Khemri Elf

Original team concept credited by Tom Anders based on discussions at TalkBloodBowl.com after a typographical error in the Living Rulebook 3.0 listed the new Khemri team as the Khemri Elf team.

Team Description:
Some rare wood elves have been known to embrace the flora and fauna of the harsh deserts. These Elves protect this fragile habitat from those that would do it harm. Their close proximity to the Khemri have however changed their ideas on burial techniques and it is not unknown for an ancient elf who has finally died to continue to serve his race. When the undead of the Khemri culture started to field their own Blood Bowl teams, the Desert Elves were not far behind in encouraging their undead brethern to create a team as well. The very sand of the Desert rises to help the team with some extra strength.

Players:

#PositionCostMASTAG AVSkillsTraits Skills Available
0-16 Khemri Elf 70,000 6 3 4 7 Regeneration None General, Agility

Big Guys:
#PositionCostMASTAG AVSkillsTraits Skills Available
0-1 Sand Devil 130,000 6 5 1 10 Dodge, Mighty Blow BIG GUY, Regeneration, Thick Skull, Wild Animal Strength

Rerolls:
60,000

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

Allies:
The Khemri Elf cannot use allies.

Apothecary:
No Apothecary allowed

Head Coach:
Standard rules

On-Pitch Spellcaster:
The starting spell for an Khemri Elf Spellcaster is Necromancy.
Successful Result: Any one player in the Dugout who failed their Regeneration roll is now Regenerated and placed into the Reserves box.
Failure Result: No effect
Range: Dugout
Succeeds on: 4+

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

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