The Hoi Paloi

Race: Chaos Dwarf
Coached By: ElFishski
#Player NamePositionmastagavPlayer SkillsijcptdincsvpspCost
1MatricesChaos Warrior74310Block, Stand Firm, *Tentacles*, MH, +2MA, Niggling Injuryn 16 98106100k
2Citadel IIChaos Dwarf Blocker43210Block, Tackle, Thick Skull, Mighty Blow, Guard, *Dodge*, *Jump Up*, MH 22 1166070k
3KeepChaos Dwarf Blocker4329Block, Tackle, Thick Skull, Mighty Blow, Guard, *Dodge*, Pro, Niggling Injuryn11 1176170k
4StrongholdChaos Dwarf Blocker4329Block, Tackle, Thick Skull, Mighty Blow, Guard, Stand Firm, Pro  111777470k
5Zarf *Chaos Dwarf Blocker44210Block,Tackle,ThickSkull, Mighty Blow, Guard, StandFirm,Semi-Regen, *+1ST*, Ring/Nigglen1221698870k
6Tower IIIChaos Dwarf Blocker4329Block, Tackle, Thick Skull, Mighty Blow, Guard, *Diving Tackle*, Pro    1576570k
7Defer [b]Chaos Dwarf Blocker4329Block, Tackle, Thick Skull, Mighty Blow, Guard, *Dodge*    643270k
8Evil Fiend (C)Hobgoblin6449Block, Frenzy, *Mighty Blow*, Pro, Leader, Armour Of Luck, *+1ST*, +1AG, MH, Niggle, --BountyHunter--n215 41716440k
9HaddockHobgoblin6347Block, *Dodge*, Dirty Player, Pro, +1AG, Niggling Injuryn278 24512440k
10ArkumnaughtHobgoblin6337Block, *Dodge*, Dirty Player, Pro, Dauntless 14 47714240k
11PillockHobgoblin6338Block, *Dodge*, Dirty Player, Pro, Dauntless, Kick, MH 44 451015640k
12Spear *Beastman6338Block, *Razor Sharp Fangs*, Tackle, Stand Firm, Pro, Horns 24 35812460k
13Pike *Beastman6348Block, Horns, Stand Firm, *Diving Tackle*, Pro, +1AG 3820 2311760k
14Urgrain *Orc Blitzer6339Block, Mighty Blow, Stand Firm, Tackle, Guard, Dauntless 615 15812180k
15Automaton *Bull Centaur6429Block, Mighty Blow, Stand Firm, Sure Feet, Thick Skull, Sprint  12 14484130k
16Idello [b]Bull Centaur65310Block, Sure Feet, Thick Skull, Sprint, Stand Firm, *+1ST*, +1AG, *Tourney Helm* 322 46107130k
 
 
Team Name:Hoi PaloiRe-Rolls:8x $50k =400k
Race:Chaos DwarfFan Factor:30x $10k =300k
Team Rating:539Assistant Coaches:1x $10k =10k
Treasury:80kCheerleaders:1x $10k =10k
Coach:ElFishskiApothecary:1x $50k =50k
*=old FA, Prem Items: Rakarth's Last Chance, Magical Healing KitTeam Wizard:1x $150k =150k
TOTAL COST OF TEAM:1330k

Team Pictures

Home Field

Retired/Dead Players

Ornamental Sword : The winning team of the Blacksmith's Tournament acquires a special trophy, an ornamental sword. This trophy can be kept as long as the team wants, but can be sold at any time for 300,000 gp.
Ring of Armour : Primary power: The wearer gains a regenerative power. Upon receiving an injury (Badly Hurt or worse), or failing a Niggling Injury roll (including the special injury given to a predictions race wearer), the player can roll a special Regeneration roll on 5+. If he succeeds, he is put into the Reserves box instead of the Injury box (or can participate to the game in the case of failing a Niggling Injury roll). If it fails, the apothecary can still do his job (only in this case will the player remain on the field if the injury occured there). In addition, the wearer can recuperate from a KO injury on 3+ instead of 4+.
Secondary power: The wearer gains +1AV that can be combined with a Magic Helmet if the player already has one or acquires one in the future. The rule for maximum AV10 still applies, though.
Armour Of Luck : This enchanted armor is made entirely of a surprisingly light metal which imitates nicely Ithilmar, the special elven metal. Numerous engravings decorate the armor and strengthen the magic; they are in the language of the team for whom the armor is created. The wearer of the armor gains +1AV, and can also wear a Magic Helmet, as long as it does not elevate his Armor Value higher than 10. The bonus is only applicable when the armor is worn by its legitimate possessor.

The Luck Stone embedded in the armor will grant the wearer a good dose of chance, which results in the following effects:
The wearer cannot be affected by cards that play on bad luck. They are: Banana Skin, Flu Bug (re-roll if the wearer is randomly selected), Injured in Practice (re-roll if the wearer is randomly selected), It Wasn't Me (re-roll if the wearer is randomly selected), Press Gang (re-roll if the wearer is randomly selected).

More importantly, the wearer gains a special "Luck Re-roll" that can be used once per game. This re-roll can be used to retry a missed roll affecting the player (failed pass by the wearer, failed catch by the wearer, failed dodge, failed go for it, failed pick up, failed Leap, failed Regeneration and failed Thick Skull). This re-roll can be used even if the Team, Leader or skill re-roll has been used, as long as it will not generate a third result for the same dice (remember, any roll can only be rolled twice). The Luck Re-roll can also be used to re-roll a Pro roll used on a failed attempt on a roll described above. It can also be used on a failed block or Diving Tackle, but only if the result is a SKULL (simple, double or triple). The Luck Re-roll can also be used on the opponent's turn for two other special situations: to re-roll a failed apothecary attempt on the wearer, or to force the opponent to re-roll an armor/injury roll (not foul) made on the wearer, as long as it doesn't generate a third result for the same roll. This is the Luck Re-roll forcing a second roll, thus the opponent's Team re-roll is not wasted by this.

Dr. Nick's Special Treatment Awarded to Riff Raff: Dr. Nick is on the leading edge in the field of behavioral studies. His clinic is known throughout the old world. Being a huge fan of the Big Guys that play in the game of Blood Bowl, it has inspired Dr. Nick to take his special brand of therapy to the pitch. As a result, Dr. Nick has sponsored a tournament, in hope of selecting the strongest subjects for his newest research. The winning team receives a very large amount of time lying on the couch talking about their mother, in Dr. Nick’s office.
The result of this is that a Bull Centaur of The Riff Raff was able to choose to take +ST instead of rolling for a skill, which was used by Idello.