A Goblin team's game plan owes much more to hope than potential. Goblins can make
quite good catchers because they are small and agile, but the art of throwing is sadly
lost to them, while the chances of their blocking anything larger than a Halfling are
remote to say the least. Still, this never seems to bother Goblin players, and
occasionally the use of a particularly devious secret weapon will even allow a Goblin team
to win a match.
Qty.
|
Position
|
Cost
|
MA
|
ST
|
AG
|
AV
|
Skills
|
Advancement
|
0-16 |
Goblins (L) |
40,000gp |
6 |
2 |
3 |
7 |
Dodge, Right Stuff, Stunty |
Ag, Weapon |
0-2 |
Trolls (P) |
110,000gp |
4 |
5 |
1 |
9 |
Mighty Blow, Thick Skull, Always Hungry, Really Stupid, Regenerate |
Gen, Str, Big Guy |
Re-Rolls: 60,000gp each.
Allies: Beastman, Chaos Marauder, Skaven, Ogre, Orc.
Secret Weapons: Chainsaw, Explosive & Stink Bombs, Pogo-stick, Ball
& Chain, Deathroller. Goblin teams may
include up to four secret weapons.
Special Rules: Being about half the size of a normal Blood Bowl player
does, unfortunately, have its disadvantages. Goblins are just a bit too
small to throw the ball very well, and so must increase the range by one category
when they make a pass. In addition, the little guys tend to break rather
easily, which is represented by allowing the opposing coach to add +1 to the
dice roll whenever he makes an Injury roll for a Goblin, in addition to any
other modifiers that might apply. |