New Werewolf team roster to try out
Posted: Wed Nov 17, 2004 6:46 pm
Hello… I have seen several Werewolf team rosters on-line (including in this forum), and I thought I’d share one I came up with. I have used it a few times for play-testing purposes, and it seems to work okay (but I am sure new problems would be found if used in league play). Essentially, the players can change from human into wolf form during the game, which of course changes their abilities as well! Try them and let me know what you think.
WEREWOLF: 70k
--Human Form (MA-6, ST-3, AG-3, AV-8, no skills)
--Wolf Form (MA-8, ST-3, AG-3, AV-8, Frenzy, Jump Up, Werewolf)
Team Re-rolls at 60k each, can only hire Star Players that will play on Werewolf teams
May choose from General and Agility skills (the added skills would apply to player in both forms)
SPECIAL RULES:
Each player on a Werewolf team must start every drive in Human Form. If a player in Human Form is knocked prone for any reason, then he immediately transforms into Wolf Form (replace prone human model with a suitable werewolf model, also laid prone). Each Werewolf team turn, one player in Human Form may choose to transform into Wolf Form by dropping prone on the pitch and spending an action to do so, which ends his action for the turn (he cannot move or act otherwise during this transformation). When a player chooses to transform, replace his prone human model with a prone werewolf model as described above. A player cannot choose to transform if he is in the tackle zone of any opposing players. Choosing to transform does not cause a turnover, unless that player was holding the ball (in which case it would scatter one square and cause a turnover as usual). Players in Wolf Form remain in Wolf Form until a touchdown is scored or the half ends.
New Trait= “WEREWOLF”
At the start of every Werewolf team turn, roll a D6 for each player in Wolf Form that is positioned in the wide zones or end zones of the field (regardless if they are standing or prone). If the result is “1”, then the player immediately becomes distracted by the crowd and runs off the field (place in the reserves box; do not roll for injury by the crowd). This does not cause a turnover, unless the player was carrying the ball, in which case the ball would scatter one square from the player’s starting square.
If the player is adjacent to a Treeman or a Skeleton, then this roll does not need to be made, because the Werewolf is already distracted by the adjacent opponent(s).
WEREWOLF: 70k
--Human Form (MA-6, ST-3, AG-3, AV-8, no skills)
--Wolf Form (MA-8, ST-3, AG-3, AV-8, Frenzy, Jump Up, Werewolf)
Team Re-rolls at 60k each, can only hire Star Players that will play on Werewolf teams
May choose from General and Agility skills (the added skills would apply to player in both forms)
SPECIAL RULES:
Each player on a Werewolf team must start every drive in Human Form. If a player in Human Form is knocked prone for any reason, then he immediately transforms into Wolf Form (replace prone human model with a suitable werewolf model, also laid prone). Each Werewolf team turn, one player in Human Form may choose to transform into Wolf Form by dropping prone on the pitch and spending an action to do so, which ends his action for the turn (he cannot move or act otherwise during this transformation). When a player chooses to transform, replace his prone human model with a prone werewolf model as described above. A player cannot choose to transform if he is in the tackle zone of any opposing players. Choosing to transform does not cause a turnover, unless that player was holding the ball (in which case it would scatter one square and cause a turnover as usual). Players in Wolf Form remain in Wolf Form until a touchdown is scored or the half ends.
New Trait= “WEREWOLF”
At the start of every Werewolf team turn, roll a D6 for each player in Wolf Form that is positioned in the wide zones or end zones of the field (regardless if they are standing or prone). If the result is “1”, then the player immediately becomes distracted by the crowd and runs off the field (place in the reserves box; do not roll for injury by the crowd). This does not cause a turnover, unless the player was carrying the ball, in which case the ball would scatter one square from the player’s starting square.
If the player is adjacent to a Treeman or a Skeleton, then this roll does not need to be made, because the Werewolf is already distracted by the adjacent opponent(s).