Albion Rugby Team



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Daemon-Slaanesh


Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-16

Beastmen

60,000

6

3

3

8

Horns

GSMK/AP

0-4

Daemonette (daemon)

80,000

6

3

4

7

Claw, Daemonic Aura, Hypnotic Gaze

GASMK/P

0-2

Chaos Warriors

100,000

5

4

3

9

None

GSMK/AP

0-1

Daemon Prince (daemon)

140,000

6

5

2

8

Loner, Daemonic Aura, Mighty Blow, Wild Animal

SMK/GAP

Rerolls:
70,000

Allies:
None

Apothecary:
Yes, but the apothecary can only be used on the Beastmen or Chaos Warriors.

Head Coach:
Standard rules

On Pitch Spellcaster: (only Beastmen or Chaos Warriors can be spellcasters)
The starting spell for Daemon-Slaanesh Spellcasters is Summon Greater Daemon.
Successful Result: Select a player from your team without Daemonic Aura. That player is converted into a Keeper of Secrets until the end of the drive. Any SPPs or injuries earned in this form are kept when he converts back.

Keeper of Secrets (daemon)

6

6

2

9

Cruelty, Loner, Claw, Extra Arms, Horns, Daemonic Aura

Failure Result: The transforms fails and the player targeted suffer a Miss Next Game Serious Injury. This will result in a turnover.
Range: Any player on the team without Daemonic Aura
Succeeds on: 2+

Secret Weapons:
Daemons teams may not use secret weapons.

Star Players:
Max Spleenripper (130k), Lewdgrip Whiparm (150k), Quixotus the Wanderer (230k), Lord Borak the Despoiler (300k), Grashnak Blackhoof (310k), Morg n’ Thorg (430k)

Daemon-Tzeentch


Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-16

Beastmen

60,000

6

3

3

8

Horns

GSMK/AP

0-2

Pink Horror (daemon)

90,000

5

4

3

7

Daemonic Aura, Extra Arms, Pro

GSMK/AP

0-2

Flamer (daemon)

100,000

8

3

3

7

Daemonic Aura, Leap, Spells L1, Firebreathing 2+

GMK/ASP

0-2

Chaos Warrior

100,000

5

4

3

9

None

GSMK/AP

0-1

Daemon Prince (daemon)

140,000

6

5

2

8

Loner, Daemonic Aura, Mighty Blow, Wild Animal

SMK/GAP

Rerolls:
70,000

Advance:
Flamers: While Flamers have one spell they cannot learn new spells. On a doubles roll they may however raise their Casting level by 1.

Allies:
None

Apothecary:
Yes, but the apothecary can only be used on Beastmen or Chaos Warriors.

Head Coach:
Standard rules

On Pitch Spellcaster and spells: (only Beastmen or Chaos Warriors can be spellcasters)
The starting spell for Daemon-Tzeentch Spellcasters is Summon Greater Daemon.
Successful Result: Select a player from your team without Daemonic Aura. That player is converted into a Lord of Change until the end of the drive. Any SPPs or injuries earned in this form are kept when he converts back.

Lord of Change (daemon)

5

5

3

9

Cruelty, Loner, Daemonic Aura, Jump Up, Leader, Leap, Pass Block, Pro

Failure Result: The transforms fails and the player targeted suffer a Miss Next Game Serious Injury. This will result in a turnover.
Range: Any player on the team without Daemonic Aura
Succeeds on: 2+

Flamers know one spell. A Flamer's casting level can increase but they may not learn new spells:


Firebreathing
Successful Result: The Spellcaster issues forth a line of fire in a straight line direction for 3 squares. The fire hits all squares in this straight line and also hits any squares adjacent to the direct line squares that are not also adjacent to the Spellcaster. The Spellcaster coach must roll a D6 for any player touched by the fire. On a 4+, they are knocked over and have to make an armor roll as if blocked by a player with Mighty Blow.
Failure Result: Nothing happens
Range: Direct line of 3 squares and all squares adjacent to them but not adjacent to the caster.
Succeeds on: 2+

Secret Weapons:
Daemons teams may not use secret weapons.

Star Players:
Max Spleenripper (130k), Lewdgrip Whiparm (150k), Quixotus the Wanderer (230k), Lord Borak the Despoiler (300k), Grashnak Blackhoof (310k), Morg n’ Thorg (430k)


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