Night Goblin

Team Concept credited to Milo Sharp.

Note from Tom: I have to admit that I really messed with Milo's Night Goblin team concept to get to fit better in my league. Milo's original team had 4 Trolls and I really wanted the team to not be "automatically" better than a Goblin team or be too similar to a Snotling team. So after a lot of trial and error, I came up with a team that I liked that is still a lot of Milo's original concept.

Players:

# Position Cost MA ST AG AV Skills Traits Skills Available
0-16 Night Goblin 40,000 6 2 3 7 Dodge, Right Stuff Stunty Agility
0-4 Squigs 50,000 D6 4 3 7 None Fangs, Frenzy, Thick Skull, Squig Rules, Maniac, MA D6, Nonball Handler, No GFI General, Strength, Special/Squig Hopper

Big Guys:

#PositionCostMASTAG AVSkillsTraitsSkills Available
0-1 Stone Troll 100,000 4 5 1 9 Mighty Blow BIG GUY, Throw TeamMate, Regenerate, Always Hungry, Really Stupid Strength

Rerolls:
60,000

Big Guys:
The Night Goblin team may have one Big Guy player. Big Guy players may not use team rerolls.

New Traits:
Squig rules::

Advance:
On doubles, a Squig may not gain ANY skill its wants. Instead it may gain one of the following: Allies:
Click here to see the standard ally rules

Apothecary:
Night Goblin teams do not have an Apothecary, instead they have a Brewmeister.

At the start of the game, roll a d6 for each level of the Brewmeister except the 3rd level (so 2D6 for Levels 2 & 3 and 3D6 for Level 4). This represents the number of pints of Fungus Beer he's managed to brew up for this game. At any time during the game, the Brewmeister can administer a pint of his home brew to any ailing player on your team, restoring their vim, vigor, and virility. One draught of his potent brew will put any goblin back on the pitch -- but at what cost?

If administered right away, Stunned/KO'd/Badly Hurt/Seriously Injured players may be left prone on the pitch (see special rules for Seriously Injured players below). Or unlike a normal Apothecary, the Brewmeister can administer his pints to the players between drives to return them to the Reserves box. Boozed up players suffer an additional -1 (this is cumulative down to AG of 1) to their AG for the rest of the game.

Dead players, unfortunately, cannot be dosed by the Brewmeister (although some have tried!) Make note of any serious injuries inflicted on players with permanent effect (Niggles and Stat reducers NOT Miss Next Game), as the effects of these are still suffered at the end of the game (after the Fungus Beer has worn off).

A Level 3 Brewmeister works the same as a Level 3 Apothecary as the fumes from the Brew help awaken the KO'd players.

Additionally, a Night Goblin coach can sell off any remaining pints to the crowd (at the end of the game) for 1,000 gold crowns apiece.

Head Coach:
Standard

On Pitch Spellcaster:
The starting spell for a Night Goblin Spellcaster is Shaman Potpourri.
Successful Result: Select two players on the pitch from the same team (either your or your opponent's). Then roll a D6 to see the spell's effect.

Failure Result: Nothing Happens
Range: Any two players on the pitch from the same team
Succeeds on: 2+

Secret Weapons:
The Night Goblin team may have four secret weapon players. They may choose from Ball & Chain or Goblin Net teams (which count as 2 secret weapon players).
Goblin Net Team - Netter (40,000 gps) and Big Stik (20,000 gps) - Secret Weapon Roll 9+

============================================ MBBL2 Rules end here =================================

Stadium rules:
The Night Goblins do not have stadiums. They use the NOT-SO Grandstand rules for Goblin teams. See the Stadium rules under the MBBL House rules section of the main page.

Return to the Blood Bowl Main Page

Night Goblin Team visitor number: