Lord Wriggly's 'Lou Longbomb Skywalker'
Lou Skywalker, a small halfling even among halflings, always dreamt of becoming the greatest halfling BloodBowl player in living history (not too difficult because most BloodBowl playing halflings have a life expectancy counted in mere matches instead of years).
Being not completely stupid (which isn’t saying much) he knew he had to have an unfair advantage hence his shack-built Jet Pack.
He reckoned that any which way the story went, it would end with a bang.
Lou ‘Longbomb’ Skywalker Price : 80.000 gp
Profile MA ST AG AV Skills
Longbomb 5 2 3 6 Dodge, Stunty, Right Stuff,Jet Pack
Jet Pack (Extraordinary):
Before a throw, the halfling equipped with a jetpack must declare if the pack is to be activated or not. When activated, he can control the accuracy and the distance of the trajectory. Otherwise, the throw is treated as normal.
Whenever a halfling is thrown up to the short pass range and the throw isn’t fumbled, the pass is always accurate.
It is even possible to throw up to the long pass range but if not fumbled this throw is always inaccurate.
All normal passing modifiers apply.
If fumbled, the player falls prone on his starting position. Landings occur according to the normal rules. Whenever the player falls prone with an active pack (fumbled or bad landing), unexpected things can and will happen!
Roll a D6 on the Mishap table below:
Jet Pack Mishap Table
1D6 Result
1 - Oh Shiiiiit! The jetpack flares and the player careers across the pitch in a random direction over a 2D6 distance. If he happens to hit another player (friend or foe) while moving across the field, that player is pushed back and falls prone on a 4+. However, if this player has the Stand Firm skill the careening halfling comes to an abrupt standstill. Roll immediately for injury.When hitting a prone player, this player is simply pushed back. Roll for armour and injury when necessary.After hitting a player, the living (only just) pinball changes direction. When he finally comes to rest on an empty square at the end of his trajectory, roll for armour and injury. Add +1 for every player hit en route. This modifier can be used on the armour or the injury roll, not both (cfr Mighty Blow).When the player moves over the ball, it scatters.
2 – 6 Nothing happens