Failed Argue the Call rolls and Necromancers...

Don't understand a particular rule or just need to clarify something? This is the forum for you. With 2 of the BBRC members and the main LRB5/6 writer present at TFF, you're bound to get as good an answer as possible.

Moderator: TFF Mods

Post Reply
dode74
Ex-Cyanide/Focus toadie
Posts: 2565
Joined: Fri Jul 24, 2009 4:55 pm
Location: Near Reading, UK

Failed Argue the Call rolls and Necromancers...

Post by dode74 »

This seems to be a change from CRP, going from the Teams of Legend PDF.

In CRP:
"Instead of purchasing an Apothecary, Necromantic and Undead
teams use the services of a Necromancer. The Necromancer is
free to the team and allows the team once per a match to ‘Raise
the Dead’."

In ToL:
"Necromantic Horror and Shambling Undead teams cannot hire an Apothecary, either as a permanent fixture on their roster
or as an inducement. However, their Head Coach is replaced by a Necromancer
...
If you have a suitable miniature representing your Necromancer, you can argue the referee’s call in the same way that you would with a Head Coach."

So in CRP you hired a necromancer, while in ToL you replace the head coach with one.

Does that mean that if your Head Coach, who is now a Necromancer, fails an Argue the Call roll and is ejected that you can no longer use the Raise the Dead ability?

On a related note, I've not seen the new coach variants rules, but would they have an effect on the Necromancer and therefore Raise the Dead?

Reason: ''
User avatar
Darkson
Da Spammer
Posts: 24047
Joined: Mon Aug 12, 2002 9:04 pm
Location: The frozen ruins of Felstad
Contact:

Re: Failed Argue the Call rolls and Necromancers...

Post by Darkson »

viewtopic.php?f=24&t=44070

Can't help you on the related question, as I've no idea what they are.

Reason: ''
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
Post Reply