
Concept Background:
One of my favorite on-going book series was the Wild Cards novels edited by George R R Martin. The basic concept behind the 14+ books was that an alien civilization was trying to create a virus capable of transforming them into super soldiers. They decided to use the Earth to test out and perfect the weapon. Exposure to the virus proved most scientifically interesting. 90% of those exposed died, 9% were mutated, and 1% were given what could only be described as super powers (most often telepathy, telekinesis, and enhanced strength), although in many cases these abilities are limited; only having the telekinesis to lift a small object a few inches in the air, for example.
The exposure to this virus was described using playing cards. Those who died were said to have drawn the "Black Queen". Mutated people were "Jokers". Those receiving minor powers were "Deuces" and those with true super power were "Aces". Note: some Joker mutations were almost aces (an example was a person who turned into a hideous, 9 foot tall Joker but could bench press a minivan). Power levels varied greatly across both Jokers and Aces. Humans not exposed to the virus were referred to as "Nats". If this interests you, check out getting the Wild Cards books on any of the on-line bookstores (warning: these books are not for young readers. Every one of the books in the series contains very explicit sex and violence.) All material related to the Wild Cards is copyright George R R Martin or the Fevre River Packet Company or The Wild Card Trust or The Wild Card Consortium. This page is not meant as a challenge to any copyright held by the above.
Team Background:
A large meteor falls into the border realms of the Chaos plains and is discovered by Arto Takis. This meteor has many of the properties of Skaven warpstone, except that it only mutates humans. Many exposed to the Takis-A meteor die. Many more are mutated or turned into monsterous forms. A rare few maintain human form and are giving special powers and skills. A Wild Card team is a team of human players who willingly (???) expose themselves to a piece of the Takis-A meteor in the hope of becomes the next super star player of the NAF.
| # | Position | Cost | MA | ST | AG | AV | Skills | Traits | Skills Available |
|---|---|---|---|---|---|---|---|---|---|
| 0-16 | Nats | 50,000 | 6 | 3 | 3 | 8 | None | None | General |
Big Guys:
The Wild Cards team is allowed up to 16 Big Guy players. Big Guys players cannot use team rerolls.
Allies:
No one will ally with or allow allies from the Wild Cards team. That meteor is some dangerous crazy stuff.
Extra Team Rules:
At any point in a Wild Card players career, the coach may choose to expose them to the Takis-A meteor. Roll on the Wild Card table to start with and go from there. Unless otherwise noted, the player keeps all stat increases/decreases and skills learned. Being exposed to the Takis-A meteor will remove any niggling injury the player had. Magic Helmets may always be kept unless it would cause the player to have an AV over 10. No player can ever be voluntarily exposed to the Takis-A meteor again.
| D6 roll | Wild Card Draw |
|---|---|
| 1 | Black Queen (Player dies) |
| 2 | Black Queen (Player dies) |
| 3 | Joker (Roll once on Joker table) |
| 4 | Joker (Roll once on Joker table) |
| 5 | Joker Ace (Roll on Joker Ace table) |
| 6 | Ace (Roll once on Ace table) |
Team Rating Notes:
For purposes of calculating team rating the following bases should be used:
| D6 roll | Joker Ace Type |
|---|---|
| 1-3 | Joker Ace (roll twice on the Joker table and apply the effect in the order you desire) |
| 4-5 | Roll on Big Guy Table |
| 6 | Major Joker Ace (roll once on the Joker table and then twice on the Major Ace Table) |
| D6 roll | Big Guy Type |
|---|---|
| 1-3 | Joker Big Guy --- Roll once on the Joker Big Guy table |
| 4-5 | Joker Ace Big Guy --- Roll once on the Joker Big Guy table and once on the Joker table |
| 6 | Joker Ace Big Guy --- Roll twice on the Joker Big Guy table (rerolling duplicates) |
| D6 roll | Ace Type |
|---|---|
| 1 | Deuce (players gains any one Strength skill and access to the Passing category) |
| 2 | Deuce (players gains any one Agility skill and access to the Strength category) |
| 3 | Deuce (players gains any one Passing skill and access to the Agility category) |
| 4 | Deuce (players gains any one skill and access to that skill's category) |
| 5 | Minor Ace (coach's choice: either +1 ST with Agility access OR +1 AG with Strength and Passing access) |
| 6 | Major Ace (roll D6+1 times on the Major Ace table) |
| D66 roll | Skill/Stat Gained |
|---|---|
| 11-14 | General skill of coach's choice |
| 15-22 | Agility skill of coach's choice and access to Agility skills |
| 23-26 | Passing skill of coach's choice and access to Passing skills |
| 31-34 | Strength skill of coach's choice and access to Strength skills |
| 35-41 | +1 MA |
| 42-44 | +1 AG |
| 45-46 | +1 AV |
| 51-54 | +1 ST |
| 55-56 | +1 ST and +1 AV |
| 61 | Ethereal |
| 62 | Hypnotic Gaze |
| 63 | Regeneration |
| 64 | Flight (player gains Wings and Leap to represent this) |
| 65 | Null Field |
| 66 | Sleeper (loses all other stat increases, skills gained, and stop rolling on this table) |
| D66 roll | Skill/Stat Gained |
|---|---|
| 11 | Spontaneous Combustion |
| 12 | Temporal Instability |
| 13 | Single Eye |
| 14 | Vampiric Change (gains access to Agility and Strength skills) |
| 15 | Fair Weather Fiend (gains access to Agility skills) |
| 16 | Extra Leg |
| 21 | ST becomes 1, gains Dodge, Right Stuff, and Titchy, loses any skills not received from the Joker table, gains access to Agility skills |
| 22 | ST becomes 2, gains Dodge Right Stuff, and Stunty, loses any skills not received from the Joker table, gains access to Agility skills |
| 23 | Elephant Trunk |
| 24 | Horns |
| 25 | Third Eye (gains access to Passing skills) |
| 26 | Crystal Skin |
| 31 | Four Legs |
| 32 | Spikes |
| 33 | Thick Skull |
| 34 | Very Long Legs |
| 35 | Two Heads |
| 36 | Prehensile Tail |
| 41 | Mace Tail |
| 42 | Extra Arms |
| 43 | Wings |
| 44 | Foul Appearance |
| 45 | Carapace |
| 46 | Weather Immunity |
| 51 | Tentacles |
| 52 | Big Hand |
| 53 | House Fly Head (gains access to Agility skills) |
| 54 | Hypnotic Gaze |
| 55 | Claw |
| 56 | Wasp |
| 61 | Bloodthirst (gains access to Strength skills) |
| 62 | Chomper (gains access to Strength skills) |
| 63 | Pinhead (gains access to Strength skills) |
| 64 | Nature's Servant (gains access to Strength skills) |
| 65 | Golem (gains access to Strength skills) |
| 66 | Obese (gains access to Strength skills) |
| D6 roll | Skill/Stat Gained |
|---|---|
| 1 | Player loses all skills and stats. Gains stats, skills, traits, and skill access of a rookie Troll and is considered a Big Guy |
| 2 | Player loses all skills and stats. Gains stats, skills, traits, and skill access of a rookie Treeman and is considered a Big Guy |
| 3 | Player loses all skills and stats. Gains stats, skills, traits, and skill access of a rookie Kroxigor and is considered a Big Guy |
| 4 | Player loses all skills and stats. Gains stats, skills, traits, and skill access of a rookie Minotaur and is considered a Big Guy |
| 5 | Player loses all skills and stats. Gains stats, skills, traits, and skill access of a rookie Rat Ogre and is considered a Big Guy |
| 6 | Player loses all skills and stats. Gains stats, skills, traits, and skill access of a rookie Ogre and is considered a Big Guy |
Playing Notes:
My player has Wild Animal AND Bonehead/Really Stupid how do I play him?
First you preform the Bonehead roll. If the Bonehead roll is successful and the player is already standing, then you look for any adjacent opponents for the Wild Animal trait.
New skills and traits:
Bloodthirst: Player changes into a feral animal capable of attacking friend or foe alike with a passion. Player gains +1 ST, Dirty Player, Mighty Blow, Cruelty, and Bloodthirst. Bloodthirst (roll a D6 before taking an action with the player, on a 1 he must make only a move action and run over and make an injury roll against an adjacent teammate or leave the pitch in the final square of his move action which results in a turnover).
Carapace: Player gets +2 to AV and cannot GFI (No GFI skill in PBeM). If the +2 AV would make the player exceed AV of 10, then his AV is 10 and he also gains the Null Field skill.
Chomper: Player develops a seriously large head and mouth full of teeth along with an uncontrollable appetite. He now moves like a Ball & Chain player and gains Maniac, +1 ST, Gluttony, and Mighty Blow.
Cruelty: If there is a prone/stunned player, regardless of team, next to this player at the beginning of HIS turn, roll a d6. On a result of 1, this player MUST move first this turn (you may not skip him) and make a sort of foul. This will be all he does during this turn. This "foul" does not count when using IGMEOY and thus the player will only be evicted on a referee roll of 6. No assists can be given, make a straight armour and injury roll for the prone/stunned player.
Crystal Skin: The player's skin becomes hard, but brittle. Any penetrating armour roll made against this player must be re-rolled. The second will stand even if penetrates. The opposing coach may re-roll any injury roll. If a Crystal Skin player is fouled, and the fouler rolls so that he is sent off, then the fouler is still sent off, but a new armour roll has be rolled.
Elephant Trunk: Player's nose turns into a large elephant trunk. Player gains +1 to attempts to pickup or catch the ball, -1 MA, and a -1 modifier to all Dodge rolls.
Ethereal: This player can phase directly through other players using energy from that player to use this skill. The Ethereal skill works very similar to the Leap skill (player makes an AG roll) except that if the roll is failed the Spirit player simply fails to pass through the player, his move ends in the square he started from and he may take no other actions that turn. An Ethereal move (leap) must be two squares in a straight line and must pass through a player from the opposing team. A player will not drop the ball by using Ethereal and a failed Ethereal roll does not cause a turnover.
Extra Leg: Player grows a very powerful leg, but it strength makes it difficult to walk. Player gains Leap, Extra Leg, Strong Leg, and -2 MA.
Fair Weather Fiend: The player becomes inhumanly agile but is also hypersenitive to the weather and his reasoning capicity is diminished from the change. Player gains +2 AG and the following PBeM traits: Vampiric Change, Rusting, Cold Blooded, Cold Natured. (for a table top league, these 4 traits mean he has Bonehead, can only play during Nice weather, and suffers an injury roll as per Vampiric Change below if it becomes Very Sunny while he's on the pitch) (this player does not gain the other skill/traits of Vampiric Change below)
Four Legs: Player becomes a Centaur (ie person with horse's body). Player gains +1 MA, Sprint, and Sure Feet.
Golem: Player's body turns into a mesh of stone and iron. Players gains +1 ST and +1 AV and the traits Rusting and Brittle. (Rusting = cannot play in the rain/Brittle = player suffers +10 to all Serious Injury rolls).
House Fly Head: Player gets those big compound eyes that see everything in all directions (but really screw up his depth perception). Player gains House Fly Head (-2 modifier to all attempts to pickup, catch, intercept, or pass the ball). Player also gains Pass Block, Diving Tackle, and Stiff Arm.
Nature's Servant: Player body becomes one with the Earth but he can only maintain human form for a limited time each day. Player gains +1 ST, Stand Firm, and Unstable. (Unstable=at end of each drive player misses the rest of the game on a 1 or 2).
Null Field - (also known as Tattoos) - A player with this skill is surrounded by a thin yet incredible strong personal aura created by mutation or unshakable faith. This field/aura means his AV is fixed, and cannot be modified by anything. This means Mighty Blow, Dirty Player, Claw, Fouls, 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.
Obese: Player grows very large and fat. Player gains +1 ST, +2 AV, -2 MA, -1 AG, and Juggernaut. Player also gains the trait Obese (may never Go For It).
Pinhead: The player becomes your typical big, slow, and stupid. The player gains +1 ST, -1 AG, and gains the trait Bonehead.
Spontaneous Combustion: At the beginning of each of your turn that this player is not KO'd or injured (even if the player is in reserves), roll a D6. On a 1, the player explodes in a massive fireball. This mutation allows the player to survive the blast, but he will miss the rest of the game. If this player is on the field, place all adjacent players prone and then make armour/injury rolls for each of them to check for injury. If this player or one of the adjacent players is holding the ball, the ball rockets into the air and will scatter 2D6 squares from the position of the ball holder square. If this player is in reserves, make an armour/injury roll for each other player in reserves. This will not result in a turnover unless another player on your team is knocked down from the blast. Opponents injured from the blast count for TEAM casualties but not for SPPs.
Single Eye: Player's eyes merge into a single eye. Any accurate pass thrown by this player must be re-rolled. The second will stand even if accurate. Player may not be Hypnotic Gazed.
Sleeper: The Takis-A effect is in constant motion with this player. As soon as a game is over, this player falls into a coma. He awakes from this coma a few hours before the next game. Just enough time to get used to his new body. The rules for the Sleeper skill are:
Third Eye: Players gains a +1 modifier to Quick and Short passes and a -1 modifier to Long and Long Bomb passes.
Vampiric Change: The player gets VERY pale skin, long teeth, and a thirst for blood. Player gains Fangs, Hypnotic Gaze, and Off for a Bite. The player may not take the pitch during Very Sunny weather. If the weather changes to Very Sunny while he is on the pitch, make an injury roll for the player immediately (a result of Stunned will be treated as KO'd). For PBeM, also give the player the Vampiric Change trait.
Wasp: Player loses one point of ST and AV, gains Wings, and grows a tail which can be used as a Poisoned Dagger (no secret weapon penalty roll, poison does not wear off when used, player earns SPPs for casualties caused with his tail.).
Weather Immunity: This player never suffers from any of the effects of the weather conditions - Sweltering Heat, Very Sunny, Pouring Rain, or Blizzard.
Apothecary:
Standard rules
Head Coach:
Standard rules
On Pitch Spellcaster:
Secret Weapons:
Wild Cards teams may have one Secret Weapon players using either a Blunderbuss, Poisoned Dagger, or Chainsaw.
---------------------------------------------------------- This ends the MBBL2 League Rules for this team ----------------------------------------
Wizard: (the MBBL does not use Wizards)
Normal Death Zone Human Wizard
Stadium rules:
Sometimes those crazed fanatics of the Wild Cards team to really do something insane. At the beginning of the game of a home stadium Wild Cards game, roll a D6. On a 6, the opposing fans have heard that the Wild Cards fans may be hiding Takis-A meteor pieces in the opposing side fan sections. The opposing fans Fan Factor is considered zero for this match.
Star Players: (the MBBL does not use Star Players)
Some day, I'll translate some of my favorite Wild Cards (Golden Boy, Captain Tripps, The Great and Powerful Turtle, Carnifex, etc. from the novel into the Star Players for the team.)
Suggested miniatures:
Use a mix of Human, Chaos, and Big Guy figs to properly represent the team.
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