The Evil Gits

Special team rules by David Metcalfe with modifications to make it more like the 1st edition Blood Bowl version of this team by Tom Anders. David's original team can be seen as well, if desired.

# Position price MA ST AG AV Skills Traits Skills Available
0-6 Hobgoblin 40,000 6 3 3 7 None None General
0-6 Goblin 40,000 6 2 3 7 Right Stuff, Dodge Stunty Agility
0-2 Half-Orc Blitzer 90,000 6 3 2 8 Tackle, Sure Hands, Block None General, Strength
0-2 Dark Elf Thrower 90,000 6 3 4 8 Pass None General, Agility, Passing
0-2 Skaven Gutter Runner 80,000 9 2 4 7 Dodge None General, Agility
0-2 Black Orc Blocker 80,000 4 4 2 9 None None General, Strength

Big Guys:

# Position price MA ST AG AV Skills Traits Skills Available
0-1 Ogre 120,000 5 5 2 9 Mighty Blow, Thick Skull Bonehead, Throw TeamMate Strength

Rerolls:
80,000

Big Guys:
The Evil Gits team may have one Big Guy player. Big Guy players may not use team rerolls.

Allies:
The Evil Gits will not take allies or play as allies with any other team.

Apothecary:
Yes, Standard

Head Coach:
Yes, Standard (however, he has a tendency to die ... see special rules)

On-Pitch Spellcaster:
The Evil Gits team may have one Spellcaster. The starting spell for that Spellcaster will be the starting spell normally assigned to that player's base team. (ie a Skaven Spellcaster will start with Warpfire, a Dark Elf will start with Tormented Soul, a Hobgoblin would start with Rune of Fear, etc.)

Secret Weapons:
MUST have at least 2, may have up to 4. If a player death or retirement takes the total number of secret weapon players below two, then the next purchased player must have a secret weapon. Here are the weapons that can be used by each player:

Special Rules

====================================== End of MBBL2 Rules ===============================

Stadium:
During a home stadium game, the Evil Gits act like a true team. You do not need to roll the D3 for serious injuries to players at the end of the game IF THEY WIN. In addition, any Sent Off player (for fouling or secret weapons) will only miss the rest of the current half instead of the rest of the game (a player ejected at half time will miss the entire second half, but will show up for overtime if there is one). The fans have more secret tunnels and bribed officials in the stadium then could ever be monitored ... making it fairly easy to smuggle these players back in.

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