Necromantic

Team concept credited to Jervis Johnson and Andy Hall.

# 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:

#PositionCostMASTAG AVSkills 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

Big Guys/Freebooters:
The Necromantics may NOT have any Big Guy players.
However, the team can freeboot two Big Guy like players. Either a Vampire and/or Mummy can be freebooted for a single game for 40k. Both players are considered allies and as such have the ALLY trait ... however the Vampire does not suffer either Bloodthirst or Off for a Bite.

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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