Necromantics

Necromantics

Tier 2

Positionals

  • 0-16

    ZOMBIE LINEMAN

    40K
    Zombie
    Illustration for positional Zombie
    M
    4
    ST
    3
    AG
    4
    PA
    -
    AV
    9
    PRIMARY:
    • G
    SECONDARY:
    • A
    • S
  • 0-2

    GHOUL RUNNER

    75K
    Coureur Goule
    Illustration for positional Coureur Goule
    M
    7
    ST
    3
    AG
    3
    PA
    4
    AV
    8
    PRIMARY:
    • A
    • G
    SECONDARY:
    • P
    • S
  • 0-2

    WRAITH

    95K
    Spectre
    Illustration for positional Spectre
    M
    6
    ST
    3
    AG
    3
    PA
    -
    AV
    9
    PRIMARY:
    • G
    • S
    SECONDARY:
    • A
  • 0-2

    FLESH GOLEM

    115K
    Golem de chair
    Illustration for positional Golem de chair
    M
    4
    ST
    4
    AG
    4
    PA
    -
    AV
    10
    PRIMARY:
    • G
    • S
    SECONDARY:
    • A
  • 0-2

    WEREWOLF

    125K
    Loup-Garou
    Illustration for positional Loup-Garou
    M
    8
    ST
    3
    AG
    3
    PA
    4
    AV
    9
    PRIMARY:
    • A
    • G
    SECONDARY:
    • P
    • S

Règles spéciales

Sylvanian Spotlight

Staff

Cheerleader

10K

Assistant coach

10K

Reroll(s)

70K

Starplayers

  • AKHORNE L’ÉCUREUIL

    80K
    Akhorne l’Écureuil
    Illustration for positional Akhorne l’Écureuil
    M
    7
    ST
    1
    AG
    2
    PA
    -
    AV
    6
    Special:
  • BRYCE "LE TRONÇON" CAMBUEL

    130K
    Bryce "Le tronçon" Cambuel
    Illustration for positional Bryce "Le tronçon" Cambuel
    M
    5
    ST
    3
    AG
    4
    PA
    -
    AV
    9
    Special:
  • HELMUT WULF

    140K
    Helmut Wulf
    Illustration for positional Helmut Wulf
    M
    6
    ST
    3
    AG
    3
    PA
    -
    AV
    9
    Special:
  • SKRÄNE DEMITAILLE

    150K
    Skräne Demitaille
    Illustration for positional Skräne Demitaille
    M
    6
    ST
    3
    AG
    4
    PA
    4
    AV
    9
    Special:
  • IVAN "L'ANIMAL" DEATHSHROUD

    190K
    Ivan "l'Animal" Deathshroud
    Illustration for positional Ivan "l'Animal" Deathshroud
    M
    6
    ST
    4
    AG
    4
    PA
    5
    AV
    9
    Special:
  • WILHELM CHANEY

    220K
    Wilhelm Chaney
    Illustration for positional Wilhelm Chaney
    M
    8
    ST
    4
    AG
    3
    PA
    4
    AV
    9
    Special:
  • CAPITAINE KARINA VON RIESZ

    230K
    Capitaine Karina von Riesz
    Illustration for positional Capitaine Karina von Riesz
    M
    7
    ST
    4
    AG
    2
    PA
    4
    AV
    9
    Special:
  • FRANK 'N' STEIN

    250K
    Frank 'n' Stein
    Illustration for positional Frank 'n' Stein
    M
    4
    ST
    5
    AG
    4
    PA
    -
    AV
    10
    Special:
  • GRAK ET CRUMBLEOFRUIT

    250K
    Grak et Crumbleofruit
    Illustration for positional Grak et Crumbleofruit

    CRUMBLEBERRY

    M
    5
    ST
    2
    AG
    3
    PA
    6
    AV
    7
    Special:
    Grak et Crumbleofruit
    Illustration for positional Grak et Crumbleofruit

    GRAK

    M
    5
    ST
    5
    AG
    4
    PA
    4
    AV
    10
    Special:
  • GRETCHEN WÄCHTER, "LA VEUVE DU BLOOD BOWL"

    260K
    Gretchen Wächter, "la veuve du Blood Bowl"
    Illustration for positional Gretchen Wächter, "la veuve du Blood Bowl"
    M
    7
    ST
    3
    AG
    2
    PA
    -
    AV
    9
    Special:
  • COMTE LUTHOR VON DRAKENBORG

    340K
    Comte Luthor von Drakenborg
    Illustration for positional Comte Luthor von Drakenborg
    M
    6
    ST
    5
    AG
    2
    PA
    3
    AV
    10
    Special:

Inducements

Temp Agency Cheerleaders 20K
Up to 4 cheerleaders can be hired temporarily and added to the team's cheerleaders, for the game only (can exceed the max of 12).
Part-time Assistant Coaches 20K
Up to 3 interim coaches can reinforce the assistants, for the match only (can exceed the max of 6).
Weather mage 30K
Once per match, allows you to make a weather roll with a modifier of + or - 1 or 2, as you wish, at the beginning of one of your team's turns to apply the result until the end of the next opponent's turn (or end of phase if it occurs before).
Minus superstar (Specialized Mercenary) 30K
MV
5
S
2
AG
3
PA
4
AV
6
  • 1 agility skill : +10K
  • 2 agility skills or more : +20K each
  • One only general skill (but Dirty Player) : +40K
  • One only pass skill : +20K
  • One only mutation : +30K
  • +1MV : +30K
  • +1AG : +40K
  • +1P : +30K
  • +1AV : +30K
  • -1 to any characteristic : -10K (mercenary cost 30K at least)

Can replace Stunty by one of these options:
  • Dirty Player (+1) + Sneaky Git + Loner (5+) : +50K for Badland Brawl, Favorites of..., Halfling Thimble Cup, Lustrian Superleague, Old World Classic, and Underworld Challenge.
  • Dirty Player (+2) + Sneaky Git + Loner (5+) : +80K for Badland Brawl and Halfling Thimble Cup.
  • Bomber + Secret Weapon : +40K for Badland Brawl, Halfling Thimble Cup, Old World Classic, Underworld Challenge and World's Edge Super League.
  • Stab + Secret Weapon : +20K for BadLand Brawl, Halfling Thimble Cup, Lustria Superleague, Old World Classic, Underworld Challenge and World's Edge Superleague.
  • Pogo Stick: +50K for Badland Brawl, Halfling Thimble Cup, Lustria Super League, Sylvania Spotlight and Underworld Challenge.
  • Chain and Ball + Secret Weapon + No Hands + 3F -2M - Dodge : +60K for Badland Brawl, Favorites of..., Haldfling Thimble Cup and Underworld Challenge.
  • Chainsaw + Secret Weapon + No Hands - Dodge : +40K for BadLand Brawl, Elven Kingdoms League, Halfling Thimble Cup, Lustria Superleague, Old World Classic, Sylvania Spotlight, World's Edge Superleague and Underworld Challenge.
Team Mascot 30K
A team that includes a Team Mascot gains an extra team re-roll (a suitable model should be placed on your team reroll tracker). However, to use the Team Mascot re-roll you must first roll a D6: On a roll of 1-4, the Team Mascot proves ineffective and, pelted by food wrappers and worse, retreats to the locker room. The Team Mascot re-roll is lost for this half of the game. However, you may use a normal team re-roll instead. On a roll of 5+, the Team Mascot re-roll can be used, just like a normal team re-roll.
No limit mercenary 30K
MV
6
S
3
AG
3
PA
-
AV
8
You may Induce Mercenary players to your team for a single game, chosen from your Team Roster, at 30,000 gold pieces more than the player would normally cost. The normal limits on the total number of players allowed on a team and in each position apply to Mercenaries. However, players that are missing the game due to injury do not count towards the number of players on the team, so they are not counted when working out how many Mercenaries a team can have. All Mercenaries have the Loner (4+) trait. In addition, a Mercenary may be given one additional Primary skill selected from those available to a player of that position, at an additional cost of 50,000 gold pieces. Mercenaries do not earn Star Player points and cannot be awarded the MVP for the game. Unlike Journeymen, Mercenaries cannot be permanently hired during the post-game sequence.
Bloodweiser Kegs 50K
Up to 2 kegs can be bought to provide +1 per keg to KO recovery rolls.
Legendary Lineman (Specialized Mercenary) 50K
MV
6
S
3
AG
3
PA
4
AV
9
  • 1 general skill (but Dirty Player): +20K
  • 2 or more General skills: +30K each
  • One single agility skill: +30K
  • One single pass skill (but leader): +20K
  • One single strength skill: +30K
  • One single mutation: +30K
  • Two or more mutations: +40K each (only for favorites of...)
  • +1MA: +20K
  • +1PA: +30K
  • +1AV: +20K
  • -1 to any characteristic: -10K (mercenary cost 50K at least)

One of these options:
  • Dirty Player (+1) + Sneaky Git + Loner (5+): +60K.
  • Dirty Player (+2) + Sneaky Git + Loner (5+): +90K for Badland Brawl, Favorites of..., Old World Classic, Sylvania Spotlight, Underworld Challenge, and World's Edge Superleague.
  • Bomber + Secret Weapon: +40K for Badland Brawl, Old World Classic, Sylvania Spotlight, Underworld Challenge and World's Edge Super League.
  • Stab + Secret Weapon: +20K for BadLand Brawl, Elven Kingdoms League, Lustria Superleague, Old World Classic, Sylvania Spotlight, Underworld Challenge and World's Edge Superleague.
  • Chainsaw + Secret Weapon + No Hands: +60K for any team.
Medicinal Unguent 60K
Should a player on your team be removed from play having suffered a 10-12, Serious Injury result on the Casualty table, after any other attempts to heal that player have been made and have failed, you may use this Inducement. The player is immediately removed from the Casualty box and placed in the Reserves box of your dugout, having been miraculously healed by the liberal application of something that smells extremely suspicious. However, at the end of this game, the result of the Casualty roll is applied as normal.
Brutal Blocker (Specialized Mercenary) 70K
MV
4
S
4
AG
4
PA
6
AV
9
  • 1 single strength skill: +30K
  • 2 or more strength skills: +40K each
  • One single agility skill: +40K
  • One single general skill (but dirty player): +30K
  • One single pass skill (but leader): +20K
  • One single mutation: +40K
  • +1MA: +30K
  • +2MA: +50K for Favorites of... and Lustria Super League
  • +1AG: +50K
  • +1AV: +20K
  • -1 to any characteristic: -10K (mercenary cost 70K at least)

One of these options:
  • Dirty Player (+1) + Sneaky Git + Loner (5+): +70K for Badland Brawl, Favorites of..., Super-League of Lustria and Old World Classic.
  • Dirty Player (+2) + Sneaky Git + Loner (5+): +100K for Badland Brawl and Favorites of...
  • Mighty Blow(+2) + Loner(5+): +60K for Badland Brawl, Favorites of..., Super-league of Lustria, Old World Classic, Sylvania Spotlight and World's Edge Superleague.
  • Stab + Secret Weapon: +20K for BadLand Brawl, Lustria Superleague, Old World Classic, Sylvania Spotlight, Underworld Challenge, and World's Edge Superleague.
  • Chain and Ball + Secret Weapon + No Hands + 2ST -1MA: +90K for Badland Brawl, Favorites of..., Spot of Sylvania, Underworld Challenge and World's Edge Super League.
  • Chainsaw + Secret Weapon + No Hands: +60K for Favorites of...
Safe Provider (Specialized Mercenary) 70K
MV
6
S
3
AG
2
PA
3
AV
8
  • 1 single agility skill: +30K
  • 2 or more agility skills: +40K each
  • One single general skill: +30K
  • One single pass skill (but leader): +20K
  • One single strength skill (but Mighty Blow and Guard): +50K
  • +1MA: +30K
  • +2MA: +60K for Elven Kingdom League
  • +1AG: +50K
  • +2AG: +100K for Elven Kingdom League
  • +1CP: +30K
  • +2CP: +60K for Elven Kingdom League
  • +1AV: +40K
  • -1 to any characteristic: -10K (mercenary cost 70K at least)

One of these options:
  • Big Hand: +30K for Favorites of...
  • Extra Arms: +20K for Favorites of...
  • Two Heads: +30K for Favorites of...
  • Very long legs: +30K for Favorites of...
One of these options:
  • Hypnotic gaze + Loner(5+): +60K for Elven Kingdom League, Favorites of..., Halfling Thimble Cup, Sylvania Spotlight and Underworld Challenge.
  • Extra Arms: +20K for Elven Kingdom League, Halfling Thimble Cup, Sylvania Spotlight and Underworld Challenge
The trundlefoot triplets (Biased Referee) 80K
HEAVY-HANDED INCOMPETENCE The Trundlefoot Triplets often try their best to partake in a bit of honest corruption, but all too often they fail. If any player on the opposing team commits a Foul but a double is not rolled when making either the Armour roll or Injury roll, roll a D6: On a roll of 5+, the player that committed the Foul is Sent-off, exactly as if they had rolled a double (i.e., the opposing coach may use a Bribe if one is available and may attempt to Argue the Call). On a roll of 2-4, the triplets, squabbling amongst themselves, miss the Foul. On a roll of 1, however, the victim of the Foul is Sent-off as if they had committed a Foul and rolled a double! "SMART PLAYERS ARE WELL-BEHAVED PLAYERS!" At the start of each drive, after both teams are set-up but before the kick-off, roll a D6. On a roll of 6, one randomly selected player on the opposing team that is not being Marked becomes embroiled in a pointless argument with the triplets about their kit. The player is immediately Placed Prone and becomes Stunned, representing the time wasted arguing. "THEY DON’T LOOK HAPPY!" If a Get the Ref result is rolled on the Kick-off Event table, the triplets make themselves scarce and will play no further part in this game. In addition, each team also gets a Bribe as normal.
Schielund Scharlitan 90K
I’LL MAKE YOU A STAR! During the pre-game sequence, after Step 4 but before Step 5, randomly select D3 players on your team that are eligible to play during this game. These players have been approached by Scharlitan, and his interest is having a noticeable effect on their attitude! Until the end of this game, each selected player gains the Pro skill. However, at the start of Step 3 of the post-game sequence, roll a D6 for each of these players (unless they suffered, and did not recover from, a Casualty table result of 15-16, DEAD during the game): On a roll of 1, that player has begun to act like they are the next big thing. The agent tires of his client and drops them, but the exposure has gone to their head. The player gains the Loner (2+) trait. On a roll of 2-5, the agent simply drops the player from his books. They might be disappointed, but they’ll get over it. On a roll of 6, the agent tires of his client and drops them, but the exposure has been good for them. The player permanently retains the Pro skill without having to spend any SPP (note that you must adjust their Current Value accordingly, as if the player had chosen a Primary skill).
Special Plays 100K
Each Special Plays Inducement purchased gives you one Special Plays card to use during the game ahead. Cards are drawn from one or more of the Special Plays card decks during the Inducements step of the pregame sequence: Each Special Plays Inducement purchased allows you to draw cards from a single deck. The deck from which cards are drawn is determined by rolling a D6 and consulting the table below. For each separate Special Plays Inducement purchased, roll again on the table below. There is no limit to how many cards may be drawn from each deck, but if the second roll or any subsequent rolls give a duplicated result, you may re-roll the D6. If the D6 is re-rolled, you must accept the result of the re-roll. Special Plays Cards Roll a D6, and check the following table: Random Events Dirty Tricks Magic Memorabilia Heroic Feats Benefits of Training Miscellaneous Mayhem CARD SELECTION: Once the D6 has been rolled, the appropriate Special Plays card deck is shuffled and two cards are drawn from the top. You may then read both cards before choosing one to keep and one to discard.
Extra training 100K
offers a Team Reroll that can be used in each half of the game.
Bribe 100K
Buy up to three bribes. When one of your players is ejected, you may use a bribe to try to cancel the kickout. Roll a D6. If the result is greater than 1, the player stays on the field (there is no turnover). On a 1, the bribe is spent but has no effect. A bribe cannot be used immediately after a referee challenge that led to the coach being sent off.
Mortuary Assistant 100K
The mortuary assistant brings support to the Necromancer who allows to reroll, once per match, a Regeneration roll.
Josef Bugman 100K
MV
5
S
3
AG
3
PA
6
AV
9
Allows 1s to be rolled again to recover from a knockout.
If at the beginning of a Phase, the team cannot field 11 players, Josef Bugman enters the game during the whole Phase before being kicked out.
Ayleen Andar 100K
THIS KID HAS REAL POTENTIAL! If your team took on any Journeymen during Step 3 of the pre-game sequence, Ayleen will ensure that they are the best, and all are eager to impress! Roll a D6 for each, applying a -1 modifier to the roll for each Journeyman taken on after the first: On a roll of 1 or less, the Journeyman is a team player, but doesn’t show any particular talent. The Journeyman loses the Loner (4+) trait. On a roll of 2-5, the Journeyman has some potential. The Journeyman gains a single randomly selected Skill from one of their Primary skill categories. On a roll of 6, Ayleen has produced a player with real star quality! The Journeyman gains two randomly selected Skills from one of their Primary skill categories. Each Journeyman counts towards CTV as normal. Their value does not increase for any Skills they may have. Journeymen provided by Ayleen may be permanently hired during Step 4 of the post-game sequence as normal, but doing so will cost an additional 10,000 gold pieces per Skill.
Mortuary Assistant 100K
A Mortuary Assistant may be used once per game to re-roll one failed Regeneration roll for any player currently on the team, including Journeymen, but not including Mercenaries or Star Players.
Biased Referee 120K
CLOSE SCRUTINY If any player on the opposing team commits a Foul without rolling a double when making either the Armour roll or Injury roll, roll a D6: On a roll of 5+, the Biased Referee spots the Foul and the player is Sent-off, exactly as if they had rolled a double (i.e., the opposing coach may use a Bribe if one is available and may attempt to Argue the Call). On a roll of 1-4, the player manages to avoid the ref’s attention. I DIDN’T SEE A THING! When rolling on the Argue the Call table, you may apply a +1 modifier to the dice roll.
Jorm the Ogre (Biased Referee) 120K
JORM DOESN’T LIKE CHEATERS! Jorm is always on the lookout for dirty play, and misses very little. If any player on the opposing team commits a Foul but a double is not rolled when making either the Armour roll or Injury roll, roll a D6: On a roll of 4+, Jorm has spotted the cheat and rolls up his sleeves to deliver his own form of justice. On a roll of 1-3, the player manages to avoid the ref’s attention. Once spotted by Jorm in this way (and only in this way), the player that committed the Foul is immediately Knocked Down. When a player is Knocked Down by Jorm, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made. "SHUT IT, YOU HOOLIGANS!" If a Get the Ref result is rolled on the Kick-off Event table, the normal effects are ignored – instead, Jorm goes into a rampage and starts tearing through the stands to teach the rowdy fans a lesson! Both teams reduce their Fan Factor for this game by -1 each time a Get the Ref result is rolled on the Kick-off Event table.
Guaranteed Big Guy (Specialized Mercenary) 130K
MV
4
S
5
AG
4
PA
5
AV
9
  • 1 single strength skill: +30K
  • 2 or more strength skills: +40K each
  • One single general skill: +40K
  • One single pass skill (but leader): +30K
  • One single mutation: +40K
  • +1MA: +20K
  • +2MA: +50K for Favorites of..., Lustria Super League, Sylvania Spotlight and Underworld Challenge.
  • +1AG: +40K
  • +1PA: +30K
  • +2PA: +60K for Badland Brawl, Halfling Thimble Cup, Old World Classic and Underworld Challenge.
  • +1AV: +20K
  • -1 to any characteristic: -10K (mercenary cost 130K at least)

Can replace Bone Head for only 1 of these options:
  • Always Hungry + Projectile Vomit + Really Stupid + Regeneration -1AG: -10K for any team.
  • Frenzy + Unchanneled Fury + Horns - Throw Teammate: +20K for BadLands Brawl, Favorites of..., Thimble Cup, Old World Classic, Underworld Challenge, and World's Edge Superleague.
  • Mighty Blow (+2) + Loner(5+): +50K for any team.
  • Ball and Chain + Secret Weapon + No Hands + Really Stupid +2ST -1MA: +80K for Badlands Brawl, Favorites of..., Lustria Super League, Old World Classic, and Underworld Challenge.
Professor Frönkelheim 130K
HAVE YOU THOUGHT ABOUT AN UPGRADE? During the pre-game sequence, after Step 4 but before Step 5, randomly select D3 players on your team that are eligible to play during this game. These players have been modified by the professor. Until the end of this game, each selected player gains a single randomly selected Skill from the Mutations category. However, at the start of Step 3 of the post-game sequence, roll a D6 for each of these players (unless they suffered, and did not recover from, a Casualty table result of 15-16, DEAD during the game): On a roll of 1, the experiment proves a bit of a failure, really. The player immediately loses the Skill. In addition, the player must miss the next game, exactly as if they had suffered a Casualty table result of 7-9, Seriously Hurt, during this game. On a roll of 2-5, the experiment proved only a shortlived success. The player immediately loses the Skill. On a roll of 6, the professor’s experiments have proven a total success! The player retains the Skill without having to spend any SPP (note that you must adjust their Current Value accordingly, as if the player had randomly selected a Secondary skill).
Hireling Sports-Wizard (Wizard) 150K
Once per game, a Hireling Sports-Wizard may cast one of the following spells: FIREBALL You may cast this spell at the end of either player's team turn, before the next team turn begins. Choose a target square anywhere on the pitch and roll a D6 for each Standing player (from either team) that occupies either the target square or a square adjacent to it: On a roll of 4+, the player has been hit by the Fireball. On a roll of 1-3, the player manages to avoid the Fireball. Any Standing players hit by the Fireball are Knocked Down. When a player is Knocked Down by a Fireball, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made. ZAP! You may cast this spell either at the start of any of the opposition’s team turns, before any player is activated, or immediately after any of the opposition’s team turns has ended. Target any opposition player and roll a D6: If the roll is equal to or higher than the player’s Strength characteristic, or is a natural 6, that player turns into a frog for the remainder of the drive, after which their coach will secure emergency magical assistance to turn the player back into their original form. If the roll is lower than the player’s Strength characteristic, the player develops a fresh crop of warts, but the spell has no further effect. If the player was in possession of the ball when they were turned into a frog, it is dropped and will bounce. When a roll on the Casualty table is required against the frog, no roll is made. Instead, it is automatically treated as if a Badly Hurt result had been rolled. The frog must miss the rest of the game and cannot be patched-up by an apothecary (because it's a frog!). At the end of the game, the player is returned to normal shape with no ill effects. The frog has the following profile: 5 1 2+ - 5+ Dodge, Leap, No Hands, Stunty, Titchy, Very Long Legs
Horatio X. Schottenheim 150K
Horatio conjures up a fireball spell and flings it with his legendarily poor aim in the general direction of the action on the pitch. Horatio may cast this spell immediately after any of the opposition’s team turns has ended. Choose a target square anywhere on the pitch. The target square is moved D3 squares in a direction determined by rolling a D8 and referring to the Random Direction template. After moving the target square, roll a D6 for each Standing player (from either team) that is either in the target square or a square adjacent to it: On a roll of 4+, the player has been hit by the Fireball. On a roll of 1-3, the player manages to avoid the Fireball. Any Standing players hit by the Fireball are Knocked Down. When a player is Knocked Down by a Fireball, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
Wicked Witch (Wizard) 150K
Once per game, a Wizard may cast one of the following spells: ZAP! You may cast this spell either at the start of any of the opposition’s team turns, before any player is activated, or immediately after any of the opposition’s team turns has ended. Target any opposition player and roll a D6: If the roll is equal to or higher than the player’s Strength characteristic, or is a natural 6, that player turns into a frog for the remainder of the drive, after which their coach will secure emergency magical assistance to turn the player back into their original form. If the roll is lower than the player’s Strength characteristic, the player develops a fresh crop of warts, but the spell has no further effect. If the player was in possession of the ball when they were turned into a frog, it is dropped and will bounce. When a roll on the Casualty table is required against the frog, no roll is made. Instead, it is automatically treated as if a Badly Hurt result had been rolled. The frog must miss the rest of the game and cannot be patched-up by an apothecary (because it's a frog!). At the end of the game, the player is returned to normal shape with no ill effects. The frog has the following profile: MA5 ST1 AG2+ PA- AV5+ Skills : Dodge, Leap, No Hands, Stunty, Titchy, Very Long Legs PLAGUE OF WARTS You may cast this spell at the start of any of the opposition’s team turns, before any player is activated. Target any opposition player anywhere on the pitch, and roll a D6: On a roll of 3+, the player is hit and their skin unexpectedly erupts into a mass of warts. On a roll of 1 or 2, the player develops a few unsightly blemishes, but is otherwise unaffected. Until the end of this drive, the MA, ST, and AG characteristics of a player hit by Plague of Warts are reduced by 1. Additionally, until the end of this drive, a player hit by Plague of Warts gains the Disturbing Presence and Foul Appearance skills.
Sports Necrotheurge (Wizard) 150K
Once per game, a Wizard may cast one of the following spells: INCORPOREAL You may cast this spell at the start of any of the opposition’s team turns, before any player is activated. Target any Standing opposition player anywhere on the pitch, and roll a D6: On a roll of 3+, the player is hit and becomes strangely incorporeal! On a roll of 1 or 2, the player briefly becomes eerily luminous, before the spell dissipates harmlessly. A player hit by Incorporeal gains the No Hands trait and, if they are in possession of the ball, will immediately drop it, causing it to bounce. Additionally, the player loses their Tackle Zone. The effects of Incorporeal last until the start of the opposition’s next team turn. VANHALABLE’S DANSE MACABRE You may cast this spell immediately after any of the opposition’s team turns has ended. Roll a D6: On a roll of 3+, your players are suffused with dark vitality. During this team turn, each Lineman positional player on your team that is currently on the pitch (including Journeymen) may improve either their MA, AG or PA by 1. You may choose which of these three bonuses each affected player gains when that player is activated. On a roll of 1 or 2, the sky darkens and the players jerk and spasm furiously, but the spell has no further effect.
Halfling Master Chef 300K
At the Kick-Off of each half (before the roll on the Table), roll 3D6: for each result of 4 or more, offers 1 re-roll and removes one re-roll from the opponent for the rest of the half.
Mercenary Giant 350K
MV
6
S
7
AG
5
PA
5
AV
11

Enslaved Giants are big... Much bigger than Ogres, Minotaurs, Trolls, or any of the other Big Arms you might regularly encounter at a Blood Bowl stadium.

  • Always occupies 4 squares (Standing, Grounded or Stunned), if 1 of these squares is in the tackle area of 1 opponent, it is "Marked";
  • Imprints no tackle zone on the 4 squares behind his back (the coach must turn him in the direction he wishes during his movement, at the end of his movement and after following a "Pushed") but remains a victim of the effects applying to these 4 squares;
  • Cannot move onto a square where a player is standing, but can move onto a square where a player is "Down" (but not stay there) without having to "Step over". If he falls onto 1 square occupied by 1 "Down" player, the latter suffers 1 "Push Back";
  • If part of his base is off the pitch, he is drawn into the crowd;
  • He can reroll Fubmle during a Teammate's Throw;
  • It reduces malus by 2 for "Interfering with the Pass";
  • 1D12 is used instead of D8 for bounce.
Pushed back giant
Giant in movement
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