Another reason for trying to make them work as they do in D&D is because Blood Bowl is actually a part of our campaign world, and Verminaard owns a Blood Bowl team of draconians. The way they self destruct makes the team a little more complicated, but without that trait they would feel as though they were missing something.
Here's what I got so far.
DRACONIAN TEAM
Code: Select all
# Position MA ST AG AV Skills & Traits (Upgrades) Cost
0-12 Baaz 6 3 3 8 Death Throes (Gen) 40k
0-4 Kapak 7 3 3 7 Poison Dagger, Dodge, Death Throes (Gen, Ag) 80k
0-4 Bozak 6 3 3 8 Block, Death Throes (Gen, Str) 80k
0-2 Sivak 5 4 2 9 Prehensile Tail, Death Throes (Gen, Str) 110k
1 Aurak 6 3 3 9 Spell Casting, Head Coach, Death Throes (Gen) 150k
Death Throes: Death Throes is a special racial characteristic exclusive to Draconians. It is not a singular trait, but a general term used for players that self destruct. Each type of Draconian has its own specific type of death throes. Death throes come into play whenever a Draconian suffers a casualty (not an injury). Below are the rules for each type of Draconian‘s Death Throes.
Baaz: When a Baaz Draconian suffers a casualty, he immediately turns to stone. If the player who inflicted the casualty used a weapon that pierces or slashes (such as a poison dagger or a chainsaw), the weapon is lost.
Kapak: When a Kapak Draconian suffers a casualty, he turns into a puddle of acid. Place a marker on the space the Kapak occupied before he was destroyed. Anyone that stands in or passes through the space is subject to an armor check. The puddle of acid remains until the next kick-off.
Bozak: When a Bozak Draconian suffers a casualty, he immediately explodes into a cloud of dust, bones, and debris. Any player that occupies a space adjacent to the Bozak is subject to an armor check.
Sivak: When a Sivak Draconian suffers a casualty, he immediately explodes into a ball of flames. Anyone standing in a space adjacent to the Sivak is knocked over and subject to an armor roll. Any players adjacent to the Sivak that are already laying down are also subject to an armor roll.
Aurak: When an Aurak Draconian suffers a casualty, he is simply placed on his back and remains on the field. When the Draconian team’s turn begins, the Aurak now has the following skills and traits; Block, Frenzy, Jump Up, and Wild Animal. Therefore, he must be the first player to perform an action on the team, or be called for illegal procedure. He must also perform a blitz if at all possible on the nearest opposing player, and must continue to attempt blocks against that player until the Aurak goes down, the opponent goes down, or the Aurak runs out of movement. Once the Aurak’s actions are complete, he explodes into a ball of energy. Any players standing in a space adjacent to the Aurak are knocked down. Any players occupying a space adjacent to the Aurak (including those that are already laying down) are subject to an armor check with a +1 added to the dice roll. Anyone failing the armor check is subject to an injury roll with a +1 added to the dice roll.
Poison Dagger: Kapak Draconians are automatically equipped with poison daggers. All rules applying to the poison dagger secret weapon apply to those of the Kapaks‘.
Spell Casting: Auraks are capable of casting spells the same as a wizard. All the same rules apply, except that an Aurak is able to cast spells while on the field.
Head Coach: Auraks represent the head coach of a Draconian Team. The team must have one, and only one. If the Aurak is lost, the team cannot play until they are able to purchase a new Aurak as their head coach. If the Aurak is on the field, and the team does not have an assistant coach, they cannot argue with the ref if he sends one of their players off the field.