Elementalists
Note: Original team concept credited to Tom Anders. Elementalist rules based on Steve Buddle's Warhammer rules for Elementals in Citadel Journal #13 pages 5 through 8.
Team Description:
I FINALLY got my hands on the Elemental article in Citadel Journal #13 (thank you Games Workshop UK archive service). This team is basically what would happen if the Warhammer wizards that control Elementals decided to play Blood Bowl.
The Elementalists are a team of human wizards so caught up by the game that they could no longer stay on the sidelines. However, they knew that by themselves they would be slaughtered. So they used their powers to summon players from the very elements around them. These elemental players have an unstable foothold on this plane and normally require a wizard to be on the field with them to stay around. The wizards wear magical robes and some shoulder pads which only Armor Class of 7. Because these wizards are so in tune with their environment, the Blood Bowl pitch actually helps the wizards (thus the Jump Up skill).
Players:
| # | Position | Cost | MA | ST | AG |
AV | Skills | Traits | Skills Available |
| 0-6 | Air Elementalist | 50,000 | 6 |
3 | 3 | 7 | Jump Up | None | General, Passing |
| 0-6 | Earth Elementalist | 50,000 | 6 |
3 | 3 | 7 | Jump Up | None | General, Strength |
| 0-6 | Fire Elementalist | 50,000 | 6 |
3 | 3 | 7 | Jump Up | None | General, Agility |
| 0-6 | Water Elementalist | 50,000 | 6 |
3 | 3 | 7 | Jump Up | None | General, Agility |
Big Guys:
| # | Position | Cost | MA | ST | AG |
AV | Skills | Traits | Skills Available |
| 0-2 | Air Elemental | 120,000 | 7 |
4 | 4 | 7 | Leap | BIG GUY, Elemental Link, Weather Immunity | Strength, Passing |
| 0-2 | Earth Elemental | 120,000 | 4 |
6 | 2 | 10 | Thick Skull | BIG GUY, Elemental Link, Weather Immunity | Strength |
| 0-2 | Fire Elemental | 120,000 | 7 |
4 | 3 | 9 | Diving Tackle | BIG GUY, Frenzy, Elemental Link, Weather Immunity | Strength, Agility |
| 0-2 | Water Elemental | 120,000 | 6 |
5 | 3 | 8 | Side Step | BIG GUY, Elemental Link, Weather Immunity | Strength, Agility |
Rerolls:
60,000
Big Guys:
The Elementalist team can have up to 8 Big Guy players. Big Guy players cannot use team rerolls.
New skills:
Elemental Link:
In order to remain on the field, an Elemental needs a matching Elementalist on the field at the same time. If at any time all of one type of Elementalist is removed from the field, all Elementals of that element are removed from the field as well. This will cause a turnover, if it is the Elementalist's turn. If an Elemental removed from the field this way was carrying the ball, the ball is dropped and scatters one square. Players in the reserve box or knocked out/dead/injured box are not considered on the field. Elementals removed from the field are placed in the Reserves box and will be available for the next drive, if a matching Elementalist is then able to go on the field. Example: In order to have 1 to 2 Air Elementals on the field, there most also be at least one Air Elementalist on the field. Note: a prone or stunned Elementalist counts as being on the field.
Weather Immunity:
Being made from the raw stuff of the elements themselves, Elementals never suffer from any of the effects of the weather conditions - Sweltering Heat, Very Sunny, Pouring Rain, or Blizzard.
Allies:
The Elementalists are a elite wizard cult. They will not ally with other teams or allow other team's players on their team.
Apothecary:
Standard rules
Head Coach:
Standard rules
On Pitch Spellcaster:
Since the Elementalist team is essentially an entire team of wizards, they may actually have four spellcasters (one from each elemental type) who each start with two spells and do NOT lose a point of AV (instead of the normal maximum of one spellcaster with one starting spell and lose a point of AV).
Elementals may NOT be spellcasters.
The starting spells for an Air Elementalist Spellcaster are Airblast and Whirlwind.
The starting spells for an Earth Elementalist Spellcaster are Earthwalk and Stone Strike.
The starting spells for a Fire Elementalist Spellcaster are Flaming Body and Spontaneous Combustion.
The starting spells for a Water Elementalist Spellcaster are Driving Rain and Torrent of Doom.
Here are the spell descriptions by element type:
- Air:
- Name: Airblast
- Successful Result: A concentrated blast of wind continuously blows into an opponent. For the rest of the drive, this opponent's Movement, Strength, and Agility are halved (rounded up) as he fights against the wind.
- Failure Result: The spellcaster suffers the effect of this spell.
- Range: Any opponent on the pitch.
- Succeeds on: 3+
- Name: Whirlwind
- Successful Result: A small cyclone picks up an opponent and tosses him into the air. Choose one player on the opposing team and scatter him D6 squares using the scatter template. When the player lands, place him Knocked Down. Roll for armor and injury as though the player was hit with Mighty Blow. If the player lands in the crowd, roll of the crowd effect as normal (in addition to the armor and injury roll at +1 from the player landing).
- Failure Result: The spellcaster suffers the effect of this spell. This will result in a turnover.
- Range: Any opponent on the pitch.
- Succeeds on: 4+
- Earth
- Name: Earthwalk
- Successful Result: One player on the team (who has not already moved) merges into the earth in his current square and rises up in any vacant square up to the distance of his Movement away. The player may not move or perform any further actions (including catching the ball or taking a hand-off) during the turn he Earthwalks.
- Failure Result: The player gets lost under the pitch. Place him in reserves as the rest of the team's Elementalists will be able to retrieve him by the start of the next drive. If he was holding the ball, it pops out of the earth and scatters one square from the square he was standing in when the spell was cast. Failure of this spell does not result in a turnover.
- Range: Any of your players on the pitch that has not already moved.
- Succeeds on: 3+
- Name: Stone Strike
- Successful Result: A large stone rises from in front of an opponent and smashes into his face. Roll blocking dice as if the player was hit with a 3 Dice Block (the player may not be push backed by this spell.) If the player is knocked down, roll for armour and injury as normal.
- Failure Result: The Spellcaster is hit with a 3 Dice Block (no push back). If the spellcaster is knocked down from the spell, it will result in a turnover.
- Range: Any opponent on the pitch.
- Succeeds on: 4+
- Fire
- Name: Flaming Body
- Successful Result: One player on the team's body is covered with friendly flames until the end of the drive. Whenever this player blocks or is blocked by another player, resolve the block as normal. If the opponent is still on the field at the end of the block, roll a D6. On a 6, the opponent's uniform has caught fire and he is immediately considered Stunned as he rolls around on the ground trying to put out the flames. This will not result in a turnover.
- Failure Result: The flames aren't friendly. The player will become automatically stunned as he rolls around trying to put out the flame. This will not result in a turnover.
- Range: Any of your players on the pitch.
- Succeeds on: 3+
- Name: Spontaneous Combustion
- Successful Result: A fireball erupts centered on the square the Spellcaster was standing in. ANY model from either team that is in an adjacent square to the spellcaster may be hit by the fireball. Roll one dice for each model. Add 1 to the dice roll. If the modified dice roll beats the player's Agility then they have been hit by the fireball (if they are standing they will be knocked over). If it is under their Agility they manage to dodge/roll away from the fireball's blast. Make an Armour roll and injury roll for any player that is hit by the Fireball with +2 modifiers to both rolls. If a player on the moving team is knocked over by the fireball, then the moving team does not suffer a turnover unless the player was carrying the ball at the time.
- Failure Result: The Spellcaster bursts into flames. Make armour/injury rolls for the Spellcaster with a +2 modifier to both. This will result in a turnover.
- Range: The Spellcaster.
- Succeeds on: 4+
- Water
- Name: Driving Rain
- Successful Result: The opposition's vision is impaired by driving rain in their faces. During your opponent's next turn, all blocks/blitzes made by ANY opponent receive a -1 Strength modifier (minimum ST 1). This modifier is applied after other strength modifiers (such as Dauntless and Horns).
- Failure Result: The spellcaster's team suffers the effect of the spell for the rest of this and their next turn.
- Range: The entire pitch.
- Succeeds on: 3+
- Name: Torrent of Doom
- Successful Result: A torrent of water shoots from the wizard's hand and envelops an opponent in a crushing hold and dragging them off the field. The opponent must make a Strength roll. If rolls less than or equal to his Strength, the spell fails. If he rolls higher than his Strength, the Torrent drags the player into the crowd. Make an injury roll for possible injury from the drowning, then make a normal injury roll for the crowd (use which ever result injures the player the most.)
- Failure Result: The Spellcaster suffers the effect of the spell. This will result in a turnover if the Spellcaster is dragged into the crowd.
- Range: Any opponent within 7 squares on the pitch.
- Succeeds on: 4+
Secret Weapons:
The Elementalists may not use secret weapons.
---------------------------PLEASE NOTE: the rest of this information is for non MBBL2 members------------------------
Stadium rules:
If the Elementalists team gets a Stadium the following additional rule applies:
Once per a game, if all the Elementalists of one type of element are removed from the field, roll a D6. On a 6, an Elementalist of that type is a fan in the stands and is able to maintain the Elemental Link so that all Elementals of that type may stay in the game until the end of the drive. At the end of the drive, the fan will fall over from exhaustion and will not be able to maintain the link anymore. If both teams are Elementalists, this only applies to the home team.
Wizard: (Note: MBBL does not use Wizards)
Elementalists may hire a Master of Elements for the standard 150,000. In order to use a spell, the Master of Elements must use all of the energy of one of the Elementals on the field (the Elemental can be knocked down or prone). The spell cast depends on the Elemental removed from the field. Note: this Elemental must miss the rest of the game, but will be able to play in the next game. If the Elemental was carrying the ball, the ball is dropped and scatters one square. The use of this spell does not result in a turnover unless the Elemental used was carrying the ball at the time. The Master of Elements may cast one spell per game.
The following lists the spell cast based on the Elemental used as a power source:
- Air:
- Whirlwind - A small cyclone picks up a player and tosses him into the air. Choose one player on the opposing team and scatter him D6 squares using the kick-off template. When the player lands, place him Knocked Down. Roll for armor and injury as though the player was hit with Mighty Blow. If the player lands in the crowd, roll of the crowd effect as normal (in addition to the armor and injury roll from the player landing).
- Airblast - A concentrated blast of wind continuously blows into an opponent. For the rest of the drive, this opponent's Movement, Strength, and Agility are halved (rounded up) as he fights against the wind.
- Earth:
- Earthwalk - One player on the team merges into the earth in his current square and rises up in any vacant square up the distance of his Movement away. The player may not move or perform any further actions during the turn he Earthwalks.
- Stone Strike - A stone flies from the Wizard's hand and hits a player. Roll blocking dice as if the player was hit with a ST 4 Block (the player may not be push backed by this spell.) If the player is knocked down, roll for armour and injury as normal.
- Fire:
- Flaming Body - One player on the team's body is covered with flames until the end of the drive. Whenever this player blocks or is blocked by another player, resolve the block as normal. If the opponent is still on the field at the end of the block, roll a D6. On a 6, the opponent's uniform has caught fire and he is immediately considered Stunned as he rolls around on the ground trying to put out the flames. This will not result in a turnover.
- Massive Fireball - A fireball erupts centered on the square the Fire Elemental was standing in. Using the Fireball template, any model from either team that is partially under the template may be hit by the fireball. Roll one dice for each model. Add 1 to the dice roll. If the modified dice roll beats the player's Agility then they are knocked over. If it is under their Agility they manage to dodge the fireball's blast. Make an Armor roll and injury roll for any player that is knocked with +2 modifiers to both rolls. If a player on the moving team is knocked over by the fireball, then the moving team does not suffer a turnover unless the player was carrying the ball at the time.
- Water:
- Driving Rain - The opposition's vision is impaired by driving rain in their faces. For the rest of the drive, all blocks/blitzes made by ANY opponent receive a -1 Strength modifier (minimum ST 1). This modifier is applied after other strength modifiers (such as Dauntless and Horns).
- Torrent of Doom - A torrent of water shoots from the wizard's hand and envelops an opponent in a crushing hold and dragging them off the field. The opponent must make a Strength roll. If rolls less than or equal to his Strength, the spell fails. If he rolls higher than his Strength, the Torrent drags the player into the crowd. Make an injury roll for possible injury from the drowning, then make a normal injury roll for the crowd (use which ever result injures the player the most.)
Star Players: (Note: MBBL does not use Star Players)
| Name | Position | Cost | MA | ST | AG |
AV | Skills |
| Windsong Lightfoot | Air Elementalist | 150,000 | 7 |
3 | 4 | 8 | Block, Jump Up, Pass, Pass Block, Leap |
| Gaea Redclay | Earth Elementalist | 150,000 | 6 |
4 | 3 | 9 | Block, Jump Up, Stand Firm, Thick Skull |
| Johnny Blaze | Fire Elementalist | 150,000 | 6 |
3 | 3 | 8 | Block, Jump Up, Frenzy, Shadow, Diving Tackle, Tackle, Sprint |
| Brita Bayou | Water Elementalist | 150,000 | 6 |
3 | 3 | 8 | Block, Jump Up, Dodge, Side Step, Diving Catch, Strip Ball, Nerves of Steel |
Suggested miniatures:
| Position | Company | Miniature Name | Part Number | Price | # in Blister/Box |
| Fire and Water Elementalists | Lance & Laser | Fire Wizard & Water Conjurer | Sandra Garrity 209 | $4 | 1 of each |
| Earth and Air Elementalists | Lance & Laser | Light Caster & Air Summoner | Sandra Garrity 210 | $4 | 1 of each |
| Fire Elemental and Johnny Blaze | RAFM | Fire Elemental & Fire Mage | 3833 | $7.95 | 1 of each |
| Water Elemental and Brita Bayou | RAFM | Water Elemental & Sea Witch | 3834 | $7.95 | 1 of each |
| Air Elemental and Windsong Lightfoot | RAFM | Air Elemental & Summoning Wizard | 3835 | $7.95 | 1 of each |
| Earth Elemental and Gaea Redclay | RAFM | Earth Elemental & Earth Priestess | 3836 | $7.95 | 1 of each |
| Fire and Earth Elementals | Ral Partha Enterprises | Elementals of Fire & Earth | 11-426 | $8 | 1 of each |
| Air and Water Elementals | Ral Partha Enterprises | Elementals of Air & Water | 11-427 | $8 | 1 of each |
| Earth Elemental | Lance & Laser | Elemental - Earth | Warchest EL-001 | $3.95 | 1 |
| Water Elemental | Lance & Laser | Elemental - Water | Warchest EL-002 | $3.95 | 1 |
| Air Elemental | Lance & Laser | Elemental - Air | Warchest EL-003 | $3.95 | 1 |
| Fire Elemental | Lance & Laser | Elemental - Fire | Warchest EL-004 | $3.95 | 1 |
| Water Elemental | Games Workshop - US | Man-O'-War Water Elemental | 78062-5 | $2.00 | 1 |
| Water Elemental | Reaper Minatures | Water Elemental | 1213 | $2.75 | 1 |
| Earth Elemental | Reaper Minatures | Earth Elemental | 1214 | $2.75 | 1 |
| Fire Elemental | Reaper Minatures | Fire Elemental | 1215 | $2.75 | 1 |
| Air Elemental | Reaper Minatures | Air Elemental | 1216 | $2.75 | 1 |
| Water Elemental | Reaper Minatures | Water Elemental | 2253 | $5.505 | 1 |
| Earth Elemental | Reaper Minatures | Earth Elemental | 2250 | $5.50 | 1 |
| Fire Elemental | Reaper Minatures | Fire Elemental | 2251 | $5.50 | 1 |
| Air Elemental | Reaper Minatures | Wind Elemental | 2252 | $5.50 | 1 |
| Master of the Elements | Games Workshop - US | Bright Wizard | 73790-2 | $6.49 | 1 |
| Apothecary | Reaper Minatures | Merith of the Flame | 02042 | $2.25 | 1 |
Contact Information for the above companies:
Reaper Minatures
Phone: (972) 434-3088
Internet: www.reapermini.com
Ral Partha Enterprises
Phone: (800) 543-0272
Internet: www.fasa.com/ralpartha/index.html
Lance & Laser
Internet: www.lance-and-laser.com
Games Workshop - US
Phone: (800) 394-GAME
Internet: www.games-workshop.com
RAFM
Internet: http://www.rafm.com/Jsc2/JSC.htm
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Elementalist Team vistor number: