Savage Orc

Note from Tom: I changed the Savage Orc team very slightly from the net versions that I saw. I gave the Blitzer the Horns skill (after looking at the figs, I decided that some of the savages just might permanently screw that giant horned helmets to their heads.) I also allowed the team to have 4 Blitzers.

Players:

# Position Cost MA ST AG AV Skills Traits Skills Available
0-12 Lineman 50,000 6 3 3 7 None Frenzy, Invunerable General
0-4 Black Savage 80,000 5 4 2 7 None Frenzy, Invunerable General, Strength
0-4 Blitzer 100,000 7 3 3 7 Block Frenzy, Horns, Invunerable General, Strength

Big Guys:
#PositionCostMASTAG AVSkillsTraitsSkills Available
0-1 Kroxigor 130,000 6 5 1 9 Mighty Blow, Thick Skull BIG GUY, Prehensile Tail, Heat Resistant, Cold Blooded Strength
0-1 Minotaur 110,000 5 5 2 8 Mighty Blow, Thick SkullBIG GUY, Frenzy, Horns, Wild Animal, Throw TeamMate, Always Hungry Strength, Physical
0-1 Stone Troll 100,000 4 5 1 9 Mighty Blow BIG GUY, Throw TeamMate, Regenerate, Always Hungry, Really Stupid Strength

Rerolls:
50,000

Big Guys:
The Savage Orc team may have one Big Guy player. Big Guy players cannot use team rerolls.

New traits:
Invunerable: A player with this skill is surrounded by a thin yet incredible strong personal aura created by unshakable faith. This field/aura means his AV is fixed, and cannot be modified by anything. This means Mighty Blow, Dirty Player, Claw, Fouls assists, Chainsaws, etc. have no effect for the purposes of the player's Armour roll. Skills that effect the Injury roll will still work, if the armour is penetrated.

Allies:
Click here to see the standard ally rules for this team.

Apothecary:
Standard rules.

Head Coach:
Standard Head Coach.

On Pitch Spellcaster:
The starting spell for a Savage Orc Spellcaster is Hand of Gork
Successful Result: The spell has a different result whether it is cast at one of your players or an opponent.

Failure Result: The WAAAGH energy channels back toward the Spellcaster and the Hand of Gork hits him with Strength 9 Block with no pushback results allowed. (This might cause a Turnover).
Range: Any player within seven squares of the Spellcaster
Succeeds on: 2+

Secret Weapons:
Savage Orc teams may not use secret weapons.

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Stadium rules:
The WAAAGH energy flowing through a Savage Orc stadium can almost be felt by anyone. Roll a D6, before the opening kickoff of any home Savage Orc stadium game. On a 6, the WAAAGH energy envelops the entire Savage Orc team as they walk into the stadium. For the rest of the match, all the players on the Savage Orc team count as having Waaagh Armour.

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