Robot

Credits for the Robot team go out to:
Matts Carlsson for the original concept.
Steve Lalancette, Brian Horton, and Tom Anders for modifications.

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:

#PositionCostMASTAG AVSkillsTraits Skills Available
0-16 Bot 20,000 5 2 1 6 Free ModuleNonball Handler General, Special

Rerolls:
50,000

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

New skills/traits:
Nonball Handler: Basic bots do not have arms. This means that he may not handle the ball in any way (pick up, catch, intercept, etc.) However, they may still block as normal.

Advance:
Special:

Big Guys and Allies:
The Robot team may not have and will not ally with any team, nor may they have any Big Guy players.

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:
The Robot stadium has special memory ports in the Dugout that help them learn from their mistakes. If a Robot SUFFERS a casualty during a home Stadium game, he gains 2 Star Player Points (as if he caused the casualty). This is because while the Robot lies in Dugout he is shown the act that caused his injury over and over until he sees how its done right and how to avoid it the next time. (Note: Robots will also still gain 2 SPPs for inflicting casualties as well.)

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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