Kislev

Astaldo from the BBC is credited with the creation of this team.
(hey Astaldo if you every want to send me your real name I'll update the site with it)

Players:

#PositionCostMASTAG AVSkillsTraits Skills Available
0-12 Kulack 50,000 6 3 3 7 None Jump Up General
0-2 Tartar 60,000 6 3 3 7 Pass Jump Up General, Passing
0-2 Janistar 80,000 7 3 3 7 Catch Jump Up General, Agility
0-2 Kossack 90,000 6 3 3 8 Block Dauntless, Jump Up General, Strength
0-4 Werebear 100,000 6 (4) 3 (5) 3 (2) 7 (8) None Bear Hug, Jump Up, Were (Outrage) General, Strength, Regenerate

Rerolls:
60,000

Big Guys:
The Kislev team may not have any Big Guy Players.

New skills:
Bear Hug: Instead of making a block, a player with Bear Hug can choose to crush his opponent within his powerful arms. Both coaches should roll a D6 and add their player's strength (counting assists). If the attacking player rolls higher than his opponent, make an armour and injury roll for the defending player as normal (no modifiers allowed to these rolls). If the Bear Hug player fails to break the armour of the opponent, nothing happens. If the armour roll is successful and a Stunned result is rolled for the injury, the opponent is placed stunned in the square they were in (ie no push back). If the defending player is removed from the field due to injury, the attacking player may not follow-up. Bear Hugs may not be used if the player has moved (ie not as part of blitz action).
PBeM rule change: Instead of both coaches rolling a D6, the coach with Bear Hug will succeed with using this skill if he rolls equal to or greater than (4 + opposing player's Strength stat + # of defensive assists - Bear Hug player's Strength stat - # of offensive assists).

New traits:
Outrage: Outrage works exactly the same as Frenzy EXCEPT if this player is activated and begins his action standing (ie not prone) next to an opponent then he MUST block or blitz that opponent.

Were: After setting up and placing the ball for kick-off, roll a D6 for this player if he is on the pitch. On a 5 or 6, he has managed to change into his Were form with the stats and skills in ( ). On a 1-4, he will be human for this drive. At the end of each drive/half, this player returns to Human stats/skills.

Advance:
On doubles, a Werebear can gain Regeneration (usable in both human and were forms).

Any other skills learned from star player rolls are available in both forms.

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

Apothecary:
Normal rules.

Head Coach:
Normal rules.

On Pitch Spellcaster:
A Kislev spellcaster starts with the spell, Calling the Beast.
Successful Result: A non-Werebear player on a Kislev team is immediate changed into a Werebear player as the Kislev bear spirit inside them all burst forth. The player get -2 MA, +2 ST, -1 AG, +1 AV and gains the Outrage traits until the end of the drive.
Failure Result: The player change to a Werebear fails and the effects on his body of trying to change will Knock Out the player. This will result in a turnover.
Range: Any non-Werebear Kislev player on the pitch
Succeeds on: 3+

Secret Weapons:
The Kislev team may have one player with a Chainsaw.

========================================= End of MBBL2 Rules ==================================

Stadium rules:
There is an old saying about waging war on Kislev in the winter ... basically its a warning of trying to beat them on their own turf, since the weather always favors the Kislev on their home field. During a home stadium game, roll a D6 before each drive. On a 6, the Kislev team may change the weather to the result of their choice.

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Kislev Team vistor number: