Automations
The first automation team started when Nigel the gnome got sick of his peers. "Nigel, play bloodbowl, how absurd!" etc were the sort of comments said when Nigel tried to get involved in the friendly schoolyard game. As a result he made the 'Automations'.
Their first game was against the decomposers (A great undead team). The game is played and the decomposers win 4-2. However, they don't walk through the opposition like they usually do. The automations returned every hit they took and left the game with a rather large following. From then on in Nigel recieved much more respect from his peers.
| # | Position | price | MA | ST | AG | AV | Skills | Skills Available |
|---|---|---|---|---|---|---|---|---|
| 0-12 | Linebots | 40.000 | 4 | 3 | 1 | 9 | Repair* | General |
| 0-2 | Throwbots | 70.000 | 6 | 3 | 3 | 8 | Repair*, Sure Hands | General, Passing |
| 0-2 | Blitzbots | 90.000 | 6 | 3 | 2 | 9 | Repair*, Block, Wheels* | General, Strength |
| 0-4 | Omnibots | 120.000 | 7 | 3 | 3 | 8 | Repair*, Technical*, Dodge | General, Agility, Strength, Passing |
| 0-X | Technosuits | 140.000 | 5 | 5 | 2 | 10 | Repair*, Haywire* | General, Strength |
| 0-X | Pilot Tinker | 30.000 | 5 | 2 | 3 | 5 | Stunty | General, Agility |
Automations don't gain skills like other bloodbowl player, instead they get improved upon. For eg. A bot gets 2 touchdown and the tinker thinks 'Hmmm, maybe extra arms would make that player more effective'.
Bots get the same skills as other bloodbowl players except for the following differences.
Coolant device. (not a skill, costs 20K to install to any bot, cancels effect of sweltering heat)
Polymer coating.(not a skill, costs 30K to install to any bot, cancels shortcircuiting during rain)
Studs. (not a skill, stops slipping in icy conditions, if player has foot spikes he doesn't need these costs 10K per bot)
Pro. (only omnibots and technosuits)
Leader. (only technosuits)
Foot spikes. (acts a dirty player, blitzbots can't have this)
briliant work! (cancels technical, need 10K)@
Leap.(if a double is rolled you don't need leap before you get wings)
Wheels
Break tackle. (bots get +1 to this because of their dense nature).
As normal
Technosuitsgain their skill in exactly the same way as big guys and other bots do in a similar way as well.
These large bots need a tinker to pilot them. If the technosuit is injured there is a 50% chance that the tinker is also hit. If so roll an armour and injury roll as normal. If the technobot is blown up then the tinker is automatically injured with a +2 modifyer.
If the technosuit is damaged and can't go on then the pilot tinker acts as an assistant coach and player for the rest of the game.
Technosuits need double spps to gain skills. If the technosuit is destroyed or retired the tinker pilot can attempt to build a new one in the image of the old. This is done by rolling a d6 for every improvement the old bot had (except advanced techs, the coach is who added them) on a 4, 5 or 6 the new bot gains the old bots skill. The new bot then starts at the minimun spp for the number of skills it adopts. eg. The old bot had 5 skills, the new gains 2 of those, therefore the new bot has 21spps.
If a double is rolled then bots can't pick any skill (except omnibots who can pick any skill anyway). They must roll 1 d6 and pick off the following table
1-3 Pick an advanced tech
4-6 Pick an advanced tech or any skill
Extra long legs (If bot has wheels this is 'big wheels')
Extra arms
Two heads
Big Hand
Wings (acts as leap +1, don't need leap to get this)
Prehensile tail
Horns
tentacles
arm boost 1 (mighty blow does +2 +2, must have mighty blow)
suspension (cancels ill effects of wheels)
Spikes
powerboost (+1 dauntless roll, don't need dauntless to get this)
stunty (all stunty rules apply)
Dagger (not poison, omnibot only, -2 send off roll since dagger is hidden internally most of game)
Blunderbuss (-2 to the ejection roll since the blunderbuss is part of the bot, pass bots and omnibots only)
If another double is rolled the bot can choose another advance 1, or in certain cercumstance an advanced 2.
extra eyes (acts as dodge +2, must already have 2 heads)
catch net (acts as catch +2, must have extra arms)
Jump jets (acts as leap +2, must have wings)
arm boost 2 (upgrades armboost 1 so bot gains an extra ST, must have arm boost 1)
shock absorbers (can push 4 times instead of 3, must have suspension)
powerboost 2 (adds +3 to dauntless roll, must have powerboost, roll 2d6 a result of 2 means the bot blows up like the fireball spell (instant death, repair skill N/A) after the block is thrown, brilliant work cancels this ill effects)
chainsaw (must have dagger, omnibot only, -2 to penalty roll since chainsaw is hidden internally till used and is quiet (as far as chaisaws go).
Advanced blundabus, -2 to penalty roll (3+ accurate pass, must have normal blundabus).
All the advanced techs 2 cause the bot to gain the 'technical' negative skill unless indicated otherwise.
Repair.When an automation is knocked out or injured the coach can try to make a quick repair. This repair works the same as regenerate and thick skull. However if an automation dies it cannot be quickly repaired. When the death is rolled roll 1 d6. If the result is a 1 the automation explodes (Treat as fireball spell). If no explosion occurss the automationit must be placed in the dead and injured box for the remainder of the game. After the game the coach can attemp a repair. If successful the automation can participate in the next game. If the roll fails the automation is permanently dead. It's parts can be used to cover 1/2 the cost of making a new bot of the same make or sold for 10K as scrap.
Wheels.Automations with wheels act as if they have the sprint and surefeet skill. However, if the bot falls while attempting to push it is damaged. A repair roll must be made to keep the bot on the field. If the roll is successful the bot can continue playing but will have lost the benefit of wheels. After the game 10K must be spent to repair the bot.
Technical.Bots that are technical must make a roll before each drive. On a one they have malfunctioned and must miss the drive. This can be negated if doubles are rolled for a skill.
Haywire.Acts like technical except player misses drive on a 1-2 on a d6. Removed by briliant work and 20K.
Apothecaries are not needed because if a pilot tinker dies he can be replaced without any effect on the technosuit. Instead of an apothecary an Assistant Mechanic can be hired. He has the effect of making repair rolls for injuries (badly hurt, seriously injured and death) 3+ instead of the usual 4+. Cost 100K
There is no team wizard as such but they can hire a publicist. The publicist gets the fans involved and as a result the team can add an extra +1 to its fanfactor (note this can never be more than +3) roll and +1 to its money at the end of the game. In addition the publicist gets extra random event cards for the team in the event that the team lost last game, a player (with one skill or more) died or was retired due to injury. He does this by appealing to the fans for support in their teams hour of need. roll a d6:
1. No bonus cards
2-5. 1 bonus random event
6. 2 bonus random events
Because the fans are so moved you can roll an extra dice for gate in games where the publicist gains extra cards. However if the team loses 3 games in a row while they have employed a publicist they will get no benefit from him until they win a game. Cost 200K
Sweltering heatcauses the automations to overheat on a 1-2. This is totally cancelled if a coolant device is installed.
Raincauses automations to shortcircuit on a 1-3 as well as any other negative effects. Polymer coating cancels short circuiting.
Blizzardaffects them normally except studs can be installed to cancel slipping effect.
Note!These add-ons can't be implemented until the team has experienced the specific condition at least once.