Mercenary [Vampire Thrower]

(Unit)
Type: model
Category: Inducements
Categories: Players, Mercenary, Positionals, Vampire Thrower, Inducements
LinkId: 8f94-8ba8-c379-4f84
Hidden: false
Costs: 140000 TV
Options (1)
Rules (5)
Hypnotic Gaze
During their activation, this player may perform a ‘Hypnotic Gaze’ Special action. There is no limit to how many players with this Trait may perform this Special action each team turn.

To perform a Hypnotic Gaze Special action, nominate a single Standing opposition player that has not lost their Tackle Zone and that this player is Marking. Then make an Agility test for this player, applying a -1 modifier for every player (other than the nominated player) that is Marking this player. If the test is passed, the nominated player loses their Tackle Zone until they are next activated.

This player may move before performing this Special action, following all of the normal movement rules. However, once this Special action has been performed, this player may not move further and their activation comes to an end.
Regeneration
After a Casualty roll has been made against this player, roll a D6. On a roll of 4+, the Casualty roll is discarded without effect and the player is placed in the Reserves box rather than the Casualty box of their team dugout. On a roll of 1-3, however, the result of the Casualty roll is applied as normal. This Trait may still be used if the player is Prone, Stunned, or has lost their Tackle Zone.
Bloodlust (2+)
To keep control of their wits, Vampires need a supply of fresh blood. Whenever a player with this trait activates, after declaring their action, they must roll a D6, adding 1 to the roll if they declared a Block action or a Blitz action. If they roll equal to or higher than the number shown in brackets, they may act as normal.

If the player rolls lower than the number shown in brackets, or rolls a natural 1, they may continue their activation as normal thogh they may change their declared action to a Move action if they wish. If the player declared an action that can only be performed once per team turn (such as a Blitz action), this will still count as the one of that action for the team turn. At the end of their activation they may bite an adjacent Thrall Lineman team-mate (Standing, Prone or Stunned). If they bite a Thrall, immediately make an injury roll for the Thrall treating any Casualty result as Badly Hurt; this will not cause a Turnover unless the Thrall was holding the ball. If they do not bite a Thrall for any reason then a Turnover is caused, the player will lose their Tackle Zone until they are next activated, and will immediately drop the ball if they were holding it. If the player was in the opposing End Zone, no Touchdown is socred. If a player who failed this roll wants to make a Pass action, Hand-off, or score, then they must bite a Thrall before they perform the action or score.
Loner (4+)
If this player wishes to use a team re-roll, roll a D6. If you roll equal to or higher than the target number shown in brackets, this player may use the team re-roll as normal. Otherwise, the original result stands without being re-rolled but the team re-roll is lost just as if it had been used. This Trait must still be used if the player is Prone or has lost their Tackle Zone.
Pass
This player may re-roll a failed Passing Ability test when performing a Pass action.

Profiles:

Player MASTAGPAAVPrimarySecondaryCost
Vampire Thrower

6

4

2

2

9

AGP

S

110000

Bloodlust (2+), Hypnotic Gaze, Pass, Regeneration

Modifiers:

set hidden true
1+ selections of Freebooters in roster (recursive)
Used By (1)
Vampire Team(Catalogue)