agility |
Re-rolls:
70,000
Freebooters:
| # | Position | Cost | MA | ST | AG | AV | Skills | Traits | Skills Available |
|---|---|---|---|---|---|---|---|---|---|
| 0-1 | Vampire | 40,000 | 6 | 4 | 4 | 8 | None | ALLY, Hypnotic Gaze, Regeneration | N/A |
| 0-1 | Mummy | 40,000 | 3 | 5 | 1 | 9 | Mighty Blow | ALLY, Regeneration | N/A |
Allies:
Click here to see the standard ally rules for this league
Apothecary:
The Necromantics may not have an Apothecary.
Head Coach:
Standard
On-Pitch Spellcaster:
The starting spell for an Necromantic Spellcaster is Necromancy.
Successful Result: Any one player in the Dugout who failed their Regeneration roll is now Regenerated and placed into the Reserves box.
Failure Result: No effect
Range: Dugout
Succeeds on: 4+
Secret Weapons:
One Necromantic player may have a Chainsaw.
---------------------------------------------------------------- This ends the MBBL2 League Rules for this team -----------------------------------
Stadium rules:
The fans of the Necromantics are the legion of the Living Dead. Most visiting fans are scared away when the Necromantics' fans start marching towards them shouting "Brains, Brains, We want to eat your brains!!!" Roll 2D6, at the beginning of every Necromantic home stadium game. If either dice is a 6, the other team fans run away screaming and the opposing team's fan factor is considered zero for this match. In addition, if both dice rolls are 6, the Necromantics fans have kidnapped some of the opposition's screaming fans. These fans can be used to remove ALL niggling injuries from the Flesh Monster.
Wizard: (the MBBL does not allow Wizards)
Coven of Witches (Wizard): The Coven of Witches costs $150k, same as any
Wizard. They have three options: They can be used at the start of the
game to draw an extra Magic Item card, can cast the Zap! spell at any
time during the game, or can Curse the opposing team at the start of the
game. Only one of these can be used per game. If the Witches Curse the
opposing team, roll a d6 and divide by two, rounding down. The opposing
team loses this many re-rolls for the game. This is just as though they
had been permanently removed. For example, the witches curse a team with
5 re-rolls. They roll a 5, which, when divided by two and rounded down gives
us 2 lost rerolls (5 / 2 = 2.5 (rounded to 2)). The opposing team gets
to start the game with 3 re-rolls. At half-time, the opposing team gets
to reset their re-roll counter to 3, still denying them the 2 re-rolls
lost to the curse. There is no lasting effect, however, and the team
gets to start their next game at the full 5 re-rolls.
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