Albion Rugby Team



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Sisters of Sigmar


Team Description: The Sisters of Sigmar are Chaos-fighting nuns. They take to the pitch in armored habits and smash their enemies into the ground with sanctified cold iron warhammers.

Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-16

Sigmarite Sister

50,000

6

3

3

8

None

GK/ASP

0-4

Sister Superior

90,000

6

3

3

8

Block, Dauntless

GSK/AP

0-1

Augur

80,000

7

2

3

7

Catch, Nerves of Steel, Pro

GAK/SP

0-1

Matriarch

130150,000

6

3

3

8

Block, Dauntless, Leader, Pass, Spells L1 (Sigmar’s Blessing)

GSPK/A

Rerolls:
50,000

Allies:
The Sisters of Sigmar will not take allies from or play as allies for any team.

Apothecary:
Standard rules

Head Coach:
The Matriarch is a player Head Coach. In order to Argue the Call, she must be either on the pitch or in Reserves. If she is ejected, she will miss the rest of the game.

On Pitch Spellcaster:
The Matriarch is an on-pitch spellcaster. HerThe starting spell for a Sister of Sigmar Spellcaster is Sigmar's Blessing, and she does not know the Conjure spell. The Matriarch cannot learn new spells, but can increase her caster level with improvement rolls.

Sigmar’s Blessing


Successful Result: Any non-blocking dice roll (one or two dice) made by any player on the team receives a +1 bonus. Examples would include Go for It, Catch, Pass, Armor, Injury, Specific Injury, Picking up the Ball, Hand Offs, etc. This spell last lasts for this turn only.
Failure Result: No effect.
Range: All of your players on the pitch
Succeeds on: 3+

Secret Weapons:
Unlike normal teams which can only have one player with a secret weapon, the Sisters of Sigmar may have up to 4 players with secret weapons. Sisters of Sigmar may use Sigmarite Warhammers as secret weapons.

Star Players:
Sister Sledge (160k), Mercy Goodpride (200k), Bertha Bigfist (260k), Zara the Slayer (270k), Griff Oberwald (320k), Morg n’ Thorg (430k)

Skaven

Skaven-United


Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-16

Lineman

50,000

7

3

3

7

None

GK/ASPM

0-2

Thrower

70,000

7

3

3

7

Sure Hands, Pass

GPK/ASM

0-4

Gutter Runner

80,000

9

2

4

7

Dodge

GAK/SPM

0-2

Storm Vermin

90,000

7

3

3

8

Block

GSK/APM

0-2

Plague Monk

60,000

6

3

3

7

Disturbing Presence, Foul Appearance, Frenzy

GK/ASPM

0-1

Rat Ogre

150,000

6

5

2

8

Loner, Mighty Blow, Wild Animal, Frenzy, Prehensile Tail

SK/GAPM

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