Chaos Dwarves

Chaos Dwarves

Tier 1

Positionals

Qty Position M S AG P AR Skills Primary Secondary Cost
0-16 Hobgoblin Lineman 6 3 3+ 4+ 8+ G S A 40K
0-4 Chaos Dwarf Blocker 4 3 4+ 6+ 10+
Block
Iron Hard Skin
Thick Skull
G S A M 70K
0-2 Hobgoblin Sneaky Stabba 6 3 3+ 5+ 8+
Shadowing
Stab
G S A 70K
0-2 Chaos Dwarf Flamesmith 5 3 4+ 6+ 10+
Brawler
Breath Fire
Disturbing Presence
Thick Skull
G S A M 80K
0-2 Bull Centaur Blitzer 6 4 4+ 6+ 10+
Sprint
Sure Feet
Thick Skull
G S A 130K
0-1 Enslaved Minotaur 5 5 4+ - 9+
Frenzy
Horns
Loner (4+)
Mighty Blow (+1)
Thick Skull
Unchannelled Fury
S A G M 150K

Special Rules

Badlands Brawl
Favoured of Hashut

Staff

Cheerleader

10K

Assistant coach

10K

Reroll(s)

70K

Apothicary

50K

Starplayers

Name Cost M S AG P AR Skills / Spécial
Bomber Dribblesnot 50K 6 2 3+ 3+ 8+
Accurate
Bombardier
Dodge
Loner (4+)
Right Stuff
Secret Weapon
Stunty
Kaboom!
Akhorne The Squirrel 80K 7 1 2+ - 6+
Claws
Dauntless
Dodge
Frenzy
Jump up
Loner (4+)
No Hands
Side Step
Stunty
Titchy
Blind Rage
Fungus the Loon 80K 4 7 3+ - 8+
Ball and Chain
Loner (4+)
Mighty Blow (+1)
No Hands
Secret Weapon
Stunty
Whirling Dervish
Nobbla Blackwart 120K 6 2 3+ - 8+
Block
Chainsaw
Dodge
Loner (4+)
Secret Weapon
Stunty
Kick'em while they're down
Scrappa Sorehead 130K 7 2 3+ 5+ 8+
Dirty Player (+1)
Dodge
Loner (4+)
Pogo Stick
Right Stuff
Sprint
Stunty
Sure Feet
Yoink!
Zzharg Madeye 130K 4 4 4+ 3+ 10+
Cannoneer
Hail Mary Pass
Loner (4+)
Nerves of Steel
Secret Weapon
Sure Hands
Thick Skull
Then I started Blastin'!
Rashnak Backstabber 130K 7 3 3+ 5+ 8+
Loner (4+)
Shadowing
Side Step
Sneaky Git
Stab
Toxin Connoisseur
Helmut Wulf 140K 6 3 3+ - 9+
Chainsaw
Loner (4+)
Pro
Secret Weapon
Stand Firm
Old Pro
The Black Gobbo 225K 6 2 3+ 3+ 9+
Bombardier
Disturbing Presence
Dodge
Loner (3+)
Side Step
Sneaky Git
Stab
Stunty
Sneakiest Out of The Lot
Grak and Crumbleberry 250K
      Grak 5 5 4+ 4+ 10+
Bone Head
Kick Team-mate
Loner (4+)
Mighty Blow (+1)
Thick Skull
Two for One
      Crumbleberry 5 2 3+ 6+ 7+
Dodge
Loner (4+)
Right Stuff
Stunty
Sure Hands
Two for One
Ripper Blogrot 250K 4 6 5+ 4+ 10+
Grab
Loner (4+)
Mighty Blow (+1)
Regeneration
Throw Team-mate
Thinking Man's Troll
Varag Ghoul-Chewer 280K 6 5 3+ 5+ 10+
Block
Jump up
Loner (4+)
Mighty Blow (+1)
Thick Skull
Crushing Blow
Hthark The Unstoppable 300K 6 6 4+ 6+ 10+
Block
Break Tackle
Defensive
Juggernaut
Loner (4+)
Sprint
Sure Feet
Thick Skull
Unstoppable Momentum

Inducements

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

S

AG

P

AV

6

3

3+

-

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.

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.

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).

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.

Josef Bugman

100K

MV

S

AG

P

AV

5

3

3+

6+

9+

Loner (4+)
Tackle
Thick Skull
Wrestle

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.

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.

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.