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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