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Clan Skryre Teams


 0-16  Clan Rats  50,000  7  3  3+  4+  8+    G  ASPM 
 0-2  Mecha Vermin  80,000  5  4  5+  6+  10+  Iron Hard Skin  GS  AM 
 0-2  Jezzail  80,000  7  3  3+  3+  8+  Sure Hands, Cannoneer, Hail Mary Pass  GP  ASM 
 0-2  Poison Wind Globadiers  50,000  6  3  3+  4+  9+  Bombadier, Secret Weapon  G  ASPM 
 0-1  Warp Grinder  50,000  7  3  3+  -  8+  Chainsaw, Secret Weapon  G  ASM 
 0-1  Doom Flayers  170,000  5  7  5+  -  10+  Loner(5+), Break Tackle, Frenzy, Juggernaut, No Hands, Mighty Blow(+1), Secret Weapon, Dirty Player(+2)  S  GAM 
 Re-roll counter  60,000 
 Apothecary  Yes 
 Special Rules  Underworld Challenge, Bribery and Corruption 
 Tier  2 


Player Pics


Player Icons
Clan Rat

Mecha Vermin

Jezzail

Poison Wind Globadiers

Warp Grinder

Doom Flayer


Famous Teams
Warpfire Wanderers, first mentioned in 2nd edition Star Players book, 1989

Background
Years ago when the world was at war Clan Skryre were considered the most powerful of all the Great Skaven Clans. They created great weapons of science and magic and were rewarded by the Council of Thirteen with untold riches.

But then came the age of Bloodbowl and the Council of Thirteen had no need for Clan Skryre's Warpstone infused machines. Clan Skryre's power and influence over The 13 dwindled.

Clan Skryre tried to convince the council that their machines had a place in Bloodbowl but their pleas fell on deaf ears. Skaven teams flourished without their aide, becoming one of the most successful races in Bloodbowl.

After years of watching Skaven teams go from strength to strength Clan Skryre took matters in to their own hands and became the first of the Great Clans to form their own teams. They were nowhere near as effective or successful as the regular Skaven teams but nevertheless Clan Skyre built up a great and loyal fan base. They became known for their great weapons and cheating ways once more.

Rationale
Clan Skre are famed for their secret weapons so it was clear straight away that I was looking at a Secret Weapon heavy roster here. Because of this I gave them the same special rule as Goblins regarding bribes, which also fits their fluff quite nicely as they are extremely wealthy. The cheap bribes are vital for races like this because they will be unable to field a full team for 2 halves without bribes because of auto sending off rule for all Secret Weapons in CRP.

The Lineman is your standard Clan Rat.

The Jezzail is basically the same as the Blunderbuss or Bazooka star players in the normal game. While they do have a number of useful skills Secret Weapon is a huge negatrait so they remain the same price as the Clan Rat.

Similarly the Poison Wind Globadiers remain the same price as the Clan Rats because they are unlikely to play more than half the game. I lowered their movement by 1 and increased their AV as they have quite heavy armour for Skaven and contain a lot of equipment to keep them safe from the poison globes they carry.

Doom Flayers were the final player added, I opted for this over the Dooom Wheel (which is also a Skryre machine) because it would fit on the Bloodbowl pitch, the Doom Wheel would just be too big like a Kill Dozer of the Dwarves or Goblin Tank both of which feature in Bloodbowl Fluff. The Doom Flayer is basically a smaller Doom Wheel and its stat line and skills are fairly similar to the Deathroller, losing Stand Firm and 1 point of Av for +2Ma and Frenzy. I felt these changes gave it more individuality and seemed more in keeping with a Skaven team.

Season 2 (2020 Edition) Changes
Adjusted Doomflayer in line with Deathroller. I.e. DP +2 Loner 5+. Adjusted PA stat in line with the core rules. Change Mech Vermin thick skull to iron hard skin.

Team design, background and rationale by Garion and the CIBBL team.
Player Pics by Knut Rockie, coloured by Garion
Icons by Whatball, Machjacob and Cowhead

Last update: October 21, 2024