
Team Background:
A distant cousin of the Halflings, the furry footed Burrower race has survived and thrived by learning to quickly dig through the earth and stone to get out of the way of any of life's more serious threats. When they heard that Halfling were trying to play Blood Bowl they round about a couple of their friends from the Fay and the first Wee Folk team was created. The team rosters includes:
Players:
| # | Position | Cost | MA | ST | AG | AV | Skills | Traits | Skills Available |
|---|---|---|---|---|---|---|---|---|---|
| 0-12 | Burrower | 40,000 | 5 | 2 | 3 | 6 | Dig, Strip Ball | Stunty | Agility, *Special |
| 0-4 | Scrapper Gnome | 40,000 | 5 | 1 | 3 | 6 | Block | Dauntless, Titchy | Agility, Strength |
| 0-2 | Leprechaun | 40,000 | 7 | 2 | 4 | 6 | Dodge | NIGG, Stunty | Agility |
| 0-2 | Quickling | 40,000 | 9 | 1 | 3 | 5 | Sure Hands | Titchy | Agility |
| # | Position | Cost | MA | ST | AG | AV | Skills | Traits | Skills Available |
|---|---|---|---|---|---|---|---|---|---|
| 0-2 | Treeman | 110,000 | 2 | 6 | 1 | 10 | Mighty Blow, Thick Skull | BIG GUY, Stand Firm, Throw TeamMate, Take Root | Strength |
Big Guys:
The Wee Folk team may have two Big Guy player. Big Guys may not use team rerolls.
Advance:
Burrower Special: On doubles of a star player roll, a Burrower can gain the Claw physical skill. This special rule along with the Strip Ball skill is all line with the fact that this character can dig through grass, dirt, and stone in seconds (he can dig through your hands to get to the ball or break through your armour ... no problem.)
Scrapper Gnome Special: On doubles of a star player roll, a Scraper Gnome can take Double Dauntless.
A Scrapper Gnome can also take the Mighty Blow skill on a normal skill roll despite being ST 1.
New skills/traits:
Dig - This player can try to Dig under the pitch to any unoccupied square within 2 squares of his position via any path that he wants to use.
To see if the Dig was successful, roll a D6 with these 2 modifiers.
NIGG (NOOOOO!, I've Got Gold) - Leprechauns are amazing difficult to catch and knock down, but once you have them they'll always try to bribe you to avoid injury. If your opponent rolls a Casualty result on the Injury table for a Leprechaun, the coach of the Leprechaun player can pay the opposing coach 20k to not make the Casualty roll. This represents the Leprechaun revealing the location of some of the team's hidden wealth (the pot of gold.) The Leprechaun is left prone from a successful bribe.
Titchy - The player is incredibly tiny (even smaller than a Halfling or Goblin.) To represent this he makes all dodge rolls with a +2 modifier and may ignore any enemy tackle zones on the square he is moving to as long as he is not armed with a secret weapon. Titchy player must increase the range by two categories when they make a pass and opposing coaches may add +2 to the injury roll for a Titchy player. Titchy player do not exert a -1 penalty when dodging into their tackle zone. In addition, it is very hard for the ref to keep track of how many Titchy players are on the pitch at any one time. To represent this a coach may roll a D6 before each drive. On a 2-5, they may set up one extra Titchy player (ie a 12th player) when he sets up for the drive. On a 6, they may set up 2 extra players (ie up to a 13th and 14th) for this drive. A 1 means no extra titchy players.
Allies:
Apothecary:
Head Coach:
On Pitch Spellcaster:
Secret Weapons:
------------------------------------------------------------------ This ends the MBBL2 League Rules for this team ------------------------------------
Stadium:
Star Players: (Note: the MBBL does not use Star Players)
Suggested miniatures:
Contact Information for the above companies:
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Note: in a PBeM league, the amount for NIGG is 10k but its is automatic transfer from the Leprechaun's treasury to the opponent treasury and the Leprechaun is left PRONE on the pitch. If the Leprechaun team's treasury does not have 10k in it, the Casualty roll is made as normal.
Click here to see the standard ally rules for this team
Yes, as normal.
Yes, as normal.
The starting spell for a Wee Folk Spellcaster is Where'd He Go!
Successful Result: All players (standing, prone, stunned) on the Wee Folk team may be moved to one unoccupied adjacent square for free. This move does not require a Dodge roll and does not count towards the player's total movement allowance for that turn. This move may not be Diving Tackled, Jammed, or Shadowed. If a player is standing and the spell moves him onto the ball, he may try to pick it up.
Failure Result: Nothing happens.
Range: All Wee Folk players on the pitch
Succeeds on: 4+
Wee Folk teams may not use secret weapons.
The Burrower fans at the Wee Folk stadium can be a little too into the game. At the start of the second half of a home stadium Wee Folk game, roll a D6 at the start of the Wee Folk team's first turn of the second half. On a 6, a Burrower digs up from under the pitch and appears in ANY unoccupied square on the pitch with standard rookie Burrower stats (he may move and act the turn he appears ... although if he blocks an adjacent opponent it will use the team's Blitz move). This Burrower fan can take the total number of Wee Folk players over 11 without penalty. If this Burrower fan scores ANY star player points this drive, he will immediately join the team for free (if there is room for him, or if you retire another player). Otherwise, the Burrower fan decides the game isn't as fun to play as it is to watch and leaves.
None yet.
Coming Soon!
Coming Soon!