Wood Elf Invitational

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Orion's Cup

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Every thousand years, a worthy Wood Elf is chosen to become the new Orion, earthly incarnation of Kurnous, the Hunter God. The chosen one must then rule on all Athel Loren with the Queen Ariel, earthly incarnation of Isha, the Earth Mother. The time approaches, and all sorts of competitions are declared in search of the most worthy. The current Orion, being an appreciative fan of the noble sport, proclaimed that the best Wood Elf Blood Bowl teams would compete to find, maybe, the next incarnation of Kurnous.

Special competitions & prizes

  • Kurnous' Chosen : The War Dancer collecting the most SPP during the tournament (mvp's are not counted) will be gifted with a magical Elven Chainmail. The elegant armor adds +1AV to the player and can be combined with a Magic Helmet. The War Dancer will also receive special training from Orion himself, and will be able to choose a bonus strenght skill of his choosing. The player will have to miss the first match of the season to reflect the time spent learning the new skill.

  • Windwalker : The Catcher earning the most TD during the tournament will receive a choice: he can receive special training and learn a bonus general or agility skill, or he can decide to wait for his next skill roll, automatically rolling a double at this time. If he undertakes special training, he will miss the first match of the season to reflect the time spent learning the new skill.

  • Deepwood Marksman : The Thrower making the most completions during the tournament will receive special training. He will miss the first game of the season to reflect this, and once he comes back, he will have gained a permanent bonus of +AG.

  • Durthu's Favorite : The Treeman harvesting the most casualties will receive a bonus normal skill (general or strength) if he has already lost his negative skill. If he has not, he will not gain a bonus skill. Instead, he will automatically lose the Take Root skill next time he gains a skill roll. To help him obtain the next level, he will also receive a bonus mvp. The winning Treeman, with roots or without, will also gain a permanent +MA, gift of Isha, the Earth Mother.

  • Dryad : The team winning the Orion's Cup will be gifted with the ultimate Wood Elf creation : a Dryad. It is slightly different than other versions of it, as some of his stats and skills actually change with the seasons. The Dryad can be added to the B-team for training if the winning team is in premier division. The Dryad also starts with one of these physical abilities. He can also select those physical abilities if he rolls a double for skill roll (in addition to any skill on a double, like Chaos). The Dryad counts as an ally.

Thorns :

The natural equivalent of Horns.

Stone barks :

The natural equivalent of Spikes.

Tendrils :

The natural equivalent of Tentacles

Position

MA

ST

AG

AV

Skills Categories Cost
Dryad

6

3

3

8

Thick Skull, Aspect Gn, St, Ph 100K

Aspect : Every season (those are in real life season), some of the stats and skills of the Dryad change. The stat changes are cumulative with the ones the Dryad may already possess due to normal progression, and are not counted toward the maximum of 2 stat upgrades. You will be informed by a commish when the season changes.

  • Aspect of Spring : During this season, the Dryad gains +2MA and Frenzy.

  • Aspect of Summer : During this season, the Dryad gains +1MA, +1AG and Jump Up.

  • Aspect of Autumn : During this season, the Dryad gains +1ST but -1MA.

  • Aspect of Winter : During this season, the Dryad gainst +1ST, +1AV but suffers -1MA and -1AG.


Special rules

Every game, each team is given a Healing Scroll and This Will Hurt a Bit card in addition to their other cards (i.e. these bonus cards should be used in the event of fatalities and permanent injuries occuring by way other than fouling). Special herborists are also there to ensure that no player will miss the next game (all mng's are cured between the games). Also, KO recoveries are 3+ instead of 4+.

No need to roll on the weather table during the tournament. The weather is always nice.

Absolutely no winnings are earned during the tournament. It is totally free to watch the tournament games in Athel Loren, and the Wood Elf teams don't play for money.

All the Treemen with the Take Root negative skill can ignore it during the tournament.

Fouling : This degrading tactics is allowed in the tournament, but every casualty caused by a foul will be downgraded to a KO by the herborists (note that the spp's for the casualty are still earned by the fouler). There is a referee taking part in the games, but note that a player cannot be ejected on a foul by getting a double. Bribe the Ref #1 is the only way to eject a fouler, and the card can only take effect if a Dirty Player is fouling (Bribe the Ref #2 & #3 are considered #1 for the tournament). Since a double doesn't mean anything on a foul in this tournament, the coaches should roll "armX +Y +Z" when fouling instead of "foulX +Y +Z. Orion takes care of the penalties for fouling (see below)...

The king and queen will be present for each game, and will sometimes interfere in it. Orion is equipped with a longbow and a nice supply of blunt arrows. A player hit with such an arrow is immediately knocked down and suffers an injury roll (as with a thrown rock). This causes a turn over. Note that Treemen's solid barkskins cannot be affected by Orion's arrows (re-roll if Orion randomly fires on a Treeman). He will fire an arrow in the following occasions:

  • A roll of 7 comes up on a foul (the sum of the 2d6 unmodified is 7). The arrow will hit the fouler. As a deduction resulting from this, it is safe to foul with a Treeman.

  • If a card in the list below is used and causes a turn over (or a successfull wizard downing the ball carrier), at the turn's start of the team that used the card or wizard, the victim of the turn over can roll 1d6. On a result of 5 or 6, Orion will fire an arrow on a randomly selected player from the moving team on the field. Cards: Grasping Tentacles of Altanson, Hawkfing's Curse, Labbatt's Flying Fist, Lurve Potion, Magic Hand of Jack Longarm, Unseen Shield, Assassin, Banana Skin, Bribe the Ref #1, Custard Pie, Exploding Player, I'll Get You, Mine, Referee!!!, Spy, Stink Bomb, Take a Dive, Trampoline Trap, It Wasn't Me.

  • A Blitz! is rolled on the special kickoff table. Just after the bonus turn begins, Orion will fire randomly on one player from the blitzing team to show his distaste for this procedure if a 5 or 6 is rolled on 1d6.

A number of special events are available for teams suffering a handicap during the tournament. For each bonus mvp they are receiving, they get one of the following special events. Any special event can only occur once every turn, and can be used in either team's turn.

  • Orion's Great Eagle : A giant eagle swoops down and attacks a designated player. This is resolved the same way as a Labbatt's Flying Fist, but the Eagle has ST5, Block, Tackle, Claws. If a POW is obtained on the eagle's block, he will get a hold on the player and try to fly away with him. To do so, the eagle must roll 2d6 and add his ST to the roll. The grabbed player also rolls 2d6 and add his own ST. If the eagle beats the roll of the defender, he will fly away with him and drop the poor victim at the feet of Orion, unharmed. The player will remain out of the game until a TD is scored or the half ends. If the player resists, he will still get knocked down and suffer the Claws. This will not create a turn over, even if the victim was holding the ball. If it is holding the ball and is taken away by the eagle, the ball will scatter once from the spot where the victim was. A player only pushed by the eagle can still continue to move. The eagle will not attack War Dancers or Treemen.

  • Isha's Tears : Same effects as Scutt's Deluge of Despair, except that this cannot affect Treemen.

  • Ariel's Wink : A designated player on the field loses his TZ for the turn. This can only be used on Wood Elves.

Special kickoff table

During the invitational, this table will be used for each kickoff.

2d6

Result------------------------------------------------------------------------------------------------------------------

2

Isha's Blessing : All the Wood Elves on the field receive a bonus of +AG for the drive.

3

Get the Ally! : A xenophobic fan throws a sling stone to a randomly selected ally on the field (not a Treeman). Assign a number for EACH ally (of both teams) and roll a die to determine the ally hit. Roll an injury roll for him. No armor roll is necessary.

4

Perfect Defense : Same effect as usual.

5

Gift of Speed : All the Wood Elves from the kicking team get +MA for the drive.

6

Bad Kick : Same effect as usual.

7

Sunshine : The weather is Very Sunny for the drive.

8

Quick Snap : Same effect as usual.

9

Gift of Speed : All the Wood Elves from the receiving team get +MA for the drive.

10

Blitz! : Same effect as usual. Do not forget Orion's arrow.

11

Haste Treemen : The Treemen on the field gain +2MA for the drive, and can make two actions per turn (as with a 6 on Magic Potion).

12

Orion's Gift : All the Wardancers on the field gain +1ST, and the Mighty Blow skill if they don't have it already. This lasts for the remainder of the half.

Kurnous' Chosen

Name of the War Dancer

Team

SPP

Aenarion Kings Glade Rangers

21

Windwalker

Name of the Catcher------------

Team

TD

Windtalker

DHT

4

Deepwood Marksman

Name of the Thrower---------------------

Team

Comp

Nemesis Kings Glade Rangers

8

Durthu's Favorite

Name of the Treeman

Team

Cas

Child of Gaea Kings Glade Rangers

11


Quarter finals

Semi finals

Final

Kings Glade Rangers

3

7

Kings Glade Rangers

3

11

Ekoxarna

2

2

Kings Glade Rangers

1ot

7

Merrywood Treeknotters

3

8

Spy Game

1

3

Spy Game

5

7

Orion's Cup Winner

DHT

Commi Faeries of Doom

1

5

DHT

2ot

3

DHT

2

1

DHT

2ot

4

Gladiators of Galadriel

4

0

Gladiators of Galadriel

1ot

4

Fractal Life

2

5


Accurate predictions : 5 / 7

Special thanks to Azrael for providing me with WarHammer Wood Elf intelligence.