1200 Skaven + 6 skills Tournament
Posted: Thu Mar 08, 2012 6:13 am
I'm thinking of this for a 1200 TV tourney with a 6 skill package:
320 = 4 gutter runners: block, wrestle, kick
180 = 2 blitzers: frenzy, tackle
70 = 1 thrower: leader
200 = hakflem
100 = Fezglitch
150 = 3 linerats:
50 = 1 apo
50 = 1 bloodweiser babe
60 = 1 reroll
10 = 1 cheerleader
10 = 1 assistant coach
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1200 + 6 normal skills
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PURCHASING FROM THE INDUCEMENT OPTIONS
All Star Players are available (for their relevant teams) at their FULL costs; ie, Griff Oberwald is worth 320,000 GC. These stars are treated as players on your roster, though they naturally will still suffer from LONER. Any team may purchase up to two star players, and opposing teams may indeed purchase the same star for the same game.
Goblins may purchase up to 3 Bribes for 50,000 GC each; other teams may purchase them for 100,000 GC each.
Halfling coaches may purchase a Halfling Chef as part of the coaching staff for 100,000 GC; others for 300,000 GC. Any team may purchase up to 2 Bloodweiser Babes for 50,000 GC each.
Any team able to purchase an Apothecary may add up to two Wandering Apothecaries for 100,000 GC each.
Teams eligible for an Igor may add one for 100,000 GC.
Wizards, Mercenaries, Extra Team Training and Special Play Cards are not allowed.
SKILLS
After you have purchased the players for your team, you may outfit some of the players with additional skills. The following restrictions will apply: you may not add skills to Star Players; you may not add more than one skill to any player; and you may not add the same skill to more than two players on your team.
The skill options are as follows:
Six players may be given one "Normal" skill, that is a skill from any Category listed as "Normal" for that player.
4 players may be given one "Normal" skill, and 1 player may be given a "Double" skill.
2 Players may be given one "Normal" skill each, and 2 players may be given a "Double" skill.
To determine which skills are "Normal" and which are "Double," see pages 54-60 in the Competition Rules set.
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320 = 4 gutter runners: block, wrestle, kick
180 = 2 blitzers: frenzy, tackle
70 = 1 thrower: leader
200 = hakflem
100 = Fezglitch
150 = 3 linerats:
50 = 1 apo
50 = 1 bloodweiser babe
60 = 1 reroll
10 = 1 cheerleader
10 = 1 assistant coach
---
1200 + 6 normal skills
----------------------------------------------------------------
PURCHASING FROM THE INDUCEMENT OPTIONS
All Star Players are available (for their relevant teams) at their FULL costs; ie, Griff Oberwald is worth 320,000 GC. These stars are treated as players on your roster, though they naturally will still suffer from LONER. Any team may purchase up to two star players, and opposing teams may indeed purchase the same star for the same game.
Goblins may purchase up to 3 Bribes for 50,000 GC each; other teams may purchase them for 100,000 GC each.
Halfling coaches may purchase a Halfling Chef as part of the coaching staff for 100,000 GC; others for 300,000 GC. Any team may purchase up to 2 Bloodweiser Babes for 50,000 GC each.
Any team able to purchase an Apothecary may add up to two Wandering Apothecaries for 100,000 GC each.
Teams eligible for an Igor may add one for 100,000 GC.
Wizards, Mercenaries, Extra Team Training and Special Play Cards are not allowed.
SKILLS
After you have purchased the players for your team, you may outfit some of the players with additional skills. The following restrictions will apply: you may not add skills to Star Players; you may not add more than one skill to any player; and you may not add the same skill to more than two players on your team.
The skill options are as follows:
Six players may be given one "Normal" skill, that is a skill from any Category listed as "Normal" for that player.
4 players may be given one "Normal" skill, and 1 player may be given a "Double" skill.
2 Players may be given one "Normal" skill each, and 2 players may be given a "Double" skill.
To determine which skills are "Normal" and which are "Double," see pages 54-60 in the Competition Rules set.
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