Les Règles

Krot Shockwhisker (krot shockwhisker)

Défi des Bas-Fonds / (Underworld Challenge)
 

Coût : 70000 PO

Catégorie : 0-2 (in)famous coaching staff

Quantité : 0-1

Autorisé(e) pour : Gobelins, Skavens, Snotlings, Underworld

🇬🇧

A NEW PLAYTHI… ER, PATIENT!

Once per game, during Step 2 of the End of Drive sequence, Krot can experiment on a player who has been removed from play as a Casualty, in an attempt to get them back out there. Choose a player that is in the Casualty box of Krot’s team dugout (not a Mercenary or a Star Player). This may even be a player that has suffered a Casualty table result of 15-16, DEAD. Roll a D6 on the table opposite and apply the result to the chosen player:

  • 1 There Were… Complications: The player’s condition has worsened. The coach of the opposing team rolls on the Casualty table to determine exactly what has happened to the player. The result of this roll is applied immediately, in addition to any other Casualty table results already applied. Note that multiple Miss Next Game results do not stack.
  • 2-3 Useless Flesh-thing! Krot’s tinkering has no effect and the player remains in the Casualty box.
  • 4-5 Flawed Execution: The player is returned to the Reserves box and can be set up with the rest of the team. However, until the end of the next drive, they gain the Really Stupid (4+) trait. If they already have the Really Stupid (4+) trait, it is replaced with the Really Stupid (5+) trait. At the end of this drive, the player is returned to the Casualty box, where the effects of the Casualty roll that was previously made against them are applied as normal.
  • 6 Witness Perfection! The player is returned to the Reserves box and can be set up with the rest of the team. At the end of this drive, the player is returned to the Casualty box, where the effects of the Casualty roll that was previously made against them are applied as normal.
Utilisations en Matchs
Journée Match Recruteur
Aucun match pour ce coup de pouce
Le Saviez-Vous ?

Lors du tournoi NDC 2018, l'équipe orque "Fanatic Babouins" jouait sa dernière ronde contre une équipe humaine et une victoire assurait une place sur le podium ! Le score était de 1 -1 au dernier tour de la deuxième mi-temps. Et c’est le blitzeur et capitaine « Jokoko » qui avait la balle et devait mettre 2 fois le paquet pour pouvoir marquer le touchdown de la victoire et de la gloire ! Et cela avec la dernière relance disponible ! Jokoko exposa sa stratégie pour ce tour ce qui eut pour conséquence : Block à 1 dé d’un orque noir sur un trois-quart = SKull, re roll, pow (même pas une sortie). Premier paquet de Jokoko = 4. Deuxième paquet Jokoko = 1, Jokoko tombe, jet d’armure 10, jet de blessure 8. Résultat : Match nul, exclus du podium, une des cornes du casque de Jokoko cassée… Espérons que cet avertissement serve au capitaine…Tous les spécialistes et commentateurs en doutent !

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