Half-Orc

Team translated from the 1st edition of Blood Bowl by Tom Anders

Players:

# Position price MA ST AG AV Skills Traits Skills Available
0-12 Lineman 50,000 6 3 2 8 Tackle None General
0-2 Kicker 70,000 6 3 3 7 Tackle, Kick, Hail Mary Pass None General
0-4 Blitzer 90,000 6 3 2 8 Tackle, Block, Sure Hands None General, Strength
0-4 Black Half-Orc Blocker 100,000 5 4 2 9 Tackle None General, Strength
0-2 Goblin 40,000 6 2 3 7 Dodge, Right Stuff Stunty Agility

Big Guys:

#PositionCostMASTAG AVSkillsTraitsSkills Available
0-1 Ogre 120,000 5 5 2 9 Mighty Blow, Thick Skull Throw TeamMate, Bonehead Strength

Rerolls:
50,000

Big Guys:
The Half-Orc team may have one Big Guy player. Big Guy players may not use team rerolls.

Allies:
Click here to see the standard ally rules for this team.

Apothecary:
Yes, Standard

Head Coach:
Yes, Standard

On Pitch Spellcaster:
The Half-Orcs paid attention to the lessons taught by both of their parent races. As a result, a Half-Orc spellcaster starts with TWO spells, Lucky Day and Waaagh Armour.

Name: Lucky Day
Successful Result: The spellcaster's team gains an extra team reroll for this half only. If the team has already has more team rerolls than turns remaining in the half, then the opposing team loses a team reroll for this half only.
Failure Result: The spellcaster's team loses a team reroll for this half only. If the spellcaster's team has no team re-rolls than the opposing team gains an extra team for this half only.
Range: No Range
Succeeds on: 3+

Name: Waaagh Armour
Successful Result: For the rest of the game, the target player's AV and injury rolls cannot be modified. So skills, magic, or pitch types that would give a positive or negative modifier to armour and injury rolls are negated for this player.
Failure Result: No effect
Range: Anywhere on the pitch
Succeeds on: 2+

Secret Weapons:
The Half-Orc team may use the Chainsaw, Blunderbuss, or Poisoned Dagger secret weapons.

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Stadium rules:
During home stadium games, Half-Orc fans try to yell louder and act tougher than either of their parent races. As a result, roll a D6, at the beginning of the game. On a 6, the Half-Orc fan factor is modified by +2 and the opponent's fan factor is modified by -2 for this game only. Ignore this rule if the other team is Half-Orc.

Team Translation Notes:

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