Lycanthrope

Note from Tom: The Lycanthrope team is another Net team credited to Milo Sharp based on the 2nd edition Blood Bowl rules for a Werewolf team (pages 34 and 35 of the 2nd edition Blood Bowl Star Players copyright 1989). The Star Players book outlined the rules for the Slow Change and Woof Woof skills, all weres having Frenzy, and the existance of werebears and werecats.
Our league tried to play Milo's team as posted but the coaches of the teams said that the players for the team were just not powerful enough. So we overhauled the team. We started by going back the second edition rules and translating the Werewolf as perfectly as possible from 2nd edition to 4th edition. Once this was finished we overhauled the Werecat and Werebear a little. The team still has Milo's flavor, but is a much more true translation of the 2nd edition Blood Bowl rules. You can see Milo Sharp's original rules yourself if you want to compare my rules to Milo's.

Using the Lycanthrope/Were team in your league: If you really don't like the fluff of adding in the Werebear and Werecat. Then just use 0-16 Werewolves and raise the price to 80,000 gold each. This should give you a simpler team and will really be a very accurate translation of 2nd edition to 4th edition.

The only other real changes we made was to add Cold Resistant to Fang since he is an Ulfenwener.
Credits for the Lycanthrope team go out to:
Milo Sharp for the Werebear, Werecat, the skill Bear Hug, and Gargos Darkfur
Gary Thorpe and Elvis Lancaster for Fang
Jervis Johnson for Ulrik Wuulfson and Wilhelm Chaney
Tom Anders for the Child of Luna, the Lycanthrope stadium rules, and Star Player Tubruk Marcel.

Players:

#PositionCostMASTAG AVSkillsTraitsSkills Available
0-16 Werewolf 70,000 6 (7) 3 (4) 3 (2) 7 (8) None (Break Tackle)Were (Outrage) General, Strength, Regenerate
0-2 Werecat 80,000 7 (8) 3 (3) 3 (2) 7 (8) None (Dodge, Sure Feet, Sprint)Were (Outrage)General, Strength, Agility, Regenerate
0-2 Werebear 90,000 6 (4) 3 (5) 3 (2) 7 (8) NoneBear Hug, Were (Outrage) General, Strength, Regenerate

Rerolls:
60,000

Big Guys:
The Lycanthrope 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 forkick-off, roll a D6 for this player if he is on the pitch. On a 5 or 6, he has managed to change to his Were form with those 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, Lycanthropes can gain Claws or Regeneration (usable in both human and were forms)

If a Werewolf takes Break Tackle on a normal skill roll, his Were form gains the Dodge skill.
Similarly a Werecat that takes Dodge on a normal skill roll, her were form gains the Break Tackle skill.

Any other skills, traits, or stat increases overwise earned from star player rolls are available normally 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 Lycanthrope spellcaster starts with the spell, Taming the Beast.
Successful Result: A player in human form is changed to his Were form immediately. In addition that player does not have the Outrage trait for this drive only. This spell lasts until the next Kick-off.
Failure Result: The player in human form is still changed to his Were form but instead of Outrage, the player gains the Wild Animal trait until the next Kick-off.
Range: Any player in human form on the pitch
Succeeds on: 2+

Secret Weapons:
The Lycanthrope team may not use secret weapons.

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

Stadium:
Lycanthrope stadiums are bathed by magically harnessed moonlight even during the daytime. After long term exposure to this, the were change is easier for a player. For Lycanthrope Stadium home game, after both teams have been setup at the start of the second half, but before kickoff, roll a D6. On a 6, a random D6 were-players on the field in human form are converted to wereform immediately.

Racial Wizard: (Note: the MBBL does not use racial Wizards)
Note: the MBBL does not use Racial Wizards
The Lycanthrope team can have a Child of Luna for 150,000. A Child of Luna can cast one of the following spells once a game as normal: Fireball, Lightning Bolt, and Moon Beam Burst.
Fireball and Lightning Bolt cast as normal.
Moon Beam Burst: Change one Human player to his/her wereform immediately without going through the Slow Change process. The converted player is allowed to stay upright from this change.

Star Players: (Note: the MBBL does not use Star Players)

NamePositionCostMASTAGAVSkillsTraits
Fang Werewolf 170,000 7 5 4 8 Dodge, ClawsFrenzy, Cold Resistant, Single Change
Wilhelm Chaney Werewolf 140,000 7 4 3 8 ClawsFrenzy
Ulrik Wuulfson Werewolf 170,000 7 4 4 8 Block, Dodge, ClawsFrenzy, Cold Resistant, Woof Woof
Gargos Darkfur Werebear 160,000 5 5 2 9 Block, Mighty Blow, Bear Hug, Piling OnFrenzy
Tubrek Marcel Werecat 180,000 8 3 4 7 Dodge, Leap, Sure Feet, Sprint, Jump Up, Side Step, ShadowingFrenzy, Regeneration

Note: Ulrik Wuulfson and Fang are Ulfwerners (Norse Werewolf) and as such will play for the Norse team as a Norse Star Players. The Norse team does not need to use the ally rules to have either of them on the team.

New traits
Cold Resistant: A player with this skill was born and raised in the snow and cold. During the weather condition, Blizzard, the player will only slip and fall on a roll of 1 when attempting to move an extra square. In addition the player is so used to detecting movement during a snowstorm, he can attempt quick, short, and long passes (but not long bomb or Hail Mary passes) during the weather condition, Blizzard. However, because of living constantly in the cold, the player will fail the heat exhaustion roll on a 1 or 2 during the weather condition, Sweltering Heat.

Single Change: The player may start the game in Were form and stay in were form until he is Knocked Out or worse. The injury causes him to lose his concentration and he immediately reverts to human form. For the rest of the game he must play in human form (6/3/3/7, No skills).

Woof Woof: Skeletons killed by this player may not regenerate. The player is placed in the reserves box for the remainder of the match if he kills a Skeleton.
If a Treeman is on the pitch, roll a D6 before taking an action with this player. On a 1, the player must move towards the Treeman until adjacent (this is not optional). If the player is adjacent to a Treeman, roll a D6. On a 1, the player may take no further action that turn. This is a negative trait that can be removed on a doubles for the star player roll.

Suggested miniatures:

PositionCompanyMiniature NamePart NumberPrice# in Blister/Box
Werewolf Human formGames Workshop-USHuman Blood Bowl Team Sprue9938999902710.006
WerewolfGames Workshop-UKWerewolf 1074542/134.001
WerewolfGames Workshop-UKWerewolf 2074542/284.001
WerewolfReaper MiniaturesJean-Paul Duchamps Werewolf021392.251
WerewolfGrim Reaper CastingLycanthrope Berserker w/ axe1138?????1
Werebear Human formGames Workshop-UKElven Beastmaster Bear Master74249/103.501
WerebearGames Workshop-UKWerebear74542/134.001
WerebearRal Partha EnterprisesWerebear01-0405.251
WerebearGrim Reaper CastingWerebear??????????1
Werecat Human formGames Workshop-UKElven Beastmaster Wildcat Master74249/123.501
WerecatRal Partha EnterprisesWeretiger02-4032.751
WerecatReaper MiniaturesCleo Goldpaws Weretigress021402.001
WerecatGames Workshop-UKWerefox74542/204.001
WerecatGrim Reaper CastingShe-Cat on the Prowl1128?????1
Wilhelm ChaneyGames Workshop-USBlood Bowl Wilhelm Chaney073387/177.491
Ulrik WuulfsonGames Workshop-UKGiant Werewolf74542/23?????1
Gargos DarkfurGames Workshop-UKBeastmaster Bear074249/910.001
Tubruk MarcelRal Partha EnterprisesWerewolf the Apocalypse Weretiger69-0325.991
ApothecaryGames Workshop - USWarhammer Fantasy Undead Heinrich Kemmler, the Lichemaster0207013017.491
Child of LunaReaper MiniaturesZombie Werewolf w/Victim22233.751

Contact Information for the above companies:
Games Workshop - US
Phone: (800) 394-GAME (4263)
Internet: www.games-workshop.com
Games Workshop - UK
Phone: 011-441-1591-40000
Grim Reaper Castings
Phone:
Internet:
Ral Partha Enterprises
Phone (800)-543-0272
Internet: www.fasa.com/ralpartha/index.html

Reaper Miniatures
Phone: (972) 434-3088
Internet: www.reapermini.com/SingleFrame.htm

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