On-Pitch Spellcaster

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Digger Goreman
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On-Pitch Spellcaster

Post by Digger Goreman »

This is the first version.... Constructive input and suggestions welcome... especially on what each should cost....

On-Pitch Spellcaster

Amazon 6337 No-hands AP GS
Chaos 6337 No-hands APM GS
Chaos Dwarf 6337 No-hands AP GS
Dark Elf 6347 No-hands AP GS
Dwarf 4337 No-hands AP GS
Elf 6347 No-hands AP GS
Goblin 6237 Dodge, No-hands, Right Stuff, Stunty AP GS
Halfling 5236 Dodge, No-hands, Right Stuff, Stunty AP GS
High Elf 6347 No-hands AP GS
Human 6337 No-hands AP GS
Khemri 5337 No-hands AP GS
Lizardmen 8237 Dodge, No-hands, Right Stuff, Stunty AP GS
Necromancer 6337 No-hands AP GS
Norse 6337 No-hands AP GS
Nurgle 5337 No-hands APM GS
Ogre (snotling) 5135 Dodge, No-hands, Right Stuff, Stunty, Titchy AP GS
Orc 5337 No-hands AP GS
Skaven 7337 No-hands AP GSM
Undead 6337 No-hands AP GS
Vampire (thrall) 6337 No-hands AP GS
Wood Elf 7347 No-hands AP GS

Most Spellcasters are based on an average, Man-ish type (6337) except where obviously different (Elves have Ag4, Stunties are lower in St, etc., Dwarves/Orcs/Khemri/Nurgle slower).

It takes time to position and summon a fireball/lightning bolt. That requires the relative safety of the dugouts. However, telekinetic Wizards found that they could effect a block on the field with decreasing accuracy as range increased. Armor interferes with telekinesis and they need their wands to channel… therefore Av7 and No Hands….

The Spellcaster may throw a block, or move and throw a block using the team’s blitz for the turn, all at a distance. The block is thrown just like a pass. On a roll of 1 (natural or modified), the spell is fumbled and goes off in the Spellcaster’s face. Treat the same as if a skull had been rolled. The Spellcaster is knocked down and rolls for armor. This is a turnover. Range modifier is the same as if the Spellcaster were throwing a pass to the recipient of the block. If the block is not accurate, treat it the same as an inaccurate pass: scatter three times and apply the block to whoever is in the new square, if anyone. An accurate/inaccurate block is resolved by rolling one die without assists from either side. If a skull is rolled, the block fizzles, but no turnover. Otherwise, apply the push or down as if the block were thrown from the square in the direction of the Spellcaster.

Reason: ''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
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cyagen
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Post by cyagen »

Why no hands?

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Post by stashman »

cyagen wrote:Why no hands?
Try read the whole post before asking :lol:

Armor interferes with telekinesis and they need their wands to channel… therefore Av7 and No Hands….

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Post by cyagen »

I read it, but have a wand in one hand does not compare to having a chainsaw or a ball and chain.

So I reapeat the question: why no hands? Apart from the cost penalty :D

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Post by Digger Goreman »

Actually it's not a bad question... or answer :wink: ... it's to keep them doing what they are designed for and not to become ball carriers... they are potentially powerful enough....

Reason: ''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
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