Cyborcs Blood Bowl team

Cyborc

Credits for the Cyborc team go out to:
Joe Hainstock ... (with minor editing by the MBBL2 league and Tom Anders)

Team Background:
There have always been a few rare Orcs with an affinity for anatomy and mechanical devices, These Mad Doks, or Painboys as they are sometimes known, love nothing more than performing experimental "surjery" on unfortunate Orc lads; in fact, it almost becomes an obsession. They soon discovered that because of their extremely tough physiology, Orcs were the idea subjects for bionic experiments, and are not nearly so susceptible to unfortunate complications. Orcs who are seriously injured or desperate will sometimes seek the services of a Mad Dok, and many end up working for them in order to repay their debts. Whilst the number of Orcs working for a Mad Dok at any one time is usually limited, there always plenty of Goblins willing to lend a helping hand!

Players:

#PositionCostMASTAG AVSkillsTraitsSkills Available
0-8 Cyborcs 50,000 5 3 3 9 - Skarboy General, Bionic*
0-8 Grotz 40,000 6 2 3 7 Dodge Right Stuff, Stunty Agility
0-2 Cyborc Blitzers 80,000 6 3 3 9 Block Skarboy General, Strength, Bionic*
0-2 Cyborc Big Uns 80,000 4 4 2 9 - Skarboy General, Strength, Bionic*

Big Guys:
#PositionCostMASTAG AVSkillsTraits Skills Available
0-1 Orcish Contraption 100,000 4 6 1 10 Mighty Blow BIG GUY, Stand Firm, Nonball Handler, Easily Injured, SLOW, GFI Injury, TIKSTPK, SW 8+ Strength, Mechanical Upgrades

Rerolls:
60,000

Big Guys:
The Cyborc team may have a maximum of one Big Guy player on the team. Big Guys may not use team rerolls.
The device usually takes the form of a massive robot, driven by a crew of scampering Grots.

Advance:
On any skill roll, Cyborcs may instead take any Cyborc Bionic Enhancement for free (but the Value of the player will still increase). This represents the Mad Dok testing some new improvements to pre-existing devices and offering to install it no charge to test them out. You must STILL make the surgery roll if a bionic is installed in this manner.

New skills/traits:
Orcish Contraption- See the Gnome team for descriptions of all the contraptions skills.

Skarboy - Mad doks choose only the hardiest of Orc lads for their bionik experiments. A skarboy who suffers complications after a bionic procedure is treated slightly differently. Roll 2D6 as normal. On a 2, the subject permanently loses a point of Strength, and must miss the next game whilst he recovers. If either dice is a 1, the player permanently loses a point of Movement, but does not miss the next game. If the player has already lost two points of Movement, he loses a point of Armour instead. Apothecaries and re-rolls may not be used to effect these results. Any other roll indicates a successful surgery. In addition, the player need not roll for complications at all for any bionics that are purchased for him when he is first added to the team.

Cyborc Bionic Enhancements:
Cyborcs may not choose bionic upgrades from the normal list, but instead must choose from the list below. Grots may not have any kind of bionic upgrades at all. Note that the penalty rolls associated with bionics are slighty higher for this team, as referees tend to find it difficult to send off seven or eight burly Orcs in one go! Cyborc teams are not restricted by the usual NAF limit of only having three bionically enhanced players per team.

A player with more than one bionic upgrade only has to make one penalty roll after each drive - use the roll that is most likely to get the player sent off. Remember that a player cannot lose more than two points from a characteristic for any reason. A player can have more than one bionic upgrade that effects the same part of his body - for example, his legs may be both bionic and teleskopic.

If a player has two or more bionic enhancements fitted at the same time, you only need roll for complications once. Also, the Mad Dok gets a discount for ordering parts in bulk. Every bionic bit fitted after the first reduces the overall cost of the procedure by 10,000 gold crowns (down to a minimum cost of 10,000 gold crowns per implant). So a player fitted with Horns, an Iron Gob and Teleskopic legs at the same time would only need to roll for complications once, at a cost of 80,000gc (20k + 40k+ 40k - 10k - 10k).

Similar to the rules for all other teams using the Bionic shop. You do not have to make any surgery rolls for players getting bionics as part of a brand new TR 100 team. As it is assumed that the players on the starting roster signed up with the surgery already successfully completed. As with all other teams this is ONLY true when the team is first created. After initial creation all bionic additions require surgery rolls.

Allies:
No one will ally with, or take allies from, the Cyborc team.

Apothecary:
Standard, representing the Mad Dok's effort to patch up his lads.

Head Coach:
Standard

On Pitch Spellcaster:
Cyborc spellcasters are called Weirdboys. They cannot have any bionic upgrades, as it interferes with their magic. Grots may not become spellcasters. The starting spell for a Cyborc Spellcaster is 'Eadbutt.
Successful Result: Pick one opposing player within seven squares of the caster. The target counts as being blocked by a player with a Strength value equal to the the number of Orcs (not Grots) currently on the pitch and standing (i.e. not prone or stunned). Resolve the block as normal, with any pushbacks being made directly away from the caster. This spell cannot cause a casualty; i.e. the worst it can do is KO the target.
Failure Result: The caster suffers the effects of the spell. This will not cause a turnover.
Range: One opposing player within seven squares of the caster.
Succeeds on: 3+

Secret Weapons:
The Cyborc team may not take any secret weapons, other than those that come as bionic enhancements.