Araby

Credits for the Araby team go out to:
Guy Simpson for the team concept
Chet Zeshonski for refining the team
Gaius Audaxx for the Holy and Unholy Araby Spellcaster spells
Tom Anders for the Araby stadium

Team Description::

From the depths of the Araby Peninsula the nomadic people of the desert have ventured into the Old World in marauding war-bands for centuries, now they come with a new vengeance, to be masters at the sport of Blood Bowl.

Nomadic Arabian Blood Bowl teams originate from two opposite schools of thought, Holy and Unholy. The first of these, Holy, is one of divine reverence, that they are sent forth to battle infidels of their faith, and the Blood Bowl pitch is a natural proving ground. The second, Unholy, is one of much darker portents. These teams seek out the services of forbidden necromantic allies and are thoroughly shunned in all social circles, but outright loved by the fans when they take to the pitch.

Arabian teams are headed by a egomaniacal Emir, who acts as the team owner. Occasionally the Emir will hire a trusted Vizer to guide, coach, and direct the team..

The majority of the Arabian players are lightly armored bedouins. Specialist players include bedouin throwers, brutish palace guards, and fanatical dervish.

Araby-Holy

Players:
#PositionCostMASTAG AVSkillsTraitsSkills Available
0-12 Bedouin Lineman 50,000 7 3 3 7 None None General
0-2 Bedouin Thrower 60,000 7 3 3 7 Pass None General, Passing
0-4 Dervish 70,000 7 3 3 7 None Dauntless, Frenzy General, Agility
0-4 Palace Guard 80,000 5 4 2 8 None None General, Strength

Big Guys:
#PositionCostMASTAG AVSkillsTraitsSkills Available
0-1 Ogre 120,000 5 5 2 9 Mighty Blow, Thick Skull BIG GUY, Throw TeamMate, Bonehead Strength

Rerolls:
50,000

Big Guys:
The Holy Araby team may have one Big Guy player. Big Guy players may not use team rerolls.

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

Apothecary:
Yes, as normal.

On Pitch Spellcaster:
Holy Araby Spellcasters start with the spell Cry of Jyhad.
Successful Result: All standing players on the Holy Araby team other than the Spellcaster receive +1 ST, Mighty Blow, and Frenzy until the end of the turn. At the end of the turn, all players effected by this spell make armour/injury rolls as normal to see if they hurt themselves during their religious frenzy. If the Armour roll does not break armour, do not place the player prone.
Failure Result: No effect
Range: All players other than the spellcaster standing on the pitch
Succeeds on: 4+

Head Coach:
Vizier: The Holy Araby team may have a normal head coach or it may hire a Vizier as Head Coach for 150,000.
The Vizier is a wise and rather intuitive person with a keen mind for negotiation. A Vizier possesses two valuable skills.

Secret Weapons:
Holy Araby teams may use the Ball & Chain secret weapon, but only the Dervish may use it OR one member of the team can have a Poisoned Dagger.

Araby-Unholy

Players:
#PositionCostMASTAG AVSkillsTraitsSkills Available
0-12 Bedouin Lineman 50,000 7 3 3 7 None None General
0-2 Bedouin Thrower 60,000 7 3 3 7 Pass None General, Passing
0-4 Dervish 70,000 7 3 3 7 None Dauntless, Frenzy General, Agility
0-6* Skeleton Special 5 3 2 7 None Regeneration General
0-2* Mummy Special 3 5 1 9 Mighty Blow Regeneration General, Strength

* - Notes: Rerolls:
50,000

Big Guys:
The Unholy Araby team may not have any Big Guy players.

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

Apothecary:
Allowed, but may only be used on living players.

On Pitch Spellcaster:
Unholy Araby Spellcasters start with the spell 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+

Head Coach:
Necromancer: The Unholy Araby team has a necromancer as Head Coach. The Necromancer has two abilities.

Secret Weapons:
Unholy Araby teams may use the Ball & Chain secret weapon, but only the Dervish may use it OR any one living player may have a Poisoned Dagger.

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

Stadium:
Holy Araby teams fill their stadium will fans that make Goblin Fanatics look calm in comparison. Anytime an opposing player is pushed into the crowd during a Holy Araby home Stadium game, the Holy Araby coach may roll a D6. On a 6, the opposing player has fallen onto a truly crazed fanatic who becomes so enraged that he storms out onto the field. Treat the crazed fan as a rookie Dervish player with a Normal Dagger (treat as a Poisoned Dagger except that Stunned results are not treated as KO's). The crazed fan is placed into the first available empty square adjacent to where the opposing player was pushed into the crowd. The crazed fan may bring the number of players on the pitch for the Holy Araby team over 11 and there may be more than one crazed fan on the pitch at one time. At the end of the drive or half, the crazed fan(s) are automatically ejected from the stadium by the referee and several well armed guards.

Star Players: (Note: the MBBL does not allow the use of Star Players)
Al Kahlim will play for for either the Holy or Unholy teams. Thrahnkenkahman will only play for the Unholy team.
Stadium:
At the beginning of every home match, the Unholy Araby coach may roll a D6 for all four individual sides/ends of his team stadium. On a roll of 6, the away fans will not enter (or will leave very shortly after entering!) this part of the stadium as it is haunted! For every 6 rolled, the away team will lose one quarter of their fans for this match.
If the away team has a Fan Factor of less than four then it will be reduced by 1 (for each 6 rolled), down to a maximum of 0! Any other fractions should be rounded up i.e. if a team has a Fan Factor of 18 and the home side rolls one 6, the away team's Fan Factor will be reduced by four (one quarter of 16) to 14.
Should the Unholy Araby coach be fortunate and roll four sixes then the away team will have no fans at the game whatsoever!
Ignore these rules if both sides are Unholy Araby, Khemri, Spirit, or Undead.

Name Position MA ST AG AV Skills Traits price
Al Kahlim Dervish 8 3 4 7 Block, Dodge Dauntless, Frenzy, Leader 150,000
Thrahnkenkahman Mummy 4 5 1 9 Mighty Blow, Block, Break Tackle Regenerate 140,000

FAMOUS ARABIAN TEAMS

NORTH ARABY NOMADS: The North Araby Nomads are a Holy Arabian team of great reputation, in Araby of course. They were the first Arabian team to field Whirling Dervish Star Players, and have had some success against more established teams from the Old World, they will go to great lengths to win their "holy war" on the pitch and are fast becoming a fan favorite.

AL'HARIN LOOTERS: The Al'Harin Looters are a newly formed Unholy Arabian team. Once they found Thrahnkenkahman, or Thrahnk, the Mummy Star Player, they were on the road to the big time. Because of their unique team chemistry they have developed a large following amongst the poorest of the Arabians, sadly that does not always help their gate receipts.

Suggested miniatures:
Coming Soon!

Contact Information for the above companies:
Coming Soon!

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