Albion Rugby Team


Clan Axme Special Play cards



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Clan Axme Special Play cards


Card Name

D66

Card Effect

Rocket Skates

21

Play during your turn immediately after a player's declared action. The active Clanrat may move 3d6 squares this turn. However, they must be all in a straight line, the Clanrat must go all 3d6 squares (even if it takes him into the crowd), and the Clanrat must use the throw-in template to see what direction he goes zooming off in. Crossing into his opponent’s endzone counts as a TD even if the Clanrat is injured by the crowd. If the Clanrat runs into another player, they are pushed back and knocked down (even if they have Side Step or Stand Firm), and the Clanrat is Knocked Out.

Rat-a-Pult

22

Play during your turn at any time during a Clanrat's action. The active clanrat is hurled through the air. Roll as though he had been thrown by a teammate with an agility of 1. The catapulted clanrat is assumed to have Right Stuff and Stunty for this throw only. Flying OVER over the endzone into the crowd does NOT not count as a TD, instead roll possible landing injury, then for crowd injury and use the result that injures the most. Throw-in the ball from where the Clanrat was last seen flying over the actual pitch.

High-Speed Tonic

23

Play during your turn immediately after a player's declared action. The active Clanrat takes a healthy slug of Axme's patented High-Speed Tonic (with vitamins R + P, M) and adds d6 to his MA for this turn. Unfortunately, the stuff really doesn't agree with him. Roll another D6 at the end of the Clanrat’s action, and if the second D6 roll is not equal to or greater than the first make an immediate injury roll for the Clanrat. Treat Stunned results as Knocked Out.

AERO-ANVIL 70X3

24

Play at the beginning of your opponent's turn. A clanrat is hovering over the stadium dangling from a balloon and carrying an anvil. Pick a target square, roll for scatter 3 times. The anvil lands only in this square. Anyone hit by the anvil is knocked prone and ust make armor and injury rolls as if blocked by a player with Mighty Blow.

Beware of Falling Boulders

25

Play at the beginning of your opponent's turn. A clanrat sits atop a nearby mountain waiting to free a precarious boulder from its home high above the stadium. Pick a target square, roll for scatter 5 times. The boulder lands in this square. Anyone hit by the boulder must make an injury roll. Anyone adjacent to the target square is knocked over (make armor and injury rolls as normal).

Exploding Boomerang

26

Play during your turn at any time during a Clanrat's action. The active clanrat throws the exploding boomerang as if it were a football but with a -1 penalty since boomerangs are difficult to throw. Also because of the way boomerangs have to be thrown, the boomerang cannot be thrown as a quick pass. If the throw is accurate, it explodes and the target is knocked prone and ust make armor and injury rolls as if blocked by a player with Mighty Blow.If the throw is inaccurate or fumbles, it comes back and explodes in the thrower's square instead. This does not count as the team's Pass Action for the turn.

Exploding Football

31

Play during your turn at any time during a Clanrat's action. A devious trick, the active clanrat lights the fuse and tosses to an opposing player who will attempt to catch it thinking it's the real ball. After the fuse is lit, roll a D6, on a 1 or 2, the Clanrat wasn't quick enough and the ball explodes in his hands. Otherwise throw the exploding football using normal passing rules. Of course, the other clanrats think it is as well and any who are able will try to intercept it. If no one catches the ball it will explode in the target’s square. Any player in the square where the ball explodes (either by catch or scatter) is knocked prone and must make armor and injury rolls as if blocked by a player with Mighty Blow. This does not count as the team's pass action for the turn. If the pass is fumbled, it explodes in the same square as the throwing Clanrat. The exploding football may not be thrown to the current ball carrier as they know its not the real football.

Exploding Explosives

32

Play during your turn at any time during a Clanrat's action. The active Clanrat stayed out late burying explosives on the pitch. Select a target player and roll a d6. On a 1-3: the detonator blows up on the active clanrat instead of the dynamite, on a 4-5: scatter three times from the opposing player’s square to see where it blows up as the placement of the explosives was a little off. On a 6, the dynamite goes off on the square of the target player. Any player in the target square is knocked prone and ust make armor and injury rolls as if blocked by a player with Mighty Blow.

Spring-Loaded Boxing Glove

33

Play during your turn immediately after a player's declared action. The active Clanrat may make a block/blitz as though he had a ST of 5 and the Mighty Blow skill this turn. However, if any of the blocking dice come up Skull, then the Clanrat must roll for injury straight away regardless of which blocking die is used against the target. (ie the best dice roll may be used against the opponent, but if any dice roll is a skull then the Clanrat is also knocked down and automatically injured.)

The Paint Gag

34

Play at the beginning of your opponent's turn. An industrious clanrat has stretched a canvas across the field and painted it to look like the endzone. Pick any row of squares within d6 paces of the opponent's endzone. The opponent believes this to be the actual endzone and will not go past this line this turn. The trick is revealed at the end of the turn. At the end of the turn, the closest Clanrat to the Paint Gag row (Clanrats closer to the opposing end zone than the Paint Gag row don't count) is blocked by the big ogre player who comes striding out of nowhere across the pitch (automatic injury roll with +1 modifier, Stunned results are treated as Knocked Out.)

Bed Springs

35

Play during your turn immediately after a player's declared action. The active Clanrat gains the Leap and Very Long Legs skills and may go for it up to 4 squares for this turn only. Leap may be used multiple times during this turn by this player.

PitchWall 5000

36

Play at the beginning of your opponent's turn. The Clanrats placed a spring-loaded steel wall beneath the pitch last night. The rats may attempt to trigger the wall when an opposing player is in their half of the pitch. Roll d6. On a 1-2, the wall fires a little off and the nearest clanrat to the target is hit by the wall. On a 3-4, the Clanrat is too slow activating the wall. Scatter three times from the target square to see what square it pops up in. On a 5-6, the wall pops up in the target square. If any Axme player is hit by the wall, he is knocked down by the wall (armor/injury rolls). An opponent affected will just run into the wall and be knocked loopy by the impact, but stays on his feet. The player's movement will be zero for this turn and while he cannot block or pick up, catch, or pass the ball this turn, he can still hand off the ball with a -1 modifier to catch rolls for it.

Earthquake Pills

41

Play during your turn immediately after a player's declared action. The active Clanrat gains Dauntless and Frenzy for the rest of his action, but must roll for injury when his action is complete.

Picnic Ants

42

Play at the beginning of your opponent's turn. A sneaky clanrat has devised a plan to release his specially-trained Lustrian ants in the opponent's dugout. Roll a die. On a 1-3, the Clanrat gets his dugouts confused and releases them in the Clan Axme dugout by mistake; otherwise, they are on target. The affected team is so busy jumping about trying to brush off the little buggers that they are not able to do important things like coach the game! The team is not allowed to use any member of their coaching staff or use any team rerolls for the rest of the drive. By the next kickoff, the ants have been stomped and slapped and poisoned into submission.

Tornado Seeds

43

Play during your turn at any time during a Clanrat's action. Just add water and watch the fun! A tornado is released on the pitch from a target spot next to the active Axme clanrat. The tornado will move 2d6 squares then dissipate. Use the scatter template to determine which direction the tornado will move. It moves in a straight line for all 2d6 squares. If the tornado enters a square occupied by a player, that player receives a ST 5 block (no assists). Prone players are not affected by the tornado. The tornado ignores any effects of the blocking die and continues to move until its movement is expended. The Tornado Seeds must be thrown into an empty square.

Referee Disguise

44

Play during your turn immediately after a player's declared action. This industrious clanrat has come onto the pitch wearing a referee disguise. The other team falls for his trick and ignores him. The active clanrat need not make any dodge rolls to move through enemy tackle zones for this turn. Unfortunately, referees do not appreciate this trick at all. So every square the Clanrat tries to move requires a 2+ (GFI squares thus require two 2+ rolls), failure means that he has been ejected immediately by a wary referee. The referee disguise uses a water-based paint and a sudden rainstorm washes away his disguise at the end of the turn, attracting a lot more attention from the real referee and getting him ejected from the game on a roll of 1, 2, or 3. Note: Resolve does not work to return a Clanrat from being ejected from the game.

The Old Reliable Hidden Hole in the Ground

45

Play at the beginning of your opponent's turn. The Clanrats stayed up late digging a few pit traps beneath the pitch, then covered them with a thin paper cover and retired to their hole to dream of falling orcs. Play this card on any opposing player. That player has just ventured onto one of the concealed holes. Roll a die. On a roll of 4+, the player falls into the pit and cannot climb out until the next kickoff (place the player in the reserves box.) If he was holding the ball, the opposing coach may scatter the ball twice in the direction of his choice to represent the player pitching the ball to his mates as he falls.) On a roll of 1-3, the paper did not break and the closest Clanrat runs over in disbelief, leaping upon the cover in frustration, and breaks through. The Clanrat is unavailable until the next drive.

Female Ork Disguise

46

Play during your turn immediately after a player's declared action. A crafty clanrat (who is not holding the ball) has taken to the pitch wearing a disguise that draws the lewd attention of the other team quite effectively. The active clanrat's movement is halved (rounded down) with no GFIs allowed (it’s difficult to do all that hip swaying), but all adjacent opposing players to this active clanrat at any point during his movement lose their tackle zone for the turn. However, the disguise is not fastened on that well and will fall off at the end of the turn, drawing the ire of the embarassed enemy. Any player blocking or blitzing the masquerading clanrat will gain +1 ST, Mighty Blow, and Frenzy skills next turn (must be during the same drive.)

Super-Rat Costume

51

Play during your turn immediately after a player's declared action. This clanrat has taken the field in the guise of skaven comic-book hero Super Rat. Convinced he possess the super abilities of the hero, the active clanrat may add +1 to each of his attributes for the rest of the turn and gains the skills Mighty Blow and Leap. If the clanrat is knocked down in this turn by any means, however, his confidence is so shaken he automatically fails his armor roll and Stunned injury results are treated as Knocked Out.

The Axme Board-O-Fun See-Saw

52

Play during your turn at any time. Choose any two clanrats within 2 squares of one another. Designate one as the "weight" and the other as the "jumper" and roll a d6. On a 1-2, the scheme backfires and the weight is flung d6 squares toward the Axme endzone. On a roll of 3-4, nothing particularly eventful happens as the laws of gravity prevail. On a roll of 5-6, the jumper is hurled 2d6 squares toward the opponent's endzone. Use the normal rules for landing when thrown by a teammate, treating the clanrat as if he had the Right Stuff skill. Passing over the appropriate endzone in the air while carrying the ball counts as a TD as the Clanrat touches down briefly into the endzone before skipping like a stone into the crowd. If the Clanrat lands in the crowd he will suffer two injury rolls ... one for the crash landing and one for the crowd. Use whichever result injures the Clanrat the most.

Junior Size Outboard Steam Roller

53

Play during your turn immediately after a player's declared action. A mechanically-inclined clanrat has built this fiendish weapon and takes to the pitch with it. For the length of his action he loses his normal skills and stats, and is assumed to be (4/6/1/7, Dirty Player, Multiple Block). At the end of the turn, the unstable steam engine explodes injuring the clanrat. Treat Stunned results as Knocked Out.

Big Magnet

54

Play during your turn at any time during a Clanrat's action. A devious Clanrat has lined the ball with iron pellets and snuck a huge magnet onto the field. The active Clanrat may use the magnet at any point during his action. Roll a d6. On a 1, the magnet locks onto one of the support beams in the grandstands and the clanrat flies off into the crowd. On a roll of 2, the magnet attunes to a particular spot on the pitch. The clanrat will be pulled 1d6 squares in a random direction (any players in the way will be pushed out of the way by the magnetized clanrat into an adjacent square chosen by that player's coach). If the die comes up a 3 or a 4, nothing happens. On a roll of 5, the ball will move 1d6 squares in the direction of the clanrat if held by a player (dragging the opposing player with the ball), or 2d6 squares if it is loose. If the final square of the ball’s movement is occupied, that player will attempt to catch the bouncing ball. On a result of 6, the ball flings through the air by itself and clings firmly to the magnet, and the Clanrat gains possession of the ball.

Portable Hole

55

Play during your turn at any time during a Clanrat's action. Move the active Clanrat to any unoccupied square within d6 squares, ignoring all obstructions and tackle zones. If the die roll is a '6' the Clanrat is lost in space and will miss the remainder of the match trying to find his way out.

Ballnet 5000

56

Play during your opponent's turn when he declares a pass. The closest Clanrat (up to a maximum of 3 squares away) on the field to the catcher may be selected to deploy the infamous Ballnet 5000. Roll a die, on a 4+ the ball is intercepted by the clanrat (and the Clanrat gets the star player points for an interception). On a roll of 1-3, however, the clanrat gets trapped in the net and is placed in the Knocked Out box as it will take him a good while to sort himself out.



Wood Elf


Players:

#

Position

Cost

MA

ST

AG

AV

Skills

Improvement (Normal/Doubles)

0-16

Lineman

70,000

7

3

4

7

None

GAK/SP

0-2

Thrower

90,000

7

3

4

7

Pass

GAPK/S

0-4

Catcher

90,000

8

2

4

7

Catch, Dodge, Sprint

GAK/SP

0-2

Wardancer

120,000

8

3

4

7

Block, Dodge, Leap

GAK/SP

0-1

Treeman

120,000

2

6

1

10

Loner, Mighty Blow, Stand Firm, Strong Arm, Thick Skull, Throw TeamMate, Take Root

SK/GAP

Rerolls:
50,000

Allies:
Amazon, Forest Folk, Halfling, Pixie, Wee Folk

Apothecary:
Standard rules

Head Coach:
Standard rules

On Pitch Spellcaster:
The starting spell for a Wood Elf Spellcaster is Call Roots.
Successful Result: A target player is hounded by the pitch itself. The roots under the pitch grab this player when they can. The player gains Swamped for the rest of the drive.
Failure Result: The spellcaster gains Swamped for the rest of the drive.
Range: Maximum of seven squares
Succeeds on: 2+

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

Star Players:
Dolfar Longstride (150k), Willow Rosebark (150k), Eldril Sidewinder (200k), Jordell Freshbreeze (260k), Zara the Slayer (270k), Morg n’ Thorg (430k)

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