Bright Magister
Pyromancers are widely regarded as the best wizards in any College of Magic … but that doesn’t mean they translate to excellent blood bowl players! In fact, their ‘sports’ wizards are more often seen chasing hot dogs in the stands than balls on the pitch. Nevertheless, when they finally do show up on the pitch, they put on an excellent show of spontaneous human combustion!
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills & Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|
0-16 | Apprentice Lineman | 50,000 | 6 | 3 | 3+ | 4+ | 8+ | Skinny (Titchy) | G | AS |
0-6 | Fiery Familiar | 40,000 | 5 | 1 | 3+ | 5+ | 6+ | Dodge, Frenzy, Dauntless, Stunty, Titchy, Sidestep | AM | G |
0-3 | Journeying Pyromancer | 80,000 | 6 | 3 | 3+ | 4+ | 8+ | Iron Hard Skin, Burning Armor* | G | AS |
0-2 | Fiery Beast | 110,000 | 7 | 4 | 3+ | – | 9+ | Iron Hard Skin, Frenzy, Breathe Fire, Unchannelled Fury, No Hands | SA | M |
0-1 | Master Pyromancer | 125,000 | 6 | 4 | 3+ | 4+ | 8+ | Iron Hard Skin, Frenzy, Burning Armor*, Breathe Fire | GS | AP |
0-8 Team ReRoll: 70,000 each
Tier: 2
Special Rules: Old World Classic, Collegiate League (Hireling Sports-Wizard inducement costs 100,000)
Apothecary: Yes
* BURNING ARMOR
When activated and if they are Standing, this player can perform a « Burning Armor » Special action. Target an opposing player within three squares of them. Roll a D6, adding the AV of the opposing player and then subtracting the AV of this player. Apply a -1 modifier for each opposing tackle zone on the player with Burning Armor other than the victim’s. If the result is 6 or higher, or if the roll is a natural 6, the opposing player is Knocked Down. If, however, the result is 5 or lower, or if the roll is a natural 1, this Skill has no further effect.
Team rational
Apprentice Linemen have the Skinny (Titchy) skill to represent young adults who spend most of their time in their books rather than on the pitch.
Fiery Familiars are based on Akhorne the Squirrel, from which several skills have been removed. Theoretically, they could be developed like the Star Player.
Journeying Pyromancers are apprentices who have graduated. The Iron Hard Skin skill represents the fiery aura of the Magister. The Burning Armour skill, which counters heavy armour, is a blend of the Disturbing Presence, Hypnotic Gaze and Shadowing skills.
Master Pyromancer is a Journeying Pyromancer whose fire has consumed his spirit (represented by the Frenzy skill). He has increased strength. He also benefits from the Breathe Fire skill which, as well as being thematic, tools the team against blodgers.
Fiery Beasts are left to the imagination of the coach. They could, for example, be large fire cats or elementals. With access to Mutations, they can be developed to suit your chosen miniature (Two Heads, Claws, Prehensile Tail, Horns, etc). However, these wild beasts have no presence of mind and don’t have access to General skills.
Inducements
Qty. | Name | Cost | Reference |
---|---|---|---|
0-4 | Temp Agency Cheerleaders | 20,000 each | Official rules p.90 |
0-3 | Part-time Assistant Coaches | 20,000 each | Official rules p.90 |
0-1 | Weather Mage | 30,000 each | Official rules p.90 |
0-2 | Bloodweiser Kegs | 50,000 each | Official rules p.90 |
0-2 | Wandering Apothecaries | 100,000 each | Official rules p.91 |
0-8 | Extra Team Training | 100,000 each | Official rules p.91 |
0-3 | Bribes | 100,000 each | Official rules p.91 |
0-1 | Halfling Master Chef | 300,000 each | Official rules p.92 |
Available Star Players (0-2)
(In)Famous Coaching Staff (0-2)
Wizard (0-1)
Biased Referee (0-1)
Name | Cost | Reference |
---|---|---|
Biased Referee | 120,000 | Official Rules p.95 |
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