Monday, January 12, 2009

Dungeonbowl Ramp-Up part 4: Deathdealer Division

And now that Bloodbath has had its due, it's Deathdealer's turn!



The Blackwater Bilgerunners, despite some rough patches in the playoffs, remain one of the top teams in the history of the MMBBL. Built around blinding speed and great skill, they've managed to pack on a few pounds and become the model of resilience in a league that gets frequent customer points at the local funeral home. Led by the sharp direction of quarterback Fivel Mausketrap, the skaven want nothing less than total victory this season. As blitzer Jenner puts it, "It's time to separate the mice from the men - with the mice on top!"

Coached by: Jon Roth. Arena Rule: It's Coming Down!: When rolling on the weather table, a roll of 10-11 is considered pouring rain.


The Chupacabras are responsible for a lot of good MMBBL press in parts of the world which otherwise would have no clue it even existed. A team composed of high-flying luchadors, masked marvels and caped conquistadors, their electrifying play has enthralled lizard and man alike. The Chupacabras do want to win, for hoisting the Dungeonbowl trophy would be as great to them as donning the championship belt. Still, they remain committed to their humble roots, and remember that they are playing not just for themselves, says saurus El Mucho Grande, but also for "the lizard niƱos, who everyday watch us and say "I wish to be the great Bludbol player like them, papa! It is for their sake that we strive for the greatness."

Coached by: Sandy Miller. Arena Rule: Ceremonial Prisms: When rolling on the weather table, a result of 3-4 is treated as Very Sunny.


From the wild, wide-open spaces of Gontufar come the Rampage, driven by instinct to play a game with primal implications. Despite the loss of a few players from unpleasant circumstances during Blood Bowl Day, their ferocity is not diminished in the slightest. Competition is second nature to these belligerent beasts, and as berserker Yo-Kamba likes to say, "in the jungle, the mighty jungle, the lion kicks your ass!" A weeee, um um away, indeed.

Coached by: Ryan Keizer. Arena Rule: Stampede: During a player's turn, if that player performs a blitz action which results in an opponent taking a casualty, the blitzing player may make a second blitz action this turn. This is not cumulative.

Serving their enigmatic matron, Azzilizza herself, in her jungle citadel, the Lurkers are a combination of her thirst for violence, her desire to prove her people superior to others, and of course, her occasional focus on royal whims and fancies. The lurkers themselves, for their part, are unflinchingly loyal and coolly resolved to prove their prowess on the pitch. Witch Elf Melanissa Sanilameh is quite clear when she says, "Victory is the Matron's will, and the Matron's will is law!" I'd stay out of her way, folks.

Coached by: Chris Mudd. Arena Rule: Matron's Favour: When the result on the kickoff table is either Cheering Fans or Brilliant Coaching, flip a coin, with the receiving team calling it in the air. Whoever wins the coin toss may double his or her die roll result for this kickoff.

With dwarves, it's not all about gold, and mines, and booze. Okay, yes, it is, but with the Dark Iron Dreadnaughts from Durr Dammaz, it's also about grudges. Grudges held so long by so many that they're worn down to dust that's been breathed in by the deep-dwellers for countless generations. Stubborn even by dwarf standards, the Dreadnaughts come from a life of underground warfare - they live in the deep mountains, under surface territory claimed by the orc tribes. Their leaders, in an effort to divert the most troubled, dangerous dwarves to constructive uses of time, formed the Dreadnaughts as a way to show dwarven dominance without bringing the mountain down around their ears. Runner Ozgar Blackaxe sees it a little differently, though. "We win all the time, underground. Blood Bowl, closer as it is to the damnable sun, shows us our enemies' strengths on their own turf...as well as their weaknesses."

Coached by: Jai Gagnon. Arena Rule: Stone Floor: When the ball bounces on the ground, it bounces one additional time.



While nearly all of the county of Murdska was ravaged by plagues of undeath, Grenedale (formerly Greendale) arguably got the worst and weirdest of it. For most beings, undeath is something bad that happens after you die. For the Lesionnaires and their folk, it was something that came in like wisdom teeth. The most disturbing part might be the lack of pain - like lepers, they simply lose all feeling in the walking shells their bodies have become. Actually, the most disturbing part is probably how they carry on as if nothing happened, living, working, playing Blood Bowl...No, wait, the most disturbing part is when their eyeballs randomly explode. Yuck. In the words of rotter Filth Collins, "I can feel it...coming in the air tonight. Oh, lord, and I've been waiting for this moment all my life!" Quite the enthusiasm from someone caked in an inch of refuse!

Coached by: Matt Stroud. Arena Rule: Leaving your Mark: If a player is killed, the team whose player got the casualty point for that kill gains a cumulative +1 to their FAME for the remainder of the match.


And there you have it! Fourteen teams in two divisions making for the biggest, meanest MMBBL lineup to date! Tomorrow the regular season kicks off with Bloodbath Division's first round of hostilities! See you there, sportsfiends!

1 comment:

Ead said...

Hey,
Where did you get the helmet designs done? I'd love to use them my own league!