In one of the poll threads, somebody else mentioned they would like an old-style Skeleton team too. Distinctions for the old Skellies were that they were a passing team, not bashy, and that you just couldn't keep them down.
In the current rules, I think giving them Thick Skull as well as Regenerate gives them a suitable bounce back ability. So.....
SKELETON TEAMS
0-16 Liner 40k 5 3 2 7 Regen, Thick Skull [Gen]
0-2 Thrower 80k 5 3 2 7 Regen, Thick Skull, Sure Hands, Pass [Gen, Pass]
0-2 Catcher 90k 6 2 3 7 Regen, Thick Skull, Catch, Dodge [Gen, Ag]
0-1 Reaper 90k 5 3 2 7 Regen, Thick Skull, Chainsaw [Gen]
0-1 Skeleton Ogre 120k 4 5 1 8 Regen, Thick Skull, Mighty Blow, Big, Throw Team Mate [Str]
ReRolls 70k
(Throw Teamie doesn’t help this team, but it would for Deadlings. Optionally, the Ogre could also have Bone Head and drop the price to 110k That’s a philosophical question -- do skeletons have any brains? If so the Ogre would carry over Bone-Head from life. If not, it gets an intellectual promotion when raised from the dead.)
2e-ish Skeletons
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2e-ish Skeletons
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No need for the Skeleton Ogre IMO ... 2e Skeleton teams had access to one or two Mummies. I think this would fill the quasi-big guy role. 2e Skeleton teams had linemen, catchers and throwers ... this would be my interpretation of such a roster (using Vault standards):
This would be a near-literal translation of the Skeleton team from 2e IMO. In 2e Skeleton throwers had the same AG as humans (and in fact elves) ... hence AG 3. In 2e Mummies had a skill that forced opponent's to make a dice roll in order to be able to block them ... hence Foul Appearance rather than Mighty Blow. The special rule is an attempt to update the one the team had in 2e.
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SKELETON TEAM:
0-16 Skeletons 30k 5 3 2 7 Regenerate {G}
0-4 Catchers 70k 6 2 3 7 Regenerate, Catch, Dodge {GA}
0-2 Throwers 80k 5 3 3 7 Regenerate, Pass, Sure Hands {GP}
0-1 Mummy 120k 3 5 1 9 Regenerate, Foul Appearance {GS}
0-1 Reaper 40k 5 3 2 7 Regenerate, Chainsaw, No Hands, Secret Weapon {G}
Rerolls @ 70k
Special Rules: The head coach of a Skeleton team is always a Liche Priest - an undead mage responsible for maintaining the spells that animate the team. At the end of every drive, a Liche Priest may do one of the following: Move one player who has failed his KO roll to the Reserves box, or move one player who has been Badly Hurt to the KO box.
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Ooh, that looks good. The mummy is fine for a general list, and I've even recently made up some mummies to use my team as Khemri. (Took some 2e plastic humans and carved in the bandage wrappings and a skeletal face, plus some minor mods to the armour and helmets.)
But my team always needs an Ogre -- cause I made one out of bits of plastic when I first built the team
I usually have Frankenstein as an option on the team too, since I have that fig painted up in team colours from when it was first released. Currently I use the Ogre and Frankie as optional replacements for some of the mummies on Khemri.
But my team always needs an Ogre -- cause I made one out of bits of plastic when I first built the team

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I was thinking more along these lines:
This would be a team that get's underpowered at high TR, with some interesting but difficult development choices.
Edit: Added Spring Back, to get the feeling that those skeleton bones are never lying still, always coming after you. Makes for nice combos with Piling On or Wrestle.
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SKELETON TEAM:
0-16 Skeletons 40k 5 3 2 7 Regenerate, Spring Back {GS}
0-2 Throwers 100k 6 3 3 7 Regenerate, Spring Back, Pass, Sure Hands {GPS}
0-1 Reaper 60k 5 3 2 7 Regenerate, Spring Back, Chainsaw, No Hands, Secret Weapon {GS}
Rerolls @ 60k
Special Rules: All KO or Badly Hurt players count as stunned (SPP:s for Badly Hurting a player is awarded as usual).
Edit: Added Spring Back, to get the feeling that those skeleton bones are never lying still, always coming after you. Makes for nice combos with Piling On or Wrestle.
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