
Note from Tom: I have to admit that I really messed with Milo's Forest Goblin team concept to get to fit better in my league. Milo's original team had 4 Trolls and I really wanted the team to not be "automatically" better than a Goblin team or be too similar to a Snotling team. So after a lot of trial and error, I came up with a team that I liked that is still 90% Milo's original concept.
Players:
| # | Position | Cost | MA | ST | AG | AV | Skills | Traits | Skills Available |
|---|---|---|---|---|---|---|---|---|---|
| 0-16 | Forest Goblin | 50,000 | 6 | 2 | 3 | 7 | Dodge, Right Stuff | Stunty, Invunerable | Agility |
| 0-2 | Brown Spider Rider | 60,000 | 6 | 3 | 3 | 8 | Leap, Sure Feet, Tackle | Very Long Legs, Animal Rider, Whoa Nelly! | General, Agility, Web |
| 0-4 | Black Spider Rider | 90,000 | 5 | 4 | 3 | 8 | Juggernaut, Sure Feet | Animal Rider, Whoa Nelly! | General, Strength, Poisoned Fangs |
| 0-4 | Wolf Rider | 100,000 | 7 | 3 | 3 | 7 | Dodge, Sprint, Sure Feet | Animal Rider | General, Agility, Claws |
| # | Position | Cost | MA | ST | AG | AV | Skills | Traits | Skills Available |
|---|---|---|---|---|---|---|---|---|---|
| 0-1 | Stone Troll | 100,000 | 4 | 5 | 1 | 9 | Mighty Blow | BIG GUY, Throw TeamMate, Regenerate, Always Hungry, Really Stupid | Strength |
Big Guys:
The Forest Goblin team may have one Big Guy player. Big Guy players may not use team rerolls.
New traits:
Animal Rider: Riding animals was banned from Blood Bowl matches after the Chaos Juggernaut incident in a famous Blood Bowl VII league championship game (see the Did you know... on page 29 of Blood Bowl Magazine #1.) As a result, the Forest Goblins usually have their animal rider run onto the field at the very last second to avoid the referees. However, some referees eventually get fed up with this clear violation of the rules and eject the animal rider. To represent this, at the end of any drive that an Animal Rider participated in the opposing coach rolls 2D6. On a 10 or more, the referee has ejected the Animal Rider for the rest of the game. (Note: a head coach can argue this call).
Invunerable: A player with this skill is surrounded by a thin yet incredible strong personal aura created by unshakable faith. This field/aura means his AV is fixed, and cannot be modified by anything. This means Mighty Blow, Dirty Player, Claw, Fouls assists, Chainsaws, etc. have no effect for the purposes of the player's Armour roll. Skills that effect the Injury roll will still work, if the armour is penetrated.
Juggernaut: A player with this skill in virtually unstoppable once he is in motion. If this player moves at least one square before he throws a blitz, an opposing player may not use their Block, Jam, or Stand Firm skills for the block.
Whoa Nelly! (Uncontrollable): Spiders, even the large, generally tame spiders the Forest Goblins ride, don't care for sharp, sudden movements. Hence, the Spider Rider's job is a especially dangerous one -- not only to you have to keep the location of the ball, the location of the most nastiest of the opposing players, and the location of the proper end zone in mind, you also have to worry about the poor beast beneath you charging straight into the crowd!
To represent this, roll a D6 each turn before you try to move the Spider Rider. On a 1, the Goblin has dropped the reins and the player will move D6 squares using the scatter template and then his move ends (ie he may not pick up, hand off, or pass the ball). If any standing player is in the path of the player during this move, then this player must throw a block at that player (even it if it is from his own team). If the team has not used their blitz move for this turn, a player losing control counts as the blitz move, if he moves and then throws a block at any player. Note: this player will throw a blitz block at a player even if the blitz move has already been used this turn. Any player that is stunned or prone in the path may be pushed out of the path (this represents him rolling madly to get out of the way.) If the move would take the player off the pitch and into the stands, then the character should be treated as any normal player who has been pushed into the crowd. Finally, if the player is prone and rolls a 3 or less for the D6 movement, the player simply stands up. The Goblin gets the reigns back in hand by the end of the turn.
Advance:
Wolves and Spiders can learn enough about the game to use some of their natural abilities.
On doubles, Wolves may gain the Physical skill, Claws (same as Claw).
On doubles, Brown Spiders may gain the ability to web fast an adjacent opponent, treat exactly like Tentacles.
On doubles, Black Spiders may use their Poisoned Fangs. Treat exactly like the secret weapon Poisoned Dagger (no additional penalty roll for the spider)
Allies:
Click here to see the standard ally rules for this team.
Apothecary:
Standard rules.
Head Coach:
Standard Head Coach.
On Pitch Spellcaster:
The starting spell for a Forest Goblin Spellcaster is Shaman Potpourri.
Successful Result: Select two players on the pitch from the same team (either your or your opponent's). Then roll a D6 to see the spell's effect.
Secret Weapons:
The Forest Goblin team may have one player with a real Poisoned Dagger.
======================================= End of MBBL2 Rules ======================================
Stadium rules:
The Forest Goblins do not have stadiums. They use the NOT-SO Grandstand rules for Goblin teams. See the Stadium rules under the MBBL House rules section of the main page.
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