A team with a fan factor of 1 can try and hire allied players if the coach wants. Pay out the money for the player and then roll a D6: 1-3 = the player is intimidated by the hate mail he receives and runs off (with his hiring fee, the git!); 4-6 = the player sticks it out and remains with the team. In either case the teams fan factor remains at 1 point.
Allies for each time are listed in the separate teams page.
If a team doesn't have enough team re-rolls to meet the loss, then the
opposing team gains re-rolls equal to the shortfall. For example, a team
with 4 allied players and only one re-roll manages to get three 1's at the
start of a half. This reduces its re-rolls to none, and gives the opposing
team an extra two re-rolls to use for the half! Note that this is
especially cruel if you go into overtime, as you are unlikely to have any
team re-rolls left to give up!
Ogre, Troll, Minotaur, Bull Centaur, Rat-Ogre and Treeman is
considered as a big guy. A big guy is only player allowed to take and
use Throw Team-Mate skill.
Most Big Guys are very slow learners and so must earn double the SPP's to gain a Star Player Roll. For example, a rookie Big Guy needs to earn 11 SPP's to become 'experienced' and gains his first roll.
All Big Guys are limited to taking Strength and General skills only.
In addition, Big Guys are not allowed to use doubles on star player rolls to pick skills from categories not normally allowed to them. Instead a Big Guy can use a double on a star player roll to do one of the following:
Considering this it is strange that vampires have proved so singularly unsuccessful at the sport of Blood Bowl. It's true that they are not at their best during the hours of daylight, but they are still deadly opponents none the less. No, it is not the vampires lack of ability on the field that has led to their downfall, but their behaviour off it. The fact of the matter is that the main reason for the vampires failure is their woeful lack of control when confronted by a stadium full of what is (to a vampire at least) their absolute favourite thing to drink - a pint or two of a living creature's nice warm blood! What this means is that at any given time it is not uncommon for the bulk of the vampires in a team to be found in the stands, grabbing a quick bite as it were, rather than playing Blood Bowl on the field like they should be doing. This is, of course, excellent news for the team playing against the vampires, if slightly less good news for the rival teams fans... the vampires, if slightly less good news for the rival teams fans...
None the less vampire teams do play Blood Bowl. All vampire teams are coached by a Vampire Lord, a rather more strong-willed and powerful member of the vampire race. Vampire Lords are exceptionally intelligent creatures who thirst for power over other races. This being the case exactly why they should want to coach a Blood Bowl team is by no means certain, especially as the team under their command rarely does very well, but none the less they do do so.
All of the other players in a vampire team are the Vampire Lord's creations: vampires or human thralls. The vampires were one living creatures, which were almost - but not quite - slain by the Vampire Lord and then brought back to life as lesser vampires under his command. Vampire teams generally also include a number of human thralls; weak-willed mortal creatures that are willing to serve the Vampire Lord in return for the promise of immortality at some time in the future.
Vampire Lords are player coaches, and actually take part in the game rather than simply yelling at the players (and referee) from the sidelines. Although the Vampire Lord represents you, they must still be bought for the team, as shown on the team list below. The team will keep on functioning normally even if the Vampire Lord is killed, it being on functioning normally even if the Vampire Lord is killed, it being assumed that the next in line of the vampires in the team (i.e. the one with the most spps) will take over. The vampire that takes over the team immediately loses the 'off for a bite' negative skill as soon as the old Vampire Lord dies, and it's entry on the roster should be changed straight away to show that it is the new Vampire Lord of the team. Note that since you can only have one Vampire Lord per vampire team, the only time you can ever purchase a Vampire Lord for a team is when it is first created! If for some reason there isn't a vampire to take over the team when the vampire lord dies, then the team will disband after the match.
|1||Vampire Lord||180K||6||5||4||9||Block,Dodge,Hypnotic Gaze,Regenerate|
|0-12||Vampires||110K||6||4||4||8||Hypnotic Gaze,Regenerate, Off For a Bite|
Other Special Rules: Although vampires and Vampire Lords are not considered to be big guys as such, they still earn star player points at half the normal rate (the Undead are such slow learners!), and they can use doubles to get rid of their negative 'off for a bite' skill. Vampires and Vampire Lords may take skills from the General, Agility and Strength catagories. Human thralls are treated as human Lineman for the purposes of gaining skills etc.
Healing Vampires: Vampires are quite undead, and cannot be healed by Apothecaries. Vampire teams may still hire apothecaries to take care of their human thralls.
Vampire Allies: Vampire allies are considered as big guys and thus are limited to 2 in total.
Vampire Lord: Vampire lord starts with 0 SPPs and earn them in
usual way. If he is killed, bad luck. The next vampire takes command
as described above. The cost of the player remains same, it does
not rise even if off for a bite is removed.
Please note that these are a bit edited
The berserk player will then attempt to block the nearest player - friend or foe - attacking them as if he were making a frenzied blitz move (i.e. he keeps blocking until the victim goes down or he runs out of movement). The berserk player will always go for an opposing player if there's a choice, but otherwise decide randomly who he goes for. The berserk move does count as team's blitz action if the animal reaches any target. If another animal has already blitzed, a new one may also blitz if that is required (this is an exception to normal rules).
Berserk wild animals do have to go for it in order to try and knock their victim over! Likewise, the berserk wild animal MUST try to knock down his victim, and select blocking die accordingly! However, they do not have knock themselves down in order to knock target down, but must keep on pushing back the victim instead of stopping if block-result is rolled from one die but not with others. In addition, wild animal MUST use mighty blow skill, if any. Piling on and pro-skill is left to the controlling coach as he needs fit, but pro cannot be used to reroll a successful armor or injury (casualty) roll.
After the blitz, the wild animal can carry on moving, unless it knocked down an own player. If the Wild Animal do not berserk or does not knock over any player of its own side, the coach must then test rest of his Wild Animals. After all have been tested, the coach is then free to take a regular turn, selecting a player to take an action etc. Wild Animals that didn't roll '1' are moved after tests, when the coach sees it appropriate.