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By Martin Howard c

°1995-2004

Blood Bowl and the Blood Bowl logo are registered trademarks of Games Workshop. Games Workshop does not sponsor, authorise or endorse these unofficial rules.

This document was typeset using LATEX 2ε. www.goldfish.org.uk/bbsoccer.html

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Contents

1 Introduction . . . 2

2 The New Rules! . . . 4

2.1 The New Field. . . 4

3 Playing the Game! . . . 6

3.1 The Kickoff . . . 6

3.2 Passing and Shooting for Goal . . . 6

3.3 The Goal Keeper and Saving Shots at Goal . . . 8

3.4 Freekicks and Penalties . . . 13

3.5 Corner and Goal Kicks. . . 14

4 New Skills and Skill Modifications . . . 14

4.1 Redundant Skills . . . 14

4.2 New Skill Descriptions . . . 14

5 New Game Pieces and Special Play Cards . . . 18

5.1 New Game Pieces . . . 18

5.2 Special Play Cards . . . 18

6 The Teams . . . 19

Index . . . 21

Goal Template . . . 25

Centre Circle Template . . . 26

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1

Introduction

Deep in the annuls of Blood Bowl history there is a small recording of a team known simply as the Albion Wanderers. In the days of chaos and confusion after the collapse of the NAF, this team is rumoured to have given up Blood Bowl in favour of a game where the ball is kicked instead of carried - football! In fact if one travels across the Sea of Claws you will find an entire league known as the Albion Football league or FA for short. A brief description of the game was published in the SPIKE! Magazine. An abridged version of this is printed here.

The game consists of the normal Blood Bowl field, but with two rectangular frames at either end, to which the ball, now round, is kicked towards and preferably through to score a point or goal. The player guarding these “goals” assumes some higher status as players blocking this “goal keeper” are often sent off by the referee. Having said that, there is no shortage of the rough and tumble we have come to expect in the traditional form of the game. There is little handling of the ball in fact it appeared that any player handling the ball, whilst not penalized, was severely harassed by the crowds and blocks against this player seemed all that much rougher. All in all if this game reaches the Empire it will surely catch on.

The following pages detail the new rules, and any changes to the existing 3rd edition Blood Bowl rules that are required to convert the game of fan-tasy “American” football the that ever popular version played around the world known as soccer!

It was back in 1995 when I was enjoying playing a Skaven team in a small Blood Bowl league with some friends when the comment “how about Blood

Bowl soccer?” came up. In the conversation that ensued a few ideas sprang

out and it became more apparent that this was not such a silly idea! I drafted out some rules converting the Blood Bowl rules to soccer rules. We played the game, more importantly the game worked! This is the third edition of these rules. They were first published on the internet courtesy of the Blood Bowl Mailing List in 1995. Unfortunately the original version has been lost. Since then there has been two revisions. After the first rewrite, the game was thor-oughly play tested in the U.S. under the existing league rules. A special thanks should go to the following players of the URI Gaming Club - Mark, Kevin, Mike, Pete, and Chris who play tested the game and via the cyber-space postman asked questions and gave the useful suggestions which culminated in this, the third revision.

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Other than a few minor typographical and layout changes, these rules are iden-tical to those which in 1996 I submitted to the Games Workshop’s Citadel Jour-nal for publication. Even though Games Workshop liked the idea they thought the rules “too extreme” for publication. I might be tempted to tidy these rules up for as a fourth version for the 4th Edition of Blood Bowl and resubmit them, this time to the new publication from Games Workshop, the Blood Bowl Mag-azine. However, I must pointout that, apparently, the act of submission passed the copywrite from me to Games Workshop.

Martin Howard, May 2001.

It’s nearly 8 years ago since I submitted the rules to Games Workshop, and nearly 10 years ago since the first rules were published! I’ve finally decided to re-publish the rules using all the latest technologies. Inside you will find pho-tos of the Blood Bowl Soccer field, the various new templates and game-play examples. There are no differences from the previous edition, other than one or two corrections and the ironing out of a couple of inconsistencies. Since the last release, the 4th edition of the Blood Bowl rules has been published. I have not played these new rules, but I gather that the actual game-play has not changed. These rules should, therefore, be completely compatible with any changes made to the 4th edition rules.

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2

The New Rules!

The game mechanics for Blood Bowl Soccer are identical to those of the nor-mal variant. The differences in how the game is played arise from a variety of new skills particular to soccer and slightly different field markings. Templates for the new field markings can be found at the end of this document.

2.1

The New Field.

The field of play for Blood Bowl Soccer is simply the standard board with a few additional markings. The new field of play contains the following new markings:

The Penalty Area:

This is an area of 7 x 4 squares at each end of the board. Figure 1 shows the penalty area positioned on the Blood Bowl board. The area is outlined with the dashed white line and the penalty spot is marked by the white dot.

The Centre Circle:

This basically marked by the skulls, and is shown in figure 2. The centre spot is marked by the white dot. The centre circle now represents what was the line of scrimmage.

The Goals:

The goals are the only new pieces that need to be made. The templates are 7 by 4 squares in size. The goal mouth is 5x3 squares in area. The remaining squares on the template represent the “posts” and “cross bar” of the goal. The goal template and where it is placed next to the board is shown in figure 1. Essentially the goal template represents the vertical face of the goal. For this reason players can not be placed on the template.

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Figure 1: The penalty area and goal

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3

Playing the Game!

3.1

The Kickoff

Both teams at the kick off set up according to the normal restrictions. How-ever, the centre line for the two teams is now defined by the circle and the actual centre line either side (see figure 2 above). This means that only the player kicking off can be inside the centre circle at a kick off.

Only one player is allowed in the centre circle at kick off. This player is from the team kicking off. The player is placed in the centre most square and is given the ball.

The side kicking off sets up last and both teams must have at least three play-ers along the centre line/circle in accordance with the usual Blood Bowl rules. The kicking team rolls on kick off table as usual. The only change to the kick off table is that a “Bad Kick ” now means the kick off pass is inaccurate and scat-ters according to the distance kicked (see “Passing and Shooting for Goal”) The kick off team must pass the ball from the centre circle to a player in the kick off teams half. The team kicking off does not have to make the pass its first action, but the player kicking the ball “off” may not move before passing the ball, i.e. the ball must be kicked-off from the centre spot. If a kick off pass is made at “hand off” distance it still counts as a “pass” action. This is to prevent scoring a goal from the kick off.

A team that concedes a goal kicks off.

3.2

Passing and Shooting for Goal

Shots and Passes are made in exactly the same way as in Blood Bowl. Only one pass or shot action may be made per turn. This rule can be broken only when a the player who recieves the pass is inside the penalty area. In this case they can decide to take a shot at goal, but it must be the first action to follow the successful receive (catch).

Inaccurate passes and shots will scatter differently depending on the distance of the pass or shot. Typically an inaccurate long shot or pass will end up much further from the desired target than a short pass or shot. For obvious reasons a shot taken half way down the field will be easier for the keeper to save than one taken at point blank range! To account for this, “save” modifiers are used. These modify the dice roll required by the goal keeper to make a successful save. These modifiers and scatters are given in the table 1 below. The ran-dom distance can be found by using the numbered counters in the Blood Bowl

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Range of Shot/Pass Save Modifier Distance Scattered (Random Direction) Quick Pass/Shot -1 1-2 squares Short Pass/Shot 0 1-3 squares Long Pass/Shot +1 1-4 squares

Long Bomb +2 1-6 squares

Table 1: Scattering of Shots and Passes

game or by modifying a dice roll accordingly. The direction is found in the usual way.

When shooting for goal, first nominate the square on the goal template you are aiming for and then roll to shoot, applying any scattering that may occur. If the ball ends in the goal mouth then the goal keeper may attempt to save the ball if he is in a position to do so (see “Saving Goal Shots”).

If the ball scatters on to a “post” square then it will rebound in a direction de-termined by the scatter template (centre placed over the square which the ball hit) for the same distance as an inaccurate shot of the same range would scat-ter. If the rebounding ball ends in the goal mouth then it is an automatic goal. Figure 3 shows the ball on the goal post. In this example scattering of 1 to 5 squares in the direction 5 will score. Likewise scattering of 1 to 2 squares in direction 8 will score, but scattering of 3 or more squares, in this case, would put the ball back into the field of play.

A ball rebounding off a post parallel to the to the end zone is assumed to ac-tually be in the end zone (e.g. scattering in direction 4 in the example, figure 3). Any rebound scattering where the ball ends up outside the field of play will result in goal-kick or corner-kick.

Miss-kicks (fumbles) will scatter for one square in a random direction. A failed shot at goal counts as a turn-over.

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Figure 3: Scattering of the post

3.3

The Goal Keeper and Saving Shots at Goal

The goal keeper is a sacred player and any attempts to block the goal keeper will not escape the vigilant eye of the referee! Blocking a goal keeper counts as a foul action and the referee may take the appropriate action on the blocking player. On a roll of a 4+ the blocking player will be sent off and a free-kick will be awarded. The call may be argued or annulled by special play cards.

If any player is pushed back into goal (see figure 4) roll for injury as normal (it is not an automatic injury). The player is considered off the field even if not injured and is therefore placed in the dugout. A player pushed back into a goal post (figure 5) receives an automatic injury. The player, however is not pushed off the field and is placed on the square at the base of the post (see figure 6). Star player points are awarded to goal keepers who make saves as well as the usual methods. A saved shot at goal will earn the keeper 3 star player points. A fisted save will earn the keeper 1 star player point. All goal keepers may choose from the goal keeper, and general skills. Skills from other groups may be taken on a doubles roll or as otherwise stated. Goal keeping skills are only valid in the penalty area. i.e. goal kick can not be used to re-roll a kick in mid-field.

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Figure 4: Pushed back into the goal

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Figure 6: The injured player is left on the field at the base of the post

Goal keepers can save different parts of the goal more easily depending upon their size. There are three sizes of goal keeper, which are listed in table 2. If

LARGE (ogres, trolls, treemen, minotaurs etc.)

MEDIUM (skaven, humans, elves, orcs, hobgoblins, undead, chaos, etc.) SMALL (dwarfs, halflings, goblins, snotlings etc.)

Table 2: Goal Keeper Sizes

the keeper is on the goal line (i.e. in the end zone) then a large goal keeper is assumed to take up 3 goal squares, a medium sized goal keeper 2 squares, and a small goal keeper 1 square. Figure 7 shows this more clearly. These are the goal squares a keeper can defend directly. The goal keeper save at +1 on any of the squares they are assumed to cover. Saves are at +0 modifier in any adjacent square, -1 modifier two squares from the keeper and so on. For example a medium sized goal keeper on the goal line at the centre of the goal can as described in figure 8. These modifiers are additive, i.e. a shot taken at long range ending on a square in the goal mouth, assumed to be covered by the keeper will give a +2 save modifier.

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Figure 7: A large keeper takes up the orange squares, a medium keeper covers the blue and a small keeper takes up the yellow squares

Figure 8: Save modifiers for a medium keeper positioned on the goal line at the centre of the goal

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Figure 9: The area that can be saved is reduced and the best save modifier removed for every square a keeper is off his line

The further in-field the goal keeper goes the less goal area he can defend. On the end zone, in the centre square, a keeper may save the whole goal, the next square into the field reduces the effective savable area by one square all round (now the goal mouth). A further square into the field will reduce this by the same amount again, and so on until the keeper is in such a position that none of the goal can be saved. The highest save modifier is also removed each for every square a moved into the field. For example, the orc keeper in figure 9 is two squares off his line. The +1 modifier goes and the savable area is reduced, meaning that the shot at goal has -1 save modifier (plus any other shot modifiers etc).

If the ball ends in the goal mouth then the goal keeper may attempt to save the ball if he is in a position to do so. The goal keeper may attempt to save a shot at goal if the ball’s final position (after scattering) is not further than one square from the keeper. Skills such as “diving save” will modify this distance.

Goal keepers may intercept the ball in the usual way, however a goal keeper may not attempt to intercept and then save the same shot if the interception failed. Interception is useful when the ball is targeted at an unreachable part of the goal.

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The position of the goal keeper after saving the ball will be in the end zone directly inline with where the ball ended on the goal template. If this square is occupied then the keeper may be placed in the square directly into the field from this point. If this square is also occupied then it is assumed that the goal keeper was physically unable to reach the ball. Under certain circumstances skills such as “Goalies leap” and “Diving Save” allow the keeper to dive or jump over other players. It is therefore important to keep the end zone in front of the goal free from players other than the goal keeper.

Opposing tackle zones on the goal keeper in his original position (before at-tempting to save a shot) will affect the ability to save a shot. The ball is consid-ered to be in the goal keepers control if the save is successful even if prone. Punched or fisted saves the ball will scatter. Saves are made against agility.

3.4

Freekicks and Penalties

A free-kick will be awarded to a team if a turn over results due to a foul action, i.e. a fouling player is caught by the referee and sent off. The closest player on the team that was fouled to the fouled player takes the free-kick. The ball is given to this player. The player does not move to where the foul occurred. If there are players of equal distance from the fouled player then the coach of the fouled team may choose which player will take the free-kick. When the free-kick is taken any opposing tackle zones do not affect the player taking the kick (they will still affect other opposing players though). A free-kick counts as a pass action and they may be used to score with in the usual way. If the fouled team is already in possession of the ball then it may attempt to “play the

advantage” rather than move the ball back to the place of the foul. To “play the advantage” requires a roll of 4+ on a d6. If the roll is successful then no

free-kick is taken an play continues normally. A penalty will occur if a turnover results from a foul action in the penalty area. The closest attacking player is given the ball and is moved to the penalty spot where the kick is taken from. If the penalty spot square is occupied by another player then the player’s coach may nominate an adjacent square for the player to be placed in.

As with a free-kick no tackle zones affect the kicking player. Penalty-kicks are considered to be done at quick pass range so a -1 save modifier applies. The goal keeper (if still on the field) must be placed in the end zone in the centre of the goal (equal number of goal squares to each side). If this square is occupied then the square must be vacated in the same way as for the penalty spot. If a penalty-kick fails, but the ball remains in play a turn-over does not occur, so the kicking team may attempt to reclaim the ball, however no shots, or passes may be attempted until their next turn. A penalty-kick that is saved, goes out of bounds or scores counts as a turn-over as usual.

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3.5

Corner and Goal Kicks.

If the ball goes out of bounds behind the goal then either a goal-kick or a corner-kick will result. If the ball was last touched by a played attacking that end then a goal-kick results. The ball is given to the goal-keeper. If the goal keeper is stunned, off the field or out side of the penalty area then the ball is given to any defender in the penalty area. Failing this the ball is placed on the penalty spot. A corner-kick is awarded if the ball comes off a defending player and goes out of bounds behind the goal. The ball is placed in the corner most square of the end zone on the side of the goal the ball went out on. The closest attacking player may take the corner-kick which counts as a pass action.

4

New Skills and Skill Modifications

These skills do not replace the skills already found in Blood Bowl, but supple-ment them. All skills are used in same way as in Blood Bowl. Either a re-roll, dice modification or agility roll. Any skill mentioned elsewhere, but not here will be in Blood Bowl or Death Zone rule books.

4.1

Redundant Skills

The existing Blood Bowl and Death Zone skill descriptions that are no longer relevant are Kick, Big Hand, Diving Catch, Extra Arms, Hailmary Pass, Safe

Throw, Strong Arm, and Sure Hands. These skills have either been replaced

or modified for use in Blood Bowl Soccer.

4.2

New Skill Descriptions

Back Heal

Passing skill. The player with this skill can kick the ball up to 2 squares in a backwards direction. This is not a pass so if it is not received by player on back-healer’s side no turn over will occur.

Block

General skill. This skill is identical to the existing “Block ” skill with the addition that if a player with the ball is pushed back the blocking player may attempt to “steal” the ball from the blocked player if they choose to “follow up”. To steal the ball requires successful base agility roll and the blocking player will then have possession of the ball.

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Curving Kick

Passing skill. A player with this skill to attempt to kick around other players to avoid interception attempts. The ball can be kicked up to 2 squares diagonally from kicker before going straight to a target square. Ball may move diagonally at beginning of kick, at end of kick or both so long as it doesn’t travel more than 2 squares diagonally from its forward direction.

Diving Header

Agility Skill. When a player is in the goal box he may move up to one square (as for “Diving Tackle”) to shoot the ball at goal. The player may not do this if he already has the ball, only if the ball ends in an adjacent square in the goal box as a result of inaccurate pass etc.

Diving Save

Goal keeper skill. The goal keeper may move or dive an extra square to save a shot at goal. The goal keeper will end in a prone position, but no injury roll is made. The goal keeper is assumed to have control of the ball in this prone position (unless the ball was fisted). The goal keeper may dive over prone players.

Dribble

Agility skill. This is the works the same way as the “Catch Skill” in the normal Blood Bowl game.

Extra Arms

Goal keeper skill/Physical ability. This skill is the same as “extra arms” in the standard Blood Bowl, but may only be taken by goal keepers. The bonuses apply to saving.

Extra Legs

Physical ability. This replaces the “extra arms” skill found in the normal Blood Bowl game.

Fist

Goal keeper skill. Fisting or punching the ball away instead of catching the ball is easier, but it is not necessarily a safer option. The ball will scatter 3 times

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using the d8 scatter template from the goal keeper’s position. Fisting gives +1 modifier to save.

Goal Kick

Goal keeper skill. This allows a goal keeper to re-roll inaccurate and fumbled goal kicks.

Goalies Leap

Goal keeper skill. This skill enables a goal keeper to leap over another player to save a shot at goal. The ball must, if the other player was not there, be in a savable position. This skill may be combined with “Diving save”.

Growth

Physical ability. This gives a +1 to save for goal keepers, and a +1 to intercept for players.

Hold Off

Strength skill. This skill allows a player to negate a tackle zone effect. If the player has strength 5 or greater then he can attempt to negate a further tackle zone on roll of 4+.

Long Arms

Goal keeper/Physical ability. Any player with this attribute can save with a +1 modifier.

Pass/Shot Block

General skill. This is the same as “Pass Block ” in normal Blood Bowl, but extended to include the fact it may be done against shots as well as passes.

Pass/Shot Save

Goal keeper skill. This skill is much the same as “Pass Block ” in normal Blood Bowl. This skill allows a goal keeper to move up to 3 squares to save a ball by either catching at -2 or fisting (if the goal keeper has the “Fist” skill) at -1 modifier.

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Penalty Kick

Passing skill. Players with this skill may re-roll inaccurate or fumbled penalty shots. The goal keeper receives a -1 save modifier when attempting to save penalty shots taken by players with this skill.

Safe Hands

Goal keeper skill. The goal keeper may re-roll a failed save.

Shoot

Passing skill. This allows a player to re-roll shots and passes. It is basically the same as the “Pass” skill in normal Blood Bowl.

Sliding Tackle

General skill. The player can attempt to get ball from opposing player in an adjacent square without throwing a block.

Steal Ball

General skill. The player may re-roll any failed attempt to get the ball after pushing back opposing player with ball during a block. This skill represents how good a player is at tackling the ball away from another player.

Strong Kick

Passing skill. This is the same as “Strong Arm” in Blood Bowl.

Super Kick

Passing skill. This skill is the same as “Hail Mary Pass” in normal Blood Bowl. This kick scatters the same way a long bomb scatters.

Trap Ball

Agility skill. This is the same a “Diving Catch” in Blood Bowl.

Tricky Kick

Agility skill. This gives a modification of -1 to any attempt to steel the ball off a player after a push back during a block action.

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Volley

Agility skill. The player does not have to control the ball before passing or shooting. With this skill is it is possible to pass twice in a single turn rather than only once. A player with this skill may choose to “Dribble” and maintain the ball OR do an immediate pass or shot. This skill can’t be used more than once in a single turn.

5

New Game Pieces and Special Play Cards

5.1

New Game Pieces

There are a few new game pieces that need to be made, but can be done so very simply. The goal template can easily be made from card-board. I painted the centre circle and the goal box markings on clear plastic sheets so they could be just placed on the board. The board’s markings still being visible through the plastic. It is easy enough to combine the goal box and goal template as a single piece to reduce the amount of slide that some times occurs. Templates for these pieces can be found in the end of this document.

5.2

Special Play Cards

The special play cards, leagues, and competitions found in the existing Blood Bowl game can easily be adapted to suit this variant. I made no attempt to The following are a couple of ideas I have had regarding special play cards. Unlike the above rules they have not been play tested.

Gazza’s Knee

Random event. Play this card when an player of the opposing team has gone for it, play this card. Unfortunately they suffer a nasty knee injury and must miss the remainder of the game and the following game. Roll a dice. On a roll of 6 the injury will be niggling!!

Magic Wall

Magic Item. Play this card just after the opposing team has made an accurate shot at goal. Suddenly a invisible wall covering the goal mouth will be pro-duced. The ball will rebound back in to the field d6 squares according to the throw in template. Count the end zone as the first square.

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Cantona Kick

Random Event. This card can be played on an opposing player who is about to commit a foul action. The player reacts badly to the crowds reaction and lashes out. The player is immediately sent off and banned for the remainder of the game, and the team loses 1d6 x 100000gp of gate takings.

Bribe the Goalkeeper!

Random Event. Play this card on the opposing team when their goalkeeper is about to make a save. It is discovered that the goalkeeper has been bribed into throwing the match and deliberately dives in the opposite direction letting the ball head unopposed towards goal. Not only does the keeper not make any save, but after the match disappears with any team winnings. On a roll of 6 he will never return to the team!

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The Teams

These are all the Blood Bowl teams converted for the soccer variant. No star players have been converted since that can be easily done with the skills listed above. The re-roll counter costs can be found in the Blood Bowl and Death Zone rule books.

Chaos

Player Qty. Skills MV ST AG AV Cost

Goal Keeper 1-2 Safe Hands, Goal Kick 6 3 3 8 70,000

Chaos Beastmen 0-11 Horns 6 3 3 8 60,000

Beastmen Forward 0-2 Shoot 6 3 3 8 70,000

Chaos Warrior De-fender

0-2 Steal Ball 5 4 3 9 100,000

Chaos Dwarfs

Player Qty. Skills MV ST AG AV Cost

Goal Keeper (Hobgoblin) 1-2 Safe Hands, Goal Kick 6 3 3 7 60,000

Hobgoblin Mid-Fielder 0-11 None 6 3 3 7 40,000

Hobgoblin Forward 0-2 Dribble, Shoot 6 3 3 7 70,000

Dwarf Defender 0-4 Block, Tackle, 4 3 2 9 70,000

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Dwarfs

Player Qty. Skills MV ST AG AV Cost

Goal Keeper 1-2 Safe Hands, Goal Kick, Thick Skull 5 3 3 9 80,000 Long Beards 0-11 Block, Thick Skull, Tackle 4 3 2 9 70,000 Forward 0-2 Dribble, Shoot, Thick Skull 6 3 3 8 80,000 Defender 0-2 Block, Thick Skull, Steal Ball 5 3 3 9 80,000 Troll Slayer 0-2 Block, Thick Skull, Frenzy, 5 3 2 8 90,000

Dauntless

Dark Elves

Player Qty. Skills MV ST AG AV Cost

Goal Keeper 1-2 Safe Hands, Goal Kick 6 3 4 8 80,000

Mid-Fielder 0-11 None 6 3 4 8 70,000

Forward 0-2 Shoot 7 3 4 8 100,000

Defender 0-2 Block, Steal Ball 6 3 4 8 90,000

Witch Elf 0-2 Frenzy, Dodge, Jump Up 7 3 4 7 110,000

Goblins

Player Qty. Skills MV ST AG AV Cost

Goal Keeper 1-2 Safe Hands, Goal Kick, Stunty, 6 2 3 7 60,000 Right Stuff, Dodge

Mid-Fielder 0-11 Stunty, Right Stuff, Dodge 6 2 3 7 40,000 Forward 0-2 Dribble, Shoot, Right Stuff, Stunty 6 2 3 7 50,000 Defender 0-2 Steal Ball, Stunty, Right Stuff, 4 4 2 9 50,000

Dodge

Halflings

Player Qty. Skills MV ST AG AV Cost

Goal Keeper 1-2 Dodge, Safe Hands, Goal Kick, 5 2 3 6 40,000 Stunty, Right Stuff

Mid-Fielder 0-11 Dodge, Stunty, Right Stuff 5 2 3 6 30,000 Forward 0-2 Dribble, Stunty, Right Stuff, Shoot 5 2 3 6 40,000 Defender 0-2 Dodge, Stunty, Right Stuff, 5 3 3 6 40,000

Steel Ball

High Elves

Player Qty. Skills MV ST AG AV Cost

Goal Keeper 1-2 Safe Hands, Goal Kick 6 3 4 8 80,000

Mid-Fielder 0-11 None 6 3 4 8 70,000

Phoenix Warrior 0-2 Dribble 6 3 4 8 80,000

Lion Warrior 0-2 Shoot 8 3 4 7 90,000

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Humans

Player Qty. Skills MV ST AG AV Cost

Goal Keeper 1-2 Safe Hands, Goal Kick 6 3 3 8 80,000

Mid-Fielder 0-11 None 6 3 3 7 50,000

Forward 0-4 Shoot, Dodge, Dribble 6 2 3 7 90,000

Defender 0-4 Block, Steel Ball 6 3 3 8 70,000

Orcs

Player Qty. Skills MV ST AG AV Cost

Goal Keeper 1-2 Safe Hands, Goal Kick 5 3 3 9 70,000

Mid-Fielder 0-11 None 5 3 3 9 50,000

Forward 0-2 Dribble, Shoot 5 3 3 9 70,000

Black Orc 0-4 None 4 4 2 9 90,000

Defender 0-4 Block, Steal Ball 6 3 3 9 80,000

Skaven

Player Qty. Skills MV ST AG AV Cost

Goal Keeper 1-2 Safe Hands, Goal Kick 7 3 3 7 70,000

Mid-Fielder 0-11 None 7 3 3 7 50,000

Gutter Runner 0-4 Dodge, Shoot 9 2 4 7 80,000

Defender 0-2 Block, Steal Ball 7 3 3 7 90,000

Undead

Player Qty. Skills MV ST AG AV Cost

Goal Keeper 1-2 Safe Hands, Goal Kick, 5 3 3 9 40,000 Regenerate Skeleton Mid-Fielder 0-11 Regenerate 5 3 3 9 30,000 Zombie Mid-Fielders 0-8 Regenerate 4 3 2 8 30,000

Ghoul Forward 0-4 Dodge, Shoot, Regenerate 7 3 3 7 70,000 Wight Defenders 0-2 Block, Steal Ball, 4 4 2 9 90,000

Regenerate

Mummy 0-2 Mighty Blow, Regenerate 3 5 2 9 100,000

Wood Elves

Player Qty. Skills MV ST AG AV Cost

Goal Keeper 1-2 Safe Hands, Goal Kick 7 3 4 7 80,000

Mid-fielder 0-11 None 7 3 4 7 70,000

Forward 0-4 Dribble, Dodge 9 2 4 7 90,000

Striker 0-2 Shoot 7 3 4 7 90,000

Wardancer Defend-ers

0-2 Block, Steel Ball, Dodge, 8 3 4 7 120,000 Leap

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Index

Back Heal, 14 Block, 14

Centre Circle, 4

Centre Circle Template, 18 Chaos, 19 Chaos Dwarfs, 19 Corner Kicks, 14 Curving Kick, 15 Dark Elves, 20 Diving Header, 15 Diving Save, 15 Dribble, 15 Dwarfs, 20 Extra Arms, 15 Extra Legs, 15 Field, 4 Centre Circle, 4 Goals, 4 Penalty Area, 4 Fist, 15 Fouls Freekicks, 13 Penalties, 13

Play the Advantage, 13 Freekicks, 13

Game Pieces, 18 Centre Circle, 18 Goal Box, 18 Goal Template, 18 Special Play Cards, 18 Goal Box Template, 18 Goal Keepers, 8

Blocking, 8 Goal Kicks, 14 Saving Shots, 8 Sizes, 10

Star Player Points, 8 Goal Kick, 16 Goal Kicks, 14 Goal Posts, 7 Goalies Leap, 16 Goals, 4 Goblins, 20 Growth, 16 Halflings, 20 High Elves, 20 Hold Off, 16 Humans, 21 Kick Off, 6 Long Arms, 16 New Field, 4 Orcs, 21 Pass/Shot Block, 16 Pass/Shot Save, 16 Passing, 6 Penalties, 13 Penalty Area, 4 Penalty Kick, 17

Play the Advantage, 13 Redundant Skills, 14 Safe Hands, 17 Save Modifiers, 7 Saving Shots, 8 Scattering Passes, 7 Shots, 7 Shoot, 17 Shooting, 6 Skaven, 21 Skill Descriptions, 14

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Skills Agility Skills Diving Header, 15 Dribble, 15 Trap Ball, 17 Tricky Kick, 17 Volley, 18 General Skills Block, 14 Pass/Shot Block, 16 Sliding Tackle, 17 Steal Balll, 17 Goal Keeper Skills

Diving Save, 15 Extra Arms, 15 Fist, 15 Goal Kick, 16 Goalies Leap, 16 Long Arms, 16 Pass/Shot Save, 16 Safe Hands, 17 Passing Skills Back Heal, 14 Curving Kick, 15 Penalty Kick, 17 Shoot, 17 Strong Kick, 17 Super Kick, 17 Physcial Abilities Long Arms, 16 Physical Abilities Extra Legs, 15 Growth, 16 Redundant Skills, 14 Skill Descriptions, 14 Strength Skills Hold Off, 16 Sliding Tackle, 17 Special Play Cards, 18

Bribe the Goalkeeper, 19 Cantona Kick, 19 Gazza’s Knee, 18 Magic Wall, 18 Steal Ball, 17 Strong Kick, 17 Super Kick, 17 Teams, 19 Chaos, 19 Chaos Dwarfs, 19 Dark Elves, 20 Dwarfs, 20 Goblins, 20 Halflings, 20 High Elves, 20 Humans, 21 Orcs, 21 Skaven, 21 Undead, 21 Wood Elves, 21 Trap Ball, 17 Tricky Kick, 17 Undead, 21 Volley, 18 Wood Elves, 21

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References

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