Orcs

Orcs

Tier 2

Positionals

  • 0-4

    GOBLIN

    40K
    Gobelin
    Illustration for positional Gobelin
    M
    6
    ST
    2
    AG
    3
    PA
    4
    AV
    8
    PRIMARY:
    • A
    SECONDARY:
    • G
    • S
  • 0-16

    ORC LINEMAN

    50K
    Trois-Quart
    Illustration for positional Trois-Quart
    M
    5
    ST
    3
    AG
    3
    PA
    4
    AV
    10
    PRIMARY:
    • G
    SECONDARY:
    • A
    • S
  • 0-2

    THROWER

    65K
    Lanceur
    Illustration for positional Lanceur
    M
    5
    ST
    3
    AG
    3
    PA
    3
    AV
    9
    PRIMARY:
    • G
    • P
    SECONDARY:
    • A
    • S
  • 0-4

    BLITZER

    80K
    Blitzer
    Illustration for positional Blitzer
    M
    6
    ST
    3
    AG
    3
    PA
    4
    AV
    10
    PRIMARY:
    • G
    • S
    SECONDARY:
    • A
    • P
  • 0-4

    BIG UN BLOCKER

    90K
    Bloqueur Big Un
    Illustration for positional Bloqueur Big Un
    M
    5
    ST
    4
    AG
    4
    PA
    -
    AV
    10
    PRIMARY:
    • G
    • S
    SECONDARY:
    • A
  • 0-1

    UNTRAINED TROLL

    115K
    Troll
    Illustration for positional Troll
    M
    4
    ST
    5
    AG
    5
    PA
    5
    AV
    10
    PRIMARY:
    • S
    SECONDARY:
    • G
    • A
    • P

Règles spéciales

Badlands Brawl

Staff

Cheerleader

10K

Assistant coach

10K

Reroll(s)

60K

Apothicary

50K

Starplayers

  • BOOMER MORVONEZ

    50K
    Boomer Morvonez
    Illustration for positional Boomer Morvonez
    M
    6
    ST
    2
    AG
    3
    PA
    3
    AV
    8
    Special:
  • AKHORNE L’ÉCUREUIL

    80K
    Akhorne l’Écureuil
    Illustration for positional Akhorne l’Écureuil
    M
    7
    ST
    1
    AG
    2
    PA
    -
    AV
    6
    Special:
  • FUNGUS LE CINGLÉ

    80K
    Fungus le Cinglé
    Illustration for positional Fungus le Cinglé
    M
    4
    ST
    7
    AG
    3
    PA
    -
    AV
    8
    Special:
  • NOBBLA LA TEIGNE

    120K
    Nobbla La Teigne
    Illustration for positional Nobbla La Teigne
    M
    6
    ST
    2
    AG
    3
    PA
    -
    AV
    8
    Special:
  • RASHNAK BACKSTABBER

    130K
    Rashnak Backstabber
    Illustration for positional Rashnak Backstabber
    M
    7
    ST
    3
    AG
    3
    PA
    5
    AV
    8
    Special:
  • SCRAPPA MALOCRÂNE

    130K
    Scrappa Malocrâne
    Illustration for positional Scrappa Malocrâne
    M
    7
    ST
    2
    AG
    3
    PA
    5
    AV
    8
    Special:
  • ZZHARG MADEYE

    130K
    Zzharg Madeye
    Illustration for positional Zzharg Madeye
    M
    4
    ST
    4
    AG
    4
    PA
    3
    AV
    10
    Special:
  • HELMUT WULF

    140K
    Helmut Wulf
    Illustration for positional Helmut Wulf
    M
    6
    ST
    3
    AG
    3
    PA
    -
    AV
    9
    Special:
  • LE BLACK GOBBO

    225K
    Le Black Gobbo
    Illustration for positional Le Black Gobbo
    M
    6
    ST
    2
    AG
    3
    PA
    3
    AV
    9
    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:
  • BOLGROT L'ÉCRABOUILLEUR

    250K
    Bolgrot l'Écrabouilleur
    Illustration for positional Bolgrot l'Écrabouilleur
    M
    4
    ST
    6
    AG
    5
    PA
    4
    AV
    10
    Special:
  • VARAG MACHE-GOULE

    280K
    Varag Mache-Goule
    Illustration for positional Varag Mache-Goule
    M
    6
    ST
    5
    AG
    3
    PA
    5
    AV
    10
    Special:
  • HTHARK THE UNSTOPPABLE

    300K
    Hthark The Unstoppable
    Illustration for positional Hthark The Unstoppable
    M
    6
    ST
    6
    AG
    4
    PA
    6
    AV
    10
    Special:
  • MORG'N THORG

    380K
    Morg'n Thorg
    Illustration for positional Morg'n Thorg
    M
    6
    ST
    6
    AG
    3
    PA
    4
    AV
    11
    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.
Waaagh! Drummer 50K
At the start of each drive, after the Kick-off event has been resolved but before the ball itself lands, roll 3D6. For each roll of a 4+, one player on the opposing team can be pushed back one square towards their own End Zone, exactly as if a Push Back block dice result had been applied against them. The same player can be pushed back more than once by this Inducement.
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
Mungo Spinecracker 80K
I’M FINE THANKS, MUNGO! Whenever a player on your team suffers an Injury result of 8-9, KO’d (or of 7-8, KO’d on the Stunty Injury table), you may roll a D6 before removing them from play: On a roll of 1, the player’s protestations fall upon deaf ears and Mungo ‘treats’ his patient. The player becomes a casualty and is immediately removed from play and placed in the Casualty box of their team dugout. No Casualty roll is made. Instead, a Badly Hurt result is automatically applied against them. On a roll of 2-4, the player is badly pummelled but suffers neither lasting harm nor noticeable benefit. The player is removed from play and placed in the Knocked-out box of your team dugout as normal. On a roll of 5 or 6, the player regains their senses remarkably quickly and is able to fend off the ministrations of the Orc. The player remains on the pitch and becomes Stunned.
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.
Fink da Fixer 90K
YOU GOT IT, BOSS! Once per game, when your team uses a Bribe, you may re-roll the D6 to see if the Bribe is effective. In addition, when rolling on the Argue the Call table, a coach who has hired Fink treats a roll of 5 or 6 as a “Well, When You Put It Like That…” result and a roll of 2-4 as an “I Don’t Care!” result. However, on a “You’re Outta Here!” result, Fink is Sent-off along with the coach and will play no further part in the game.
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.
Wandering Apothecary 100K
If your team allows the use of an apothecary, you can hire up to two wandering apothecaries. Each wandering apothecary behaves like a regular apothecary, for the duration of the match only.
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.
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.
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.
Ogre Firebelly (Wizard) 150K
COLUMN OF FIRE 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. Choose any square that is adjacent to one of the Sidelines to be the Column of Fire’s starting point. The Column of Fire follows a path from one Sideline to the other, moving in a straight line from its starting point directly towards the opposite Sideline. Roll a D6 for every Standing player (from either team) that occupies a square in the Column of Fire’s path: On a roll of 4+, the player has been hit by the Column of Fire. On a roll of 1-3, the player is able to duck and avoid the Column of Fire. Any Standing players hit by the Column of Fire are Knocked Down. When a player is Knocked Down by the Column of Fire, 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.
Night Golbin Shaman (Wizard) 150K
FOOT OF GORK (OR MORK) 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 6, the player has been kicked by the Foot of Gork (or Mork)! On a roll of 3-5, the player has been stomped on by the Foot of Gork (or Mork). On a roll of 1 or 2, the player is lucky and the Foot of Gork (or Mork) swings harmlessly over their head. A Standing player kicked by the Foot of Gork (or Mork) is immediately catapulted through the air. Immediately treat that player as being thrown (as if they had the Right Stuff trait, and as if their Strength is 3 or less should their Strength be 4 or more) by another player (with the Throw Team-mate trait and a Strength of 5 or more), and treat the quality of the throw as terrible. A Standing player stomped on by the Foot of Gork (or Mork) is Knocked Down. When a player is Knocked Down by the Foot of Gork (or Mork), 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. SPORE CLOUD 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 2+, the player is engulfed by a cloud of Madcap Mushroom spores. Until the end of this drive, the player gains both the Loner (5+) and Really Stupid traits. On a roll of 1, the player begins to sprout strange fungus from their armour, before the spell dissipates harmlessly.
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
Template for giant