Albion Rugby Team



Download 0.79 Mb.
Page14/41
Date13.05.2017
Size0.79 Mb.
#17903
1   ...   10   11   12   13   14   15   16   17   ...   41

Elf


Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-16

Lineman

60,000

6

3

4

7

None

GAK/SP

0-2

Thrower

70,000

6

3

4

7

Pass

GAPK/S

0-4

Catcher

100,000

8

3

4

7

Catch, Nerves of Steel

GAK/SP

0-2

Blitzer

110,000

7

3

4

8

Block, Side Step

GAK/SP

0-1

Young Dragon

150,000

6

5

2

8

Loner, Sure Feet, Wings, Wild Animal, No Hands

SK/GAP

Rerolls:
50,000

Allies:
Amazon, Forest Folk, Human

Apothecary:
Standard rules

Head Coach:
Standard rules

On Pitch Spellcaster:
The starting spell for a Elf Spellcaster is Winged Sandals.
Successful Result: The targeted player gains the skill Leap for the rest of the half. If he already has Leap then all uses of the Leap skill are automatically successful for the rest of the half (no dice roll required).
Failure Result: Nothing happens.
Range: Any of your players on the pitch
Succeeds on: 3+

Secret Weapons:
The Elf team does not use secret weapons.

Star Players:
Dolfar Longstride (150k), Eldril Sidewinder (200k), Prince Moranion (230k), Hubris Rakarth (260k), Jordell Freshbreeze (260k), Morg n’ Thorg (430k)

The Evil Gits


#

Position

price

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-6

Hobgoblin

40,000

6

3

3

7

None

GK/ASP

0-6

Goblin

40,000

6

2

3

7

Right Stuff, Dodge, Stunty

AK/GSP

0-2

Half-Orc Blitzer

90,000

6

3

2

8

Tackle, Sure Hands, Block

GSK/AP

0-2

Dark Elf Runner

80,000

7

3

4

7

Dump Off

GAP/SK

0-2

Skaven Gutter Runner

80,000

9

2

4

7

Dodge

GAK/SP

0-2

Black Orc Blocker

80,000

4

4

2

9

None

GSK/AP

0-1

Ogre

140,000

5

5

2

9

Loner, Bonehead, Mighty Blow, Thick Skull, Throw Teammate

SK/GAP

Rerolls:
70,000

Allies:
None

Apothecary:
Standard rules

Journeymen:
Evil Gits teams may hire hobgoblin and goblin journeymen, but may not exceed the maximum active number of players for either position.

Head Coach:
Standard rules

On-Pitch Spellcaster:
The Evil Gits team may have one Spellcaster. The starting spell for that Spellcaster will be the starting spell normally assigned to that player's base team. (ie a Skaven Spellcaster will start with Warpfire, a Dark Elf will start with Tormented Soul, a Hobgoblin (Chaos Dwarf team) would start with Rune of Fear, etc.) Half-orc spellcasters know both the Human and Orc spells as starting spells.

Secret Weapons:
MUST have at least 2, may have up to 4. If a player death or retirement takes the total number of secret weapon players below two, then the next purchased player must have a secret weapon. Here are the weapons that can be used by each player:

  • Hobgoblin: Chainsaw, Explosive Bomb, Poisoned Dagger

  • Goblin: Explosive Bomb, Chainsaw, Pogo Stick

  • Half-Orc: Blunderbuss, Chainsaw, Poisoned Dagger

  • Dark Elf: Poisoned Dagger

  • Skaven: Blunderbuss (Jezzail), Chainsaw, Poisoned Dagger

  • Black Orc: Chainsaw

Special Rules

  • The secret weapon ejection roll is one higher for Evil Gits than a normal team (this bonus does not extend to players with cyber enhancements).

  • The Evil Gits add +1 to their FAME rating for kick-off results and to the Fan Factor roll during the post-match sequence.

  • At the beginning of the post-match sequence roll a D2 (-2 if you won, -1 if you tied), this is how many random players make a casualty roll due to post-match fighting. Note: if the team has an apothecary and he has not been used during the match, the apothecary hangs around the locker room after the game hoping there will not be a post-match brawl, but ready to lend his services if there is. You may use an unused team apothecary to cure any injury from post-match fighting (unused personal apothecary can heal post-match locker room Injuries for their player as well). You do not need to make this roll if you play against the Heroes of Law, because the team is united in their hatred of their opponents regardless of the match result.

  • Skaven players on the Evil Gits team cannot gain Physical mutations because the other players don't want all that warpstone around them.

  • If the Evil Gits ever play the Heroes of Law (Imperial) team, the die roll for winnings during the post-match sequence at the end of the game is an automatic 6.

Star Players:
Bomber Dribblesnot (60k), Hakflem Skuttlespike (200k), Rashnak Backstabber (200k), Horkon Heartripper (210k), Varag Ghoul-Chewer (290k), Morg n’ Thorg (430k)


Download 0.79 Mb.

Share with your friends:
1   ...   10   11   12   13   14   15   16   17   ...   41




The database is protected by copyright ©ininet.org 2024
send message

    Main page