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  1. Covenant Blood Bowl
  2.  
  3. Qty Position Cost MA ST AG AV Skills Nml Dbl
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  5. 0-16 Grunt 40 5 2 3 8 Stunty G ASP
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  7. 0-1 Plasma Bomber 40 5 2 3 8 Plasma Bomb, Secret Weapon G AS
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  9. 0-2 Jackal 70 7 2 4 7 Dodge, Stunty GA SP
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  11. 0-2 Elite 90 6 3 3 9 Block GA SP
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  13. 0-1 Brute 100 4 6 2 8 Multiple Block, Gravity Hammer, GS AP
  14. No Hands, Secret Weapon
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  16. 0-2 Hunter 130 3 4 1 10 Loner, No Hands, Stand Firm, S GAP
  17. Mighty Blow, Thick Skull,
  18. Multiple Block, Hunter Pairing
  19. Re-Rolls: 70 Each
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  23. Gravity Hammer: When pushing a target during a Block, push the target a second time, using the square they were pushed from as the origin. On a Both Down result, the target is pushed 1 square, even if they have Block. Opponents blocked by a Gravity Hammer can not use Wrestle or Sidestep. If the target has Stand Firm, you still push them 1 square when using the Gravity Hammer. You may never follow up an opponent. You may never take the Grab or Frenzy skills.
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  25. Plasma Bomb: A coach may choose to have a Plasma Bomber who is not Prone or Stunned throw a Plasma Bomb instead of taking any other Action with the player. This does not use the team's Pass Action for the turn. The bomb is thrown using the rules for throwing the ball (including any weather effects and use of the Hail Mary Pass skill), and the player may move or stand up before throwing it. Intercepted bomb passes are not turnovers. All skills that may be used when a ball is thrown may be used when a bomb is thrown also. A bomb may be intercepted or caught using the same rules for catching the ball.
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  27. When the Plasma Bomb lands in a player's square, that player may attempt to catch it at a -1 penalty. If they succeed, scatter the ball. When the Plasma Bomb lands in an empty square, a player fails to Catch it, if the Plasma Bomber fumbles his throw, or if it lands in the square of a Prone or Stunned player, then it explodes. The player who fumbled the throw/catch is immediately Knocked Down, and the opposing coach rolls to break armor. Any bomb explosions that lead to a player on the active team being Knocked Down are Turnovers. Casualties caused by a Plasma Bomb do not count for Star Player points.
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  30. Engineer (Wizard Replacement): Used between turns. All of your units get +1 AV until the end of the Drive. The first time after you use the Engineer that you take an Attacker Down result on one of your Blocks, you can treat it as a Defender Down instead. When you use the Engineer, place a mini on the field to represent him. He has MA 4, ST 2, AG 1, and AV 8.
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  32. Hunter Pairing: If there is only 1 Hunter on the field, that Hunter loses Thick Skull, Multiple Block, and Stand Firm, and gains Frenzy, Squig Rampage, and +1 Strength until the end of the drive.
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