Witches of Selene

Paul Brown is credited with the creation of this team.

Players:

#PositionCostMASTAG AVSkillsTraits Skills Available
0-12 Scarecrow 20,000 5 3 2 6 Thick Skull None General
0-2 Flying Monkey 60,000 7 2 4 6 Leap Wings General, Agility, Passing
0-4 Transformed 80,000 7 3 3 7 Dodge Extra Arm General, Agility, Physical
0-4 Pumpkin'ead 100,000 6 3 3 8 Block Foul Appearance General, Strength
0-1 Witch Spellcaster 110,000 6 3 3 7 Thick Skull Leader General, Spells

Note: all the players with Thick Skull on this team are more an indication of how tough it is to KO those players rather than them actually having Thick Skulls.

Big Guys:

#PositionCostMASTAG AVSkillsTraits Skills Available
0-1 Greater Pumpkin'ead 110,000 4 5 1 8 Mighty Blow Foul Appearance, Bonehead Strength

Rerolls:
60,000

Big Guys:
The Witches of Selene may have one Big Guy player. Big Guy players may not use team rerolls.

New skills/traits:
Wings: A player with this skill may make a Leap move (same as the Leap skill) with a +2 modifier to the Agility roll (a roll of 1 is still considered a failure). The player must move 2 squares before using the Wings skill. If the player also has the Leap skill, he may use his Wings to "Leap" 3 squares instead of 2 (this will use 3 MA and the player will still need to move 2 squares before using Wings). A player may use Go For It squares for a Wings leap, but failure causes him to fail down in the STARTING square NOT the square he was leaping to.

Advance:
Physical: Physical abilities are rather different from normal skills, in that they are things that a player is born with, rather than learned abilities like skills. This means that in most cases players may never be given a physical ability as a new skill, even if the Star Players roll was a double. However, on star player rolls of doubles, Transformed players can be even further warped by the demon inside them and may receive a new physical skill as a result.

Allies:
The Witches of Selene may not have ally and will not ally with any other team.

Apothecary:
Standard rules, the Apothecary is a lesser witch who has just enough life energy and knowlege for a single immediate healing spell or reanimation when the injury occurs. As such she can act as a normal apothecary to all the players on the team.

Head Coach:
The Head Coach is the Witch Spellcaster (ie she is a player coach). As such she must be either on the pitch or in uninjured Reserves in order to Argue the Call. If she is ejected from Arguing the Call, she will miss the rest of the match.

On Pitch Spellcaster:
The Witch of Selene is special with her spellcasting ... roll a D6 at the begin of the match (add to this number the Witch's Spellcaster level - 1). This is the number of spells that she will be able to cast this match however she may only cast a total number of spells that are not the Reanimate spell equal to her casting level. The D6 roll represents the life energy from her normal rituals before the match. In addition, the Witch may "purchase" additional Reanimate spell castings for 10k each which represent the cost of the materials for special prematch rituals beyond her normal routine. Reanimate spells not cast during a game are not carried over to future matches. Example a Level 2 Witch with Conjure and Reanimate rolls a pregame 5 for spells and purchases two extra for 10k ... she may cast 8 total spells during the match but no more than 2 Conjure spells (ie she can cast 0-2 Conjure and 0-8 Reanimate with no more than 8 total castings).
For PBeM purposes, use the stats change feature or the ! Notes feature to track the total # of Re-animate castings left as each is cast.

The starting spell for a Witch Spellcaster is Re-animate.
Successful Result: The injured Scarecrow, Pumpkin'ead, or Greater Pumpkin'ead is healed and placed in Reserves.
Failure Result: Nothing.
Range: Any KO'd, Badly Hurt, Seriously Injured, or Dead Scarecrow, Pumpkin'ead, or Greater Pumpkin'ead
Succeeds on: 3+

Secret Weapons:
The Witches of Selene do not use secret weapons.

================================================= End of MBBL2 Rules ================================================

Stadium rules:
For home games, the witches bring in willing fans to participate in acts and rituals that create massive amounts of life energy (use your imagination). The Witch starts the match with 6 Re-animate spells instead of rolling the D6 for them.

Team Creation Notes and Background:

  The Witches of Selene fled the Principate after Selena failed to take power from the Queen. After being rejected in requests for
safe haven by most factions, the Witches have fled across the sea to the final realm of Crucible. On it's soil they've made
their claim by building the aptly named commmunity of Far Haven.  As the riches of the new realm were discovered, the factions of
Ashkelon sent their armies to Crucible against eachother and the Orc Tribes which guard it's ground. Where the Witches once
fled to them for safety, they followed the Witches to their new home to wage war upon one another.

  But now as a temporary truce lays over the continent of Crucible, the soldiers, the knights and the creatures still call for blood
on Ashkelon. The peace on the field cannot contain the war within the hearts of many people. And so near the shore of Crucible, the
Principate has erected a stadium for all to come and play. To sort out and vent their feelings on the field of sport, until the
fields of war are once again ready. The Witches of Selene venture from their enclosure of Far Haven; their troops of battle now become
athletes of sport. To win recognition and support, and to laugh in the face of the Eternal Queen of the Principate, by winning
the Blood Bowl.

 The Witches of Selene are a faction from (now defunct) FASA's Crucible: Conquest of the Final Realm. Ral Partha produced some
excellent miniatures before the company went under; and I've purchased some for a Dark Elf team. But as the rulebook was super cheap I've
also decided to try my hand at creating some new teams as well.  I've never played Crucible so if the units look unlikely (compare
to their game stats), then keep in mind I'm basing my decisions from looking only at the book.

Witch of Selene
  The witches animate the Scarecrows and Pumpkin'eads by use of life magic. The amount of re-animations they can perform depends on
the amount of life magic they gain through rituals performed on the previous day with fellow witches of the coven.  As such, they
can re-animate "injured" players by the amount they have ready prior to the game. The difference between life magic and that of
necromancers is that witches bring life to inanimate things such as trees; whereas a Necromancer brings life to creatures
which were once alive but have since died. Life magic also draws upon the natural energy of nature as well as participants of the
ceremony.

Scarecrows:
  These units usually serve as the grunts of the Witches of Selene armies. Although ineffective on their own, they can be deadly
in numbers. On the field of play they are easily put down and injured because of their straw-like nature, however results
which would normally take the player off the field might be less serious for the Scarecrows; requiring only extra moments
to "collect" themselves.

Pumpkin'eads:
  Big brothers to the Scarecrows; despite thier larger size they are infact more nimble. Pumpkin'eads are usually a collection
of twigs and branches with a pumpkin attached as the "head".  The eerie glow from the eyes of the Pumpkin can often frighten
even the most hardy blood bowl player and can make them difficult to put down. Once down however, the Pumpkin'ead is not much
more dangerous than your average human lineman.

Transformed:
  Slaves and sometimes willing participants to the witches; these are men and women whom have been implanted with a demon. The
demon inside allows transformations in their bodies to better handle the situations. On the field of Blood Bowl, this is a
particular handy ability as it can make them better players.  Most Transformed which participate in Blood Bowl find that
multiple arms is a definite advantage.

---------------------------------------------------------------- This ends the MBBL2 League rules for this team ------------------------------------

Suggested miniatures:

   As the characters are based directly off of units in FASA's
game Crucible, the miniatures provided by the game are the
obvious choice. As the game is discontinued at present; it's
best to get the miniatures before they're gone. All are made
by Ral Partha.

Prices are in British Pounds Sterling

91-900 Witch of Selene (head coach and apothecary)     2.50
91-901 Pumpkin'eads (2)                                3.95
91-902 Scarecrows (2)                                  3.95
91-903 Transformed (2)                                 3.95
91-907 Greater Pumkin'ead                              5.75
91-912 Lesser Winged Monkeys (2)                       3.95

If you want to get these figs before they are gone forever, contact Spirit Games

Return to the Blood Bowl Main Page

Witches of Selene Team vistor number: