Hobgoblin

Team idea credited to: Martin Laerkes at the Copenhagen Blood Bowl league with "slight" tinkering by our league. We changed the Sneaky Git to put it more in line with the Jervis' Sneaky Git from Blood Bowl Compendium 1. As always, here is Martin's original team, if you wish to see it.


History: There are multiple references in the 1st edition (late 1980s) through 3rd edition of Blood Bowl that there have been entire teams made up of just Hobgoblins (and also talks about how poorly they all perform). This team makes playing that team a reality.

Players::

# Position price MA ST AG AV Skills Traits Skills Available
0-12 Hobgoblin 40,000 6 3 3 7 None Will He Show? General
0-4 Evil Git 80,000 8 3 3 7 Dodge None General, Agility
0-4 Sneaky Git 80,000 6 3 3 7 Side Step, Shadowing, Poisoned Dagger, SW 10+ None General

Big Guys:

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

Rerolls:
60,000

Big Guys:
The Hobgoblin team may have one Big Guy player. Big Guy players cannot use Team Rerolls.

Traits:
Will He Show?: Only REALLY stupid Hobgoblins would play on a Blood Bowl team with no help from Chaos Dwarves and Bull Centaurs. To reflect this, any player with the Will He Show? trait must roll a D6 at the start of the match. On a rull of 2-6, the player can be used normally, but on a roll of 1 the player has either arrived late because he's forgotten about the match, or is having trouble tying up his boot-laces, or is doing something equally stupid, with the result that hemay not be used during the first drive of the match. This rule was per Jervis Johnson on page 51 and 52 of the Blood Bowl Compendium 2. Our league does not apply this rule to the Chaos Dwarf team Hobgoblins (the Chaos Dwarves make sure that they all show up), but we felt it was entirely appropriate for an entire team of Hobgoblins.

Allies: Only one Ogre player would ally with a group of Hobgoblins stupid enough to play Blood Bowl without their Chaos Dwarf friends.
However, the Hobgoblin players may be used as allies on the Chaos, Chaos Dwarf, Goblin, Half-Orc, and Orc teams.

Apothecary:
Yes, Standard

Head Coach:
The Hobgoblin team's Head Coach is the Nasta Masta. The Nasta Masta has the following abilities:

On Pitch Spellcaster:
The starting spell for a Hobgoblin Spellcaster is Wyvern's Sting.
Successful Result: This spell has two different effects.
  • If cast on a player without a Poisoned Dagger, the player gains Claws until the end of the half.
  • If cast on a player with a Poisoned Dagger, the Dagger merges into his fingertips and the player may continue to use the Poisoned Dagger for the rest of the half with no Secret Weapon penalty roll at the end of each drive (the Ref does see any illegal weapon). Also the poison will not wear off for the entire half. Casualties caused by poisoned fingertips count for star player points.
Failure Result: The target player's fingers break from magic gone awry. Target player misses the rest of the match.
Range: Any of your players on the pitch or in Reserves.
Succeeds on: 2+

Secret Weapons:
All Sneaky Gits start with the Secret Weapon, Poisoned Dagger. No other player on the team may carry a Secret Weapon, but this means that the Hobgoblin team can have a total of 4 players with Secret Weapons.

----------------------------------------------------------- This ends the MBBL2 League Rules for this team ----------------------------------------

Stadium rules:
The Hobgoblin fans are some of the most intimidating in the world. They have a long history of sending threatening mail to referee and their families for weeks before a home Stadium game. As a result, if a Hobgoblin player or ally is ejected for having a Secret Weapon or for fouling, roll a D6. On a 5+, the fans threats have intimidated the ref enough that he changes his mind. Note: The coach may then get up and personal and argue the call after the crowd has tried if he desires.

Wizard: (the MBBL does not use Wizards)
Yes, Nasty Masta for 100,000

  • The Nasty Masta cannot cast any calls, but may argue calls (and be ejected) in addition to the team's coach. (Note: the Nasty Masta and the team coach may not argue the same call.)
  • The Masta succeeds on a roll of 5+ instead of 6 when he argues the call (a result of 1 ejects the Nasty Masta).
  • A Hobgoblin team may not have the Special Play cards 'Biased Referee' or 'Under Scrunity' played against them when the Nasty Masta is on the sidelines.
  • Before each kick-off, roll a D6. On a result of 6, the referee IGMEOY counter will return to the neutral position if it is currently on the Hobgoblin team's side. (This is due to the Nasty Masta pointing out so many things that the other team is doing questionable that the referee is no longer fully concentrating on the Hobgoblin team's actions.)

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