
MBBL notes: The original Robot team left a lot to be desired as basic players could cost as much as double what they should. To bring the team in basic line with a normal team, I raised the strength of a beginning Bot to 2 from 1, raised the beginning cost of a Bot to 20k from 10k, adding 2 Catching modules for the team, and made the Arms module free instead of 20k. If you actually play this team I think you will like these minor changes.
Players:
| # | Position | Cost | MA | ST | AG | AV | Skills | Traits | Skills Available |
|---|---|---|---|---|---|---|---|---|---|
| 0-16 | Bot | 20,000 | 5 | 2 | 1 | 6 | Free Module | Nonball Handler | General, Special |
Special Rules
Bots are very cheap because the manufacturer makes a fortune by selling modules to improve the Bot at inflated prices. When the robot is first constructed, it can receive several upgrades through modules. This is the way the robot comes from the manufacturer. The modules are welded on by the manufacturer and cannot be removed for any reason. A Bot's final manufacturer cost is what should be recorded for team rating purposese.
The manufacturer will provide one module per a Bot for free that must be used on the Bot to make it functional (Because of cost, the manufacturer will NEVER offer the Spells module for free). Each Bot only has room for 9 modules. Certain modules have a maximum number of modules that can fit on the Bot. No Bot can have more than 4 modules total of Strength and Agility combined.
| Module Name | Cost | Effect | Skill Access Gained | Maximum # allowed on a Bot | Maximum # allowed for team |
|---|---|---|---|---|---|
| Movement | 10,000 | +1 MA | None | 3 | No limit |
| Strength | 30,000 | +1 ST | Strength, if you buy at least 2 | 3 | 15 |
| Agility | 20,000 | +1 AG | Agility, if you buy at least 3 | 3 | 30 |
| Armour Value | 10,000 | +1 AV | None | 3 | No limit |
| Arms | Free | Removes Nonball Handler Trait | None | 1 | 12 |
| Block | 30,000 | Block skill | Strength | 1 | 2 |
| Pass | 20,000 | Pass skill | Passing | 1 | 2 |
| Catch | 20,000 | Catch skill | Agility | 1 | 2 |
| Dodge | 20,000 | Dodge skill | Agility | 1 | 2 |
| Spells | 50,000 | Able to cast spells | Spellcasting | 1 | 1 |
Advance:
Special:
Apothecary:
Standard rules except the apothecary is called a Mechanic.
Head Coach:
Standard rules
On Pitch Spellcaster:
The starting spell for an Robot Spellcaster is Corrosive Gas.
Successful Result: A cloud of corrosive gas explodes from a target square into all adjacent squares. The Robot coach may make an armour roll for all non-Robot players (the Robots have a special coating on their armour) in any of these nine squares. If the armour roll fails, nothing happens. If the armour roll succeeds, place the player prone in his square and roll for injury (the player has succumbed to the acid based gas.)
Failure Result: Nothing happens
Range: The target square must be within seven squares of the Spellcaster.
Succeeds on: 4+
Secret Weapons:
Robots will not use secret weapons.
----------------------------------------------This ends the rules for the MBBL2 for this team-----------------------------------------------------
Stadium rules:
Star Players: (Note: the MBBL does not use Star Players)
None at this time.
Suggested minatures:
Coming Soon!
Contact Information for the above companies:
Coming Soon!
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