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:
| # | Position | Cost | MA | ST | AG |
AV | Skills | Traits | Skills 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::
- A Squig must be moved before anything else on the Goblins' team and an illegal procedure is called if another player is moved first, unless there is a Fanatic with ball and chain. In this case move the Fanatic first and then the Squigs. Squigs move using the throw-in template just like the Goblin Fanatic with Ball and Chain. Roll a D6 to see how far the Squig moves first and then position the template in the direction you want him to go in and roll a dice. Do this for every square of movement the Squig has.
- Even though a Squig has Wild Animal, he does not HAVE to block adjacent players like a normal Wild Animal. The only parts of Wild Animal that apply are that he cannot receive assists when blocking and he must go first.
- Just like the fanatic, the Squig never has to make a dodge roll to leave a square adjacent to an opponent because nobody would be stupid enough to try and stop a rampaging Squig. A Squig can however, be blocked by an opposing player if any would be so insane to do so. A Squig is injured as normal and unlike the fanatic the Squig has a tackle zone and does not always injure himself when he falls over.
- When a Squig moves into a square which is occupied, friendly or enemy - Squigs do not care, then he will make a block. To move into the same square as a player the Squig must first be adjacent to him and when he rolls to move the template must indicate that he will move into the opposing players square. This does not count as the team's blitz action. The Squig can keep moving and blocking as many times in one turn as it has movement or until he is knocked over. Note that a Squig has the Frenzy skill and follows up and Blocks again as per normal for Frenzy.
- If a Squig moves into a square occupied by a prone player then the Squig will foul them, friendly or otherwise. This foul will not move the IGMEOY counter and even if the team has the IGEMOY marker, the Squig will only be ejected on a Referee Roll of 6. Squigs may still make a foul even if the foul action was already used this turn.
- When a Squig is getting up from being knocked down you must roll for how many squares the Squig will move first. If there is insufficient movement to stand up as normal, then he'll need to roll a 4+ to stand up. (No, it does not count as a turnover if he fails the standing roll.)
- A Squig cannot do anything with a football. This includes throwing, catching, handing off or anything! So if the ball ends up in a square with a Squig occupying it, it scatters one square.
Advance:
On doubles, a Squig may not gain ANY skill its wants. Instead it may gain one of the following:
- Foul Appearance
- Horns
- Hypnotic Gaze
- Null Field
- Regeneration
- Spikes
- Very Long Legs
- Become a Squig Hopper. The Squig becomes very attached to its Night Goblin trainer and as such will allow the Night Goblin to ride it. However, due to the rule against riding animals during Blood Bowl matches (see Blood Bowl Magazine #1 at the end of the Amazon team article), a Squig Hopper might be ejected by the referee at the end of any drive that he participated in on a 10+ roll by the opposing coach. The rules for a Squig Hopper are as follows:
- A Squig Hopper moves and blocks in exactly the same way as a normal Squig almost. The first difference is that because of the rider's guidance the Squig's movement is changed from D6 to 6 permanently and the player may now GFI. The other difference is once each turn a Squig Hopper instead of blocking can attempt to leap over the player and continue the move on the other side of the opponent (this includes any block that would be required from Wild Animal). This can be done when the template indicates the Squig Hopper is about to move into/block an opposing player. Make an agility roll as normal and if successful, the Squig Hopper lands in the square on the other side of the opponent. This takes up two squares of the Squig's movement and if the Squig does not have enough movement left to make the leap then he will have to block the player in his way. If there is no empty square on the opposite side of the player then he will just have to block the player in his way. You can choose whether to block or to leap when the template indicated you are going to collide with another player whether it's a friend or foe. Give the Squig Hopper the Leap skill to represent this.
- A Squig Hopper loses the trait Nonball Handler, instead if the ball ever ends up in the Squig Hopper's square then the Goblin can make a roll to see whether he picks up or catches the ball or not as usual. Because this is a dangerous stunt, the catch or pickup attempt is made with a -1 penalty. This should be represented with the Butterfingers negaskill.
- In summary: Squig Hoppers loses MA D6, No GFI, and Nonball Handler, have their MA fixed at 6, and gains Leap and Butterfingers. In addition they have a -1 penalty to catch or pickup the ball.
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.
- 1 - FIREBALL: A Fireball erupts centered on each player's square. Roll a D6 for every player in or adjacent to the player's square. If the roll is higher than the player's Agility place the player prone. Make armour and injury rolls at +1.
- 2 - ZAP!: Roll a D6 for each player. On a 4+ he is turned into a Toad until the end of the drive. Toads have the following stats: MA: 4, ST: 1, AG: 4, AV: 4, Skills: Dodge, Leap, Stunty. Toads will drop the ball if they had it. Toads may not try to pick up or catch the ball and cannot use any skills or gain SPPs. However, if they suffer an injury or even death, this carries over after their re-transformation. Toads re-transform back to normal at the end of the drive or the match (whichever comes first).
- 3 - THE COLOURS: The players have a bad acid flashback and are placed prone (no armour/injury rolls) and gain the trait Bonehead for the rest of the drive.
- 4 - NOXIOUS FUMES: The players come down with a REALLY bad case of flatulence. The players gain Foul Appearance until the end of the drive.
- 5 - PORTENTS OF POWER: The players are gifted with the ability to see slightly into the future allowing them second chances at mistakes. The players gain the Pro trait until the end of the drive.
- 6 - STRENGTH OF THE GODS: The players gain +1 Strength until the end of the drive.
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+
- NOTE: you cannot field one half of a Goblin Net team without the other half. However, if one half is removed from the field due to injury, etc., the other half may finish out the drive. Make a secret weapon roll for EACH half of the Net team at the end of any drive that they were on the pitch.
- Net: Goblins armed with nets can fling them at the opposition once per
drive. Nets may only be thrown at Quick and Short pass distances, and
can not be intercepted or caught. Any player with Dodge or Sidestep can
attempt to avoid the incoming net by succeeding on an Agility roll at
-2. Once hit (and pinned) by the net, a player must make an unmodified
strength roll every turn after declaring their action. Failure halves the pinned
player's movement for that turn (rounded down). Pinned players can block and be blocked as normal. For PBeM, Stats Change the player to give him the Netted skill.
- Big Stik: Instead of taking a normal action (Pass, Foul, Block), a
goblin armed with a Big Stik can attempt to bean an adjacent player.
Roll against the opponent's armor at +1. If the roll is successful,
place the opposing player prone and make an injury roll at +1. Goblins
wielding Big Stiks are considered to have Mighty Blow for any block they
make (although it's unlikely they will, as it's usually easier just to
aim for the head and swing!)
============================================ 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.
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