From: kuaxe@kuhub.cc.ukans.edu
Newsgroups: rec.games.board
Subject: Blood Bowl:  New Player -- Golem
Date: 17 Nov 92 13:31:11 CST
Organization: University of Kansas Academic Computing Services

			THE GOLEM

	The golem made its first appearance when a flesh golem was brought on
the field by the undead team the Stilled Heartbeats versus the Viking team
Valhalla Bound.  Since that time golems have become a mainstay on many Blood
Bowl teams.  Four types of golems exist at the moment.  They are clay, flesh,
stone, and iron.  They were designed with one purpose in mind, destroying the
other team.  Here are the stats:
CLAY:  MA  SP  ST  AG  AV           FLESH:   MA  SP  ST  AG  AV
       3   0   6   1   11                    3   0   7   1   12
Mighty Blow: lvl 1                          Mighty Blow: lvl 2
Toughness:  lvl 1                           Toughness:  lvl 2

STONE:   MA  SP  ST  AG  AV          IRON:   MA  SP  ST  AG  AV
         3   0   8   1   13                  3   0   8   1   13
Mighty Blow:  lvl 3                          Mighty Blow: lvl 4
Toughness:  lvl 3                            Toughness:  lvl 4

COST:
	The cost of purchasing one of these juggernauts is as follows:
CLAY:  8,000 GC
FLESH: 10,000 GC
STONE: 15,000 GC
IRON:  20,000 GC
	This cost includes the material required for the golem and a wizard who
stays in the team's employ to keep the golem animated and in functioning
condition.  The cost required to keep the golem animated, which is payed during
the player payment phase, is clay: 4 mp,  flesh: 8 mp, stone: 12 mp, and iron:
16 mp.  It is assumed that you are using the rules for purchasing MP's at
1000 gc's for 1d6 MPs.  If the golem is killed, it costs 2X the normal mp cost
of animation to reanimate it.  You must also pay the wizard who keeps charge of
the golem 500 gcs/ game.

SPECIAL RULES:
	A.  Golem cannoot carry the ball, throw, or catch.  If the ball lands
on the golem, roll for scatter.
	B.  Golem is a large creature with all large creature rules applying.
	C.  Golem, nor the wizard controlling it, are affected by assassins,
bribery, drugs, or any other dirty tricks of that nature.
	D.  Golem, when blocking a mutant, is not affected by the following
mutations: Hideous appearance, hypnotic gaze, leprous flesh, and noisome
stench.
	E.  Golem is not affected by the spells Death, Lightning, mind blow,
and fearmonger.
	F.  Golem cannot hold spells.
	G.  Roll of 12 on an armor roll is always a failure.  The high AV
values work against MB or other negatives to AV.
	H.  Golem can't be a star player.  He also does not get experience for
games.
	I.  Only one golem is allowed per team because of league rules, and the
rules of the wizard labor union.  The golem fills up player space on the
roster.
	J.  It has no animosity or dislikes.  No creatures have any toward it.
	K.  Not affected by fear of mummy rot or mummy rot itself.
	L.  The opposing coach may roll during the match to see whether the
trapped spirit which is used to power the golem goes haywire.  Once the roll is
made, another may not be made until after a touchdown is scored.  On a 1 on 1d6  
the golem goes beserk and attacks the nearest player.  In case of a tie between
"nearest" players, the coach who owns the golem may choose the victim.  The
golem comes back under the coach's control after a touchdown is scored.

       Well, I hope you enjoy these rules.  They should be totally
comprehensive (I hope).

		Tim Benninghoff

		kuaxe@kuhub.cc.ukans.edu