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The Jockeys race was developed by hunter, with help from other members of the FUMBBL community. For more information, read the Jockeys forum thread.
Qty | Title | Cost | MA | ST | AG | AV | Skills & Traits | Allowed Skills |
0-2 | Wrangler | 70000 | 5 | 2 | 3 | 7 | Poisoned Dagger, Jump Up, Diving Tackle, Thick Skull | G |
0-2 | Farrier | 70000 | 5 | 2 | 3 | 7 | Stunty, Dodge, Kick, Dirty Player | S |
0-16 | Jockey | 50000 | 5 | 2 | 3 | 6 | Stunty, Dodge, Dump Off | P, A |
Name | Cost | MA | ST | AG | AV | Skills & Traits |
None | - | - | - | - | - | - |
Re-roll counter: 60000 gold pieces each
Apothecary: Yes
Wizard: No
Racing in various forms is a common form of potentially lucrative employment in most regions. The lowland edge areas, where vast meadows and fields abut deep, dark forests, is no exception. Wealthy citizens hire the nomadic troupes of wranglers to acquire and tame wild beasts, and pay the most skilled and agile jockeys to race their mounts around a large dirt track. Money is earned primarily from the gamblers who frequent the races, although there are also monetary awards and trophies for the winners.
Although these nomads are composed of a variety of individuals, they are recognized primarily for their dedication to the sport of beast racing, and thus are generally referred to as the "Jockey" race. Indeed, they train in the racing art from the first weeks after birth to old age.
However, only the most agile and strong Jockeys are hired by the elite to ride their mounts. Many jockeys of promise are never given a chance to ride in a race of renown, and are limited to a life of local racing for poor towns, with little money to win. Not surprisingly, these inadequate and dejected Jockeys end up spending many evenings in the taverns, drinking their problems away. It is also a place for some fellowship and support, as the lower Jockeys tend to congregate in the taverns on a regular basis. In was in one of these taverns that the idea of forming a Blood Bowl team was formed. After all, these Jockeys have some level of athleticism, and believed themselves capable of competing successfully in the Stunty Leeg. It took little persuasion to encourage other members of their troupes to join in.
Jockey troupes are mainly composed of Wranglers, Farriers, and Jockeys.
Wranglers are the skilled troupe members who acquire beasts from the wild. They lay in wait along beast trails, then quickly Jump Up and use a dangerous tranquilizing poison-tipped dagger to subdue the creature. They often miss, but can make a last-ditch effort to trip up their quarry (Diving Tackle). Only the most durable Wranglers (Thick Skull) survive for long.
Farriers are those from the Jockey troupes who train beasts, trim hooves, install shoes, etc. These particular individuals often subdue beasts with powerful kicks, and thus the Kick and Dirty Player skills come naturally. Farriers playing Blood Bowl train hard to learn Strength skills to support their teammates.
Jockeys compose the gist of each troupe, and are trained to race. The most prevalent form of racing in these areas involves multiple teams (generally 3-4 teams, each with 6-10 riders) of Jockeys riding around a large track while carrying a Squirtle. Squirtles are small rodents about the size of a Blood Bowl ball that retract into their protective shells when handled. The first team to successfully carry the Squirtle around the track three times consecutively wins the race. During the race, Jockeys are encouraged to punch, trip, gouge, or otherwise distract their opponents to acquire the Squirtle. Much passing of the Squirtle occurs during each race, and all Jockeys are trained well to Dump Off the rodent when hit.
Apothecaries are general fixtures in troupes given the high propensity for injury, but wizards consider them too crass and worthless to bother with.