Albion Rugby Team


Wiley Skaven of Clan Axme



Download 0.79 Mb.
Page40/41
Date13.05.2017
Size0.79 Mb.
#17903
1   ...   33   34   35   36   37   38   39   40   41

Wiley Skaven of Clan Axme


Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-16

Axme Clanrat

50,000

7

3

3

7

Resolve

GK/ASP

0-2

Thrower

70,000

7

3

3

7

Sure Hands, Pass

GPK/AS

0-2

Storm Vermin

90,000

7

3

3

8

Block

GSK/AP

0-1

Stone Troll

110,000

4

5

1

9

Loner, Mighty Blow, Throw TeamMate, Regeneration, Always Hungry, Really Stupid

SK/GAP

Rerolls:
60,000

Special Rules:
Resolve skill: The rats of Clan Axme never learn their lesson and they never give up, especially when one of their devices or schemes goes awry. Any time an Axme Clanrat is injured by the effects of an Axme Deck card, they have a chance to negate the injury as though they possessed the Regeneration skill. Note that the resolve skill may be used not only to counter effects that specifically cause injury, but also injury-like effects like sitting out the rest of the half while lost in the Portable Hole or getting caught in the Ballnet 5000 etc.) Unlike Regeneration, Resolve is also used when a stunned or KOd result occurs on the injury table. A clanrat who negates a stunned or KO result through use of this skill remains prone on the pitch. Note: the Resolve skill can also be used by a Spellcaster who is injured while being a ST 1 rat.
Allies:
None

Apothecary:
Standard rules.

Head Coach:
Standard rules

On Pitch Spellcaster:
NOTE: only Axme Clanrats may be Spellcasters
The starting spell for a Clan Axme Spellcaster is AbraPocus.
Successful Result: The Spellcaster loses all skills and stats and turns into a rookie Rat Ogre that can use team rerolls (6/5/2/8 Loner, Mighty Blow, Frenzy, Prehensile Tail, Wild Animal) until the end of the drive. The Spellcaster's stats return to normal at the end of the drive.
Failure Result: The Spellcaster turns into a real rat (7/1/3/4 Titchy, Dodge, No Hands) until the end of drive. The Spellcaster's stats return to normal at the end of the drive.
Range: Spellcaster
Succeeds on: 3+
Note: See Bugs Bunny vs the Vampire for visual idea of spell.

Secret Weapons:
Beside the Axme special play cards, the Clan Axme team will not use any secret weapons.

Star Players:
Fezglitch (100k), Hakflem Skuttlespike (200k), Glart Smashrip Jr. (210k), Ripper (270k), Cayo T. Wiley (330k), Morg n’ Thorg (430k)

Special Team Rules:

  • Any opponent of a Clan Axme team can freeboot a Rhoderunner for their team for the match (they just seem to show up and volunteer to play! Freebooting a Rhoderunner costs 80k of inducements. His stats are: 9/1/5/6 Avoid, Block, Dodge, Loner, No Hands, Side Step.
    Rhoderunner Special: No Axme Clanrat can EVER ever dodge away from the tackle zone of a Rhoderunner (basically because he is spending too much time trying to eat him). Any Clanrat trying to use an Axme card within 3 squares of a Rhoderunner suffers a -1 penalty to the dice roll to get the card to work properly. If the Axme team manages to KILL kill the Rhoderunner, it gains a permanent +1 to their Fan Factor. (To be clear this -1 penalty for cards rolls applies to the following cards: Exploding Boomerang, Exploding Football, Exploding Explosives, PitchWall 5000, Picnic Ants, The Old Reliable Hidden Hole in the Ground, The Axme Board-O-Fun See-Saw, Big Magnet, and Ballnet 5000).

  • The Clan Axme team may shuffle and draw cards at the start of each half from the Clan Axme Special Play card deck. Before each half (and overtime), the Clan Axme coach draws 2d6 cards from the Clan Axme deck (note: at the end of a half all unused Clan Axme cards are discarded). Once a card is played, it is set aside. The Axme coach may only play NO MORE THAN 1one card in any turn. If you want to use dice to draw the cards, the D66 result to get this card is shown after the name of the card (ignore D66 roll of 16 or less OR 61 or more). You may not draw the same card twice during the game unless all the cards have been drawn.

  • Only Axme Clanrats can be the active player that uses an Axme special play card. (ie Throwers and Storm Vermin cannot use Axme special play cards).

  • Clanrats who are active when an Axme special play is played gain Star Player Points for any OPPONENT opponent casualty caused from their use of an Axme special play card.

  • Any roll required by an Axme special play card cannot be re-rolled.

  • If an Axme special play card says the closest Clanrat and two or more are equally close, then the Clan Axme coach may chose which rat is used if the card is played during his turn and the choice is random if the card is played during the opponent's turn.

  • A turnover is never caused from the use of a Clan Axme special play card, for either team no matter what the result.


Download 0.79 Mb.

Share with your friends:
1   ...   33   34   35   36   37   38   39   40   41




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

    Main page