Sixpack595 wrote:OK, I didn't even know there were rules for them! I'd like to see them.
I actually wrote up an formal article with painted Blood Bowl Spirit players for this team after playtesting it for BB Mag, but it was rejected because BB Mag didn't want to do house rules teams. The article which JKL helped me create might make it to House Rulez someday (cool painted pics of them playing against a 2nd edition Skaven team).
Anyway the Spirit team ... this has been tested over several teams in the MBBL2 and WBBL. Its not as bad as Goblins, but its a real challenge to play in a league setting. Player turnover is a major concern of the team. But played well, its got threat potential. Brian Hixon in the MBBL2 almost coached this team to a playoff slot in Season 2 of the MBBL2.
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Players:
0-12 Ghost 30,000 6 3 2 7 Ethereal, Banishment GEN
0-4 Spectre 60,000 5 3 3 8 Chill, Ethereal, Banishment GEN
0-4 Wraith 90,000 6 3 3 8 Block, Chill, Ethereal, Banishment GEN/ST
0-2 Banshee 90,000 8 2 4 7 Hypnotic Gaze, Ethereal, Banishment GEN/AG
Big Guys:
0-1 Vampire 110,000 6 4 4 8 Hypnotic Gaze, Off for a Bite, Regeneration, Big Guy GEN/AG/ST
Rerolls: 60,000
New skills:
Ethereal: Spirits can phase directly through other players using energy from that player to use this skill. The Ethereal skill works very similar to the Leap skill (player makes an AG roll) except that if the roll is failed the Spirit player simply fails to pass through the player, his move ends in the square he started from and he may take no other actions that turn. An Ethereal move (leap) must be two squares in a straight line and must pass through a player from the opposing team. A player will not drop the ball by using Ethereal and a failed Ethereal roll does not cause a turnover.
Chill: With a touch, this player can drain the life/magic energy from an opponent. A player with Chill can make an unmodified armour roll against an adjacent prone opponent. If the roll exceeds the opponent's AV, the opponent is Stunned. Chill is a free action and can be performed at any point during a player's actions (like Hypnotic Gaze). Chill may NOT be re-rolled.
Banishment: A Spirit player's hold on this plane is very weak. A non-star Spirit player will be considered Dead if Seriously Injured. Spirit players who achieve star player status (31 SPPs) have a firm "ghostly" hold on this plane which means they will treat Seriously Injured results as Badly Hurt.
Apothecary:
An Spirit team may not have an apothecary.
Head Coach: The Spirit team may not freeboot a wizard instead they have a free Necromancer as their head coach - after all, it is the Necromancer's spells that created the team in the first place and they wouldn't exist without him! If the Spirit team loses its Necromancer during a match (arguing the call), it may not use the Necromancer's Raise Dead or Resummon spells at the end of the match or argue any calls for the rest of the match. Spirit teams that lose their Necromancer Head Coach can carry on playing as normal. The Necromancer will be replaced/return in time for the next match in the same way as a normal Head Coach.
A Spirit Necromancer can cast two spells from the following list every match (a spell may be cast more than once).
Raise Dead:
Can be cast at the end of the match if the opposing team had a player killed during the match. The Raise Dead spell allows the Necromancer to raise the player's spirit from the dead, and add him to the Spirit team as a new Ghost player! The spell may be cast on ANY killed opposition player The new player has standard Ghost characteristics no matter what his skills or abilities in life (or death), and may only be added to the Spirit team if it has fewer than 16 players and 12 Ghosts at the time.
Resummon:
The Necromancer can resummon at the end of the match one of his Spirit team players that was killed (banished) from his team during that game for one half the rookie price in gold for the player (rounding to the next lowest 10,000 gps). (ie a 30,000 gps Ghost would cost 10,000 gps to Resummon.) The player returns with full abilities and skills (as if saved from death by an Apothecary). Winnings can be received before Resummon is cast.
Spectral Hand:
A huge ghostly hand is summoned onto the pitch by the Spellcaster which can reach out and hold fast the opposition. The hand may be placed into any unoccupied square in the end zones or adjacent to either sideline. The Hand is considered to have the following stats: MA:3, ST:5, AG:2, AV:7, Skills: Tackle, Extra Long Fingers (treat as Tentacles AND Prehensile Tail). The Hand may perform any action like a normal player (including blocking adjacent players the turn it was cast without using the team's blitz move). The Hand will last until the end of the drive or until it is knocked down at which point it is dispelled (No SPPs for dispelling it). The Hand can temporarily take the number of players on the pitch for the Spirit team over 11 without penalty.
Secret Weapons:
The Spirit team may not use any secret weapons.