Artificial life, a horrible sight to see, especially when its running over you on the Blood Bowl field. The first artificial being was created eons ago by the maniacal Dr. Fraeken. Dr. Vic Fraeken, once a respected surgeon in the beautiful city of Altdorf, was shunned by the Empire people for his wickedly sick experiments. Dr. Fraeken became obsessed with the resurrection of life, trying to return his beloved wife Angela to life. His experiments began on the fresh remains of people who had died recently. Thought of as one of the dreaded necromancers, Dr. Fraeken was cast from Altdorf only to fall victim to one of his creations in a grisly turn of events.

Dr. Fraeken's studies were considered lost until recently when the head coach of Altdorf Leapers, Thor Ulrik found the papers while traveling the countryside. The Altdorf Leapers were not doing that well that season, infact they just returned from a brutal game with the Champions of Death, where 3 of their team members had died. After careful reading of the Fraeken papers, Thor then realised that he could return life to his fallen team. Becoming mad with power Coach Ulrik began mimicing the rituals of Dr. Fraeken, resurrecting the bodies of the fallen team members. While the other teams in the Leapers division complained of unfair advantage and cruelty to the dead, the official ruling came down from the Sages of Nuffle, if the Undead can do it... then they can to. The Altdorf Leapers soon became one of the most dreaded teams in Blood Bowl in that day. After the accidental electricution of Coach Ulrik during the ressurection of the Leapers star Ogre blocker, the Leapers disbanded, literally, and no one dared to recreate the artificial team until this day.

QTYPOSITIONMVSTAGAVSKILLSCOST
0-4Monster4428Mighty Blow, Thick Skull, Regenerate#100K
0-4Grave Robber7338Block90K
0-2Specimen6337Special* Regenerate#70K
0-12Human Subjects6338Regenerate#60K
0-4$Dead Bodies-----10K
Team Re-roll cost= 60k

#- Regeneration works differently for Artificail teams. See Dead Body Rules for details
*- Specimens do not gains skills via S.S.P. See Experimentation Rules for details
$- The dead body total can be increased. See Dead Body Rules for details


SPECIAL RULES:

DEAD BODY RULES:

DEAD BODIES: These are used for experiments, transplants, and regeneration.
REGENERATION/dead bodies: The head coach may use up a dead body counter to regenerate an injured or dead player. Like normal regeneration this can only be done once. If they fail the roll they must suffer the effect of the injury.

roll a d6
ROLLRESULT
1-2fail
3-6regenerated

COLD STORAGE: Cost=80k. This is an upgrade that allows the Mad Scientist to store more dead bodies (an additional 4 bodies). The team may only have one cold storage at one time.

GRAVE ROBBER RULES:

GRAVE ROBBERS:Before a match if you are running low of dead bodies you may send your grave robbers to get you some. This is done before the match after team rating has been established so if something happens to them you are just out of luck. Roll 2d6 on the chart below.

ROLLRESULT
2-UH OH.. Grave Robber has been caught by the police and is placed in jail.
Grave robber must miss match as if "It wasn't Me card was played on him withone exception instead of a bail of 50k, like the card says, the bail will be 1d6x10k.
3-WHOA NELLY..Grave robber is currently running away from police. Must miss first drive of the game.
4-9LOCKED..Grave robber was unable to get any bodies.
10-FRESH GRAVE..grave robber found one body
11-UNLOCKED MORGUE.. found 2 bodies
12-WHAT THE..Grave robber has found a body with a random physical mutation

TRANSPLANT RULES:
TRANSPLANTS:Transplants may only be attempted on Monsters and Specimens. (you must have a dead body with a physical mutation). These may be attempted at the end of a game during skill rolls. Transplants take place of a normal skill for a Monster (ie: if the monster has 2ssp it cannot gain a skill at 6ssp it must wait until 11ssp etc..) All transplants succeed but sometimes have drawbacks. Roll 2d6 on the chart below.

ROLLRESULT
2-REJECTION-target goes insane, recieves skill Wild Animal. Cannot receive any more transplants.
3-4WHOOPS!!-Mad Scientist accidently cuts a mojor tendon. Target must miss next game and recieves a niggling injury. Cannot recieve more transplants.
5-COMA-target slips into a coma and misses the next game.
6-TOO MUCH SEDATIVE-Player misses first half of next game.
7-12NO COMPLICATIONS-transplant takes place as normal.


EXPERIMENTATION RULES:

EXPERIMENTATION:Experiments may only be tried on Specimens. This is the only way a specimen can gain skills (besides recieving transplants). Experiments are done in the skill roll phase and use up one dead body. Roll a 2d6 and consult the table below if you are performing an experiment.

ROLLRESULT
2-Subject Dies (cannot save)
3-Subject Injured (must miss next game)
4-5Nothing happens
6-11Superb!! Must roll one stat or brain enhancers (below)
12Eureka!! Must roll two stat or brain enhancers (below)

STAT ENHANCERS:
Movement= chart 1
Agility= chart 1
Strength= chart 2
Armor Value= chart 2
CHART 1 . CHART 2
ROLL RESULT . ROLL RESULT
1-2 Stat -1 . 1-3 Stat -1
3-4 Nothing . 4-6 Stat +1
5-6 Stat +1 .

BRAIN ENHANCERS:
roll for skill normally..
10, 11 and, 12 = no skill gained

OTHER SPECIAL RULES:
No allies: nobody wants to be experimented on
THE "Hey.. You are not Igor!" RULE: No artificial player may be fired and hired as an assistant coach.