
Team Description:
Albionians are a proud people. They have always stood tall to the invading forces of chaos. Their valiant knights are some of the finest warriors in the old world, and now they've got their eyes upon the most noble of all sports (except jousting, that is).
It all began when Gaston Gui du Tabalt, a wandering knight in search of the holy Grail, travelled into the Empire after he'd seen a vision wherin the Lady of the Lake rose out of the water, holding a HUGE Grail. This didn't look at all as the Grails he'd seen painted in the books at the monastary of his youth. It had skulls with a leering grin around the edges and it had two big handles on the sides. Then the vision changed... blurred... and Zoomed in on Altdorf and a huge amphi-theater with a green rectangular field in the middle. "Behold" a voice sweet as syrup sounded in his very mind. As he beheld: Orcs and man were fighting a bloody battle on the field and all around them people screamed and whistled and booed. Bells rang and there was even fighting amoungst the crowd itself. Blue and yellow colored people houlding yellow and blue colored banners with the message: "Go, Reikland, Go" printed on it, were fighting red and green colored orcs and goblins wo ther shouting "Weirda Gaodge Ai!!!"...
... as the vision ended he heard someone frantically screaming: "Sausages in a bun! Buy them! They're lovely!"...
Gaston woke up and realized that the Lady of the Lake wanted him to "Go. To Reikland. Go". And so he went to Altdorf in search of the strange looking grail. But all he found was the play-offs in the NFC conference. So enthralled and excited was he by the intensity and nobility (!?) of the sport that he urged his horse home to Albion. Within a year of his arrival, there were four Albionian Blood Bowl teams and all larger dukedoms had their young Knights-to-be playing a large role in the Court-League teams.
Players:
| # | Position | Cost | MA | ST | AG | AV | Skills | Traits | Skills Available |
|---|---|---|---|---|---|---|---|---|---|
| 0-12 | Man-at-Arms | 50,000 | 6 | 3 | 3 | 8 | None | Not Worthy | General |
| 0-1 | Captain of Arms | 60,000 | 6 | 3 | 3 | 8 | None | None | General, Agility, Passing |
| 0-2 | Catcher | 60,000 | 6 | 2 | 3 | 8 | Dodge, Catch | Not Worthy | General, Agility |
| 0-2 | Kicker | 60,000 | 6 | 3 | 3 | 7 | Dodge, Kick | Not Worthy | General |
| 0-2 | Thrower | 80,000 | 6 | 3 | 3 | 7 | Dodge, Accurate, Strong Arm | Not Worthy | General, Passing |
| 0-4 | Knight of Albion | 100,000 | 5 | 4 | 3 | 9 | Thick Skull | Greater Glory | General, Strength, Special* |
| # | Position | Cost | MA | ST | AG | AV | Skills | Traits | Skills Available |
|---|---|---|---|---|---|---|---|---|---|
| 0-1 | White Knight | 130,000 | 6 | 5 | 2 | 9 | None | BIG GUY, Double Blitz, Stand Firm, Greater Glory, Honorable | Strength, Flesh Wound* |
| 0-1 | Treeman | 110,000 | 2 | 6 | 1 | 10 | Mighty Blow, Thick Skull | BIG GUY, Stand Firm, Throw TeamMate, Take Root | Strength |
Big Guys:
The Albion Wanderers can have one Big Guy players on the team. Big Guy players may not use Team rerolls.
Advance:
Special*: Knights of Albion gain the trait Flesh Wound! on rolls of doubles on the star player roll.
Flesh Wound*: White Knights can gain the Flesh Wound trait on any skill roll.
New skills/traits:
Not Worthy (We're Not Worthy): This trait represents a player's tendency to be very subservent to what the player believes to be his betters. When a player with this Negative skill is holding the ball at the beginning of the turn, roll a D6 before moving any other player (other than Wild Animals). On a 1, the player becomes overwhelmed with fear that holding the ball will be seen as overstepping his "bounds". The player must then move immediately and before finishing his move, he must hand off or pass the ball to a player that does not have the We're Not Worthy! skill (if no other player without the We're Not Worthy skill is within Long Bomb range, the player will drop the ball at the end of his movement which will result in a turnover.) A player who has failed his We're Not Worthy roll MAY NOT move into any square in the scoring endzone during that turn. A successful We're Not Worthy roll means the player may move as normal any time after the Knights have moved.
Greater Glory (Greater Glory to Me!): This trait represents a player's tendency to adopt a superior attitude over those he considers his lessers and major desire for personal glory. When a player with this Negative skill wishes to Hand-Off or Pass the ball, roll a D6, on a 1-3, the player refuses to give up the ball; otherwise he may Pass or Hand-Off as normal. In addition, a player with this skill MUST be moved before any other player that does not have this trait during a turn or he cannot move at all. The only exception to this will be if a player gains Wild Animal through a special play card or a failed Not Worth player, these players may go before a player with this trait and then players with this trait are moved.
Honorable: The player may not foul or may not assist any fouling action.
Flesh Wound: (inspired by Monty Python's "It's just a Flesh Wound") .... Any time this player suffers any injury (Stunned, KO, or Casualty), you can choose to use this skill. Instead of removing the player from the field, leave the player standing up. If he was holding the ball he hangs onto it too! At the end of the drive the player collapses as the effects of the injury catch up with him. Roll one dice and add +6 to the score, then look up the total on the Injury Table to see what injury the player suffered. Any injury suffered after using this skill cannot be ignored and if the injury is KO'd or worse, the special injury roll is made immediately as well (use the worse of the two).
Allies:
Click here to see the standard ally rules
Apothecary:
Standard rules
Head Coach:
Standard rules
On Pitch Spellcaster:
Albion Wanderers Spellcasters start with the spell Teleport.
Successful Result: Place throw-in template next to any player on your team. Roll for direction. Then roll a D6 to determine the number of squares moved. After the move, roll another D6, on a 1 the player falls down in that square from being disoriented (opponent makes armor and injury rolls as normal). If the square the player is teleported to is occupied, place the player in the closest unoccupied square to the square the player would have teleport to (coach's choice if there are 2 or more.) If the square the player was to be teleported to was occupied, the player will fall down from being disoriented on a roll of 1, 2, or 3, instead of a 1. If a player is teleported into the crowd, make a crowd injury roll for the player as normal. NOTE: if player is teleport PAST the endzone, it does not count as a touchdown. The player suffers a crowd injury and the ball is thrown in for the endzone square the player left the pitch from.
Failure Result: The targeted player uses the scatter template to determine direction and uses 2D6 to determine the number of squares.
Range: Any of your players on the pitch
Succeeds on: 2+
Secret Weapons:
The Men at Arms are the only players that will use a secret weapon (or the Shallya ally). One Albion Wanderer player or ally may be armed with a Quarterstaff.
Quarterstaff / Cost 30,000 gps (Penalty roll 9+):
A player carrying a Staff (Quarterstaff) onto the field gains the skill Mighty Blow, in addition when making a Block the player may chose to gain +1 Strength for the Block OR use the skill Multiple Block. Note: this player may choose to not use the Staff for a Block/Armour/Injury rolls. If the staff is not used (ie no +1 ST/Multiple Block and no Mighty Blow), then the staff player may receive Star Player points for a casualty.
------------------------------------------------------This ends the league rules for the MBBL2 for this team ----------------------------------------------
Wizard: (the MBBL does not use Wizards)
The Albion Wanderers may have a normal human Wizard OR an Apprentice of Merlin.
Apprentice of Merlin: For 250,000, an Apprentice of Merlin may cast 2 spells per a game from the following list (a same spell can be cast twice).
Fireball
Lightning Bolt
ZAP!
Teleport: Place throw-in template next to a player on your team. Roll for direction. Then roll a D6 to determine the number of squares moved. After the move, roll another D6, on a 1 the player falls down in that square from being disoriented (opponent makes armor and injury rolls as normal) (Note: Falling down will result in a turnover if this spell is cast during your turn.) If the square the player is teleported to is occupied, place the player in the closest unoccupied square to the square the player should have teleport to (if two or more are closest, determine randomly). If the square the player was to be teleported to was occupied, the player will fall down from being disoriented on a roll of 1, 2, or 3, instead of a 1.
Apothecary: Heal any injury like an apothecary on a roll of 2+. This may also be used to attempt to allow a player with a single failed niggling injury roll to play in a game that he is about to miss.
Lady of the Lake: One player without the We're Not Worthy skill is given the blessings of the Lady of the Lake. The player gains the skills Dauntless, Stand Firm, and Mighty Blow until the end of the drive.
A Hero's Quest: One player without the We're Not Worthy skill is given a vision of a beast standing in the end zone whose defeat will ensure his name in annuals of history. The player gains the skills Sprint, Dodge, Leap, and Break Tackle until the end of the drive.
Stadium rules:
At the beginning of the game, roll a D6. On a 6, the royal family has attended the game. This causes a greater feeling of team spirit in the Knights who decide to work together more to bring home victory dedicated to their liege. However, the presence of the royal family increased the feelings of lowliness in the ranks of the Men-at-Arms. For the rest of the game, a Knight will play as though they did not have Greater Glory to Me!. However, the Men-at-Arms will have to pass, hand-off, or drop the ball on any roll BUT a 5 or 6 for their We're Not Worthy skill.
Star Players: the MBBL does not use Star Players
| Name | Position | Cost | MA | ST | AG | AV | Skills | Traits |
|---|---|---|---|---|---|---|---|---|
| Captain Valent | Man-at-Arms | 130,000 | 6 | 3 | 3 | 9 | Pass, Guard, Catch | Nerves of Steel, Pro, Dauntless |
| Joshua Le Grand | Man-at-Arms | 160,000 | 7 | 4 | 3 | 8 | Block, Stand Firm, Break Tackle, Quarterstaff | Thick Skull |
| Henri Stoutheart | Knight of Albion | 170,000 | 7 | 4 | 3 | 9 | Block, Break Tackle, Mighty Blow, Jump Up | Thick Skull, It's Just a Flesh Wound!, Medic!, Honorable |
| Pierre de Gilon | Wandering Knight | 170,000 | 6 | 4 | 4 | 9 | Block, Catch, Diving Catch, Diving Tackle | Nerves of Steel, It's Just a Flesh Wound!, Medic!, Honorable |
| Galahad le Jongleur | Wandering Knight | 170,000 | 6 | 4 | 3 | 10 | Block, Strip Ball, Tackle | Nerves of Steel, It's Just a Flesh Wound!, Honorable, Medic! |
Suggested miniatures:
| Position | Company | Miniature Name | Part Number | Price | # in Blister/Box |
|---|---|---|---|---|---|
| Men-At-Arms | Games Workshop - US | Bretonnian Halberdier Standard Bearer | 020301802 | $3.50 | 1 |
| Men-At-Arms | Games Workshop - US | Bretonnian Halberdier 3 | 020301703 | $3.25 | 1 |
| Men-At-Arms | Games Workshop - UK | Bretonnian Foot Knight Sword 16 | 74154/92D | $3.50 | 1 |
| Men-At-Arms | Games Workshop - UK | Bretonnian Foot Knight Sword 4 (Man at Arms) | 74154/96A | $3.50 | 1 |
| Knight of Albion | Games Workshop - US | Bretonnian Knight of the Realm on Foot | 8566V | $6.49 | 1 |
| Wandering Knight | Heartbreaker Minatures | Chronpia Knight Leader | 12210 | $3.95 | 1 |
| White Knight | Games Workshop - US | Bretonnian Grail Knight on Foot | 020303201 | $5.50 | 1 |
| Henri Stoutheart | Games Workshop - US | Bretonnian Questing Knight Hero on Foot 2 | 079902101 | $5.50 | 1 |
| Joshua Le Grand | Games Workshop - US | Bretonnian Hugo le Petit | 020300702 | $5.00 | 1 |
| Pierre de Gilon | Games Workshop - UK | Knight of the Empire Spear 2 | 74095/10 | $3.50 | 1 |
| Galahad le Jongleur | Games Workshop - UK | Knight of the Empire Sword 25 | BC7/2 | $3.50 | 1 |
| Captain Valent | Games Workshop - US | Bretonnian Halberdier Champion | 020301901 | $3.50 | 1 |
| Apprentice of Merlin | Reaper Miniatures | Amathor the Arch Mage | 02319 | $2.50 | 1 |
| Apothecary | Reaper Minatures | Onastaa Soul Keeper | 02060 | $2.50 | 1 |
Contact Information for the above companies:
Games Workshop - US
Phone: (800) 394-GAME
Internet: www.games-workshop.com
Heartbreaker Minatures
Internet: www2.target.se
Reaper Minatures
Phone: (972) 434-3088
Internet: www.reapermini.com
Return to the Blood Bowl Main Page