Half-Elf

Original team concept credited to Ithilkir from TalkBloodBowl

Team Description:
Half-Elfs are normally the offspring of a Human male and Female Elf, nine times out of ten they were not conceived in a loving relationship, but one born of pillage and rape by invading marauders or pirates.

Outcast from Elven society because of the human heritage the children often grow up resenting the Elven way, jealous of the succes of the Elven parentage they often take up arms against the Elf kin. This resentment often manifests itself on the Blood Bowl pitch where the Half Elves make it a point to neutralise the throwing game loved by the Elves.

While not as agile as a pure Elf, they are generally still more agile than a normal Human and use this to interrupt and disrupt the passing game of teams throughout the Blood Bowl circuit. The major downside however is the reliance on playing against a throwing team thus they have often suffered embarrasing defeats by running teams which has hindered any attempts by Half Elven teams to get to a major final.

Half-Ogres occassionally join up with the teams as well ... born in the same way (pillage and rape), those that survive being turned out immediately often join the team to "rough up" the society that rejected them.

Players:

#PositionCostMASTAG AVSkillsTraits Skills Available
0-12 Line-Helf 50,000 6 3 3 8 Catch None General, Agility
0-4 Runner 80,000 7 3 3 7 Catch, Sure Hands None General, Agility
0-2 Defender 80,000 6 3 3 8 Catch, Pass Block None General, Agility
0-2 Blitzer 100,000 7 3 3 8 Catch, Block None General, Agility, Strength

Big Guys:
#PositionCostMASTAG AVSkillsTraits Skills Available
0-1 Half-Ogre 100,000 6 5 2 9 Thick Skull BIG GUY, Bonehead General, Strength

Rerolls:
60,000

Big Guys:
The Half-Elf can have one Big Guy player on the team. Big Guy players may not use Team rerolls.

Allies:
The Half-Elf cannot use allies.

Apothecary:
Standard rules

Head Coach:
Standard rules

On Pitch Spellcaster:
Half-Elf spellcasters start with the spells of both their parent races: Lucky Day and Winged Sandals.

Lucky Day
Successful Result: You may gain one additonal reroll for the half.
Failure Result: You lose one re-roll. If you don't have a reroll to lose, then your opponent gains one re-roll.
Range: No range
Succeeds on: 3+

Winged Sandals
Successful Result: The targeted player gains the skill Leap for the rest of the half. If he already has Leap then all uses of the Leap skill are automatically success for the rest of the half (no dice roll required).
Failure Result: Nothing happens.
Range: Any of your players on the pitch
Succeeds on: 3+

Secret Weapons:
The Half-Elf team does not use secret weapons.

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