Ogres

Ogres

Tier 3

Positionals

Qty Position M ST AG PA AR Skills Simple Double Cost
0-16 Gnobla Lineman 5 1 3+ 5+ 6+
Dodge
Right Stuff
Side Step
Stunty
Titchy
A G 15K
0-5 Ogre Blocker 5 5 4+ 5+ 10+
Bone Head
Mighty Blow (+1)
Thick Skull
Throw Team-mate
F AGP 140K
0-1 Ogre Runt Punter 5 5 4+ 4+ 10+
Bone Head
Kick Team-mate
Mighty Blow (+1)
Thick Skull
PF AG 145K

Special Rules

Badlands Brawl
Old World Classic
Low Cost Linemen

Staff

Cheerleader

10K

Assistant coach

10K

Reroll(s)

70K

Apothicary

50K

Starplayers

Name Cost M ST AG PA 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
Barik Farblast 80K 6 3 3+ 3+ 9+
Hail Mary Pass
Loner (4+)
Pass
Secret Weapon
Strong Arm
Sure Hands
Thick Skull
Blast It!
Fungus the Loon 80K 4 7 3+ - 8+
Ball and Chain
Loner (4+)
Mighty Blow (+1)
No Hands
Secret Weapon
Stunty
Whirling Dervish
Helmut Wulf 140K 6 3 3+ - 9+
Chainsaw
Loner (4+)
Pro
Secret Weapon
Stand Firm
Old Pro
Rumbelow Sheepskin 170K 6 3 3+ - 8+
Block
Horns
Juggernaut
Loner (4+)
No Hands
Tackle
Thick Skull
Ram
Thorsson Stouthead 170K 6 3 4+ 3+ 8+
Block
Drunkard
Loner (4+)
Thick Skull
Beer Barrel Bash!
Grim Ironjaw 200K 5 4 3+ - 9+
Block
Dauntless
Frenzy
Loner (4+)
Multiple Block
Thick Skull
Slayer
Karla Von Kill 210K 6 4 3+ 4+ 9+
Block
Dauntless
Dodge
Jump up
Loner (4+)
Indomitable
Grombrindal, The White Dwarf 210K 5 3 3+ 4+ 10+
Block
Dauntless
Grab
Loner (4+)
Mighty Blow (+1)
Thick Skull
Wisdom of The White Dwarf
Mighty Zug 220K 4 5 4+ 6+ 10+
Block
Loner (4+)
Mighty Blow (+1)
Crushing Blow
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
Ivar Eriksson 245K 6 4 3+ 4+ 9+
Block
Guard
Loner (4+)
Tackle
Raiding Party
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
Frank 'n' Stein 250K 4 5 4+ - 10+
Break Tackle
Loner (4+)
Mighty Blow (+1)
Regeneration
Stand Firm
Thick Skull
Brutal Block
Varag Ghoul-Chewer 280K 6 5 3+ 5+ 10+
Block
Jump up
Loner (4+)
Mighty Blow (+1)
Thick Skull
Crushing Blow
Deeproot Strongbranch 280K 2 7 4+ 5+ 11+
Block
Loner (4+)
Mighty Blow (+2)
Stand Firm
Strong Arm
Thick Skull
Throw Team-mate
Timmm-ber!
Reliable
Griff Oberwald 280K 7 4 2+ 3+ 9+
Block
Dodge
Fend
Loner (3+)
Sprint
Sure Feet
Consummate Professional
Morg'n Thorg 380K 6 6 3+ 4+ 11+
Block
Loner (4+)
Mighty Blow (+2)
Thick Skull
Throw Team-mate
The Ballista

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

MA5 ST2 AG3+ PA4+ AV6+ Loner(4+), Stunty, Right Stuff



1 single AG skill: +10 kpo


2 or more AG skills: +20 kpo each


1 General skill only (except for Dirty Player): +40 kpo


1 single PA skill: +20 kpo


1 single Mutation: +30 kpo


+1MA : 30 kpo


+1AG : 40 kpo


+1CP : 30 kpo


+1AR : 30 kpo


-1 to any characteristic : -10 kpo (Mercenary cost =30 kpo min)


Can exchange Right Stuff for only 1 of these options:


Dirty Player (+1) + Sneaky Git + Loner (5+): 50Kpo for Badland Brawl, Favorites of..., Halfling Thimble Cup, Lustrian Superleague, Old World Classic, and Underworld Challenge.


Dirty Player (+2) + Sneaky Git+ Loner (5+): 80Kpo for Badland Brawl and Halfling Thimble Cup.


Bomber + Secret Weapon: 40 kpo for Badland Brawl, Halfling Thimble Cup, Old World Classic, Underworld Challenge and World's Edge Super League.


Stab + Secret Weapon: 20 kpo for BadLand Brawl, Halfling Thimble Cup, Lustria Superleague, Old World Classic, Underworld Challenge and World's Edge Superleague.


Pogo Stick : 50 kpo for Badland Brawl, Halfling Thimble Cup, Lustria Super League, Sylvania Spotlight and Underworld Challenge.


Chain and Ball + Secret Weapon + No Hands + 3ST -2MA -Dodge: 60 kpo for Badland Brawl, Favorites of..., Haldfling Thimble Cup and Underworld Challenge.


Chainsaw + Secret Weapon + No Hands -Dodge: 40 kpo 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

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.

Master of Ballistics

40K

During Step 2 of every Start of Drive sequence, the Master of Ballistics can attempt to advise the kicker.


After placing the ball but before rolling for deviation, roll a D3 on the table opposite:


1 Complete Misunderstanding: The kicker has rather missed the point, and the kick-off deviates as normal.


2 Interesting Theory... The Master of Ballistics becomes side-tracked explaining the theory and runs out of time before the whistle. The distance the ball deviates is reduced by one square, from D6 squares to D6-1 squares (meaning there is a chance it won’t deviate at all if a 1 is rolled).


3 Successful Practical Application: By Nuffle, the kicker’s grasped it! After rolling the dice for deviation, the kicking team’s coach can choose to modify the roll of either the D6 or the D8 by +1 or +2, or -1 or -2 as they wish, to a minimum of 1, and a maximum of 6 (for the D6) and 8 (for the D8).

Bottles of heady brew

40K

At the start of a drive, after both teams have been set up but before the kick-off (between Step 1 and Step 2), randomly select D3 players with the Stunty trait that are currently set up on the pitch. For the remainder of this drive, those players gain the Dauntless and Frenzy skills and the Really Stupid (4+) trait.

Bloodweiser Kegs

50K

Up to 2 kegs can be bought to provide +1 per keg to KO recovery rolls.

Legendary Lineman (Specialized Mercenary)

50K

MA6 ST3 AG3+ PA4+ AV9+ Loner (4+)



1 single G skill (except for the Dirty Player) : +20 kpo


2 or more General skills (except Dirty Player): +30 kpo


1 single AG skill: +30 kpo


1 PA skill only (except Leader) : +20 kpo


1 ST skill only: +30 kpo


1 single Mutation : +30 kpo


2 or more Mutations: +40 kpo each (only for Favorites of...)


+1MA : 20 kpo


+1PA: 30 kpo


+1AV: 20 kpo


-1 to any characteristic: -10 kpo (Mercenary cost =50 kpo min)



Only 1 of these options:


Dirty Player (+1) + Sneaky Git + Loner(5+): 60Kpo for any team.


Dirty Player (+2) + Sneaky Git + Loner(5+): 90Kpo for Badland Brawl, Favorites of..., Old World Classic, Sylvania Spotlight, Underworld Challenge, and World's Edge Superleague.


Bomber + Secret Weapon: 40 kpo for Badland Brawl, Old World Classic, Sylvania Spotlight, Underworld Challenge and World's Edge Super League.


Stab + Secret Weapon: 20 kpo 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: 60 kpo for any team.

Brutal Blocker (Specialized Mercenary)

50K

MA4 ST4 AG4+ PA6+ AV9+ Loner(4+)


1 single ST skill: +30 kpo


2 or more ST skills: +40 kpo each


1 AG skill only : +40 kpo


1 General skill only (except Dirty Player): +30 kpo


Only 1 PA skill (except Leader): +20 kpo


1 single Mutation: +40 kpo


+1MA : 30 kpo


2MA: 50 kp for Favorites of... and Lustria Super League


+1AG : 50 kpo


+1AV: 20 kpo


-1 to a any characteristic : -10 kpo (Mercenary cost =70 kpo min)



Only 1 of these options:


DirtyPlayer (+1) + Sneaky Git + Loner (5+): 70Kpo for Badland Brawl, Favorites of..., Super-League of Lustria and Old World Classic.


Dirty Player (+2) + Sneaky Git + Loner(5+): 100Kpo for Badland Brawl and Favorites of the...


Mighty Blow(+2) + Loner(5+) : 60 kpo for Badland Brawl, Favorites of..., Super-league of Lustria, Old World Classic, Sylvania Spotlight and World's Edge Superleague.


Stab + Secret Weapon: 20 kpo for BadLand Brawl, Lustria Superleague, Old World Classic, Sylvania Spotlight, Underworld Challenge, and World's Edge Superleague.


Chain and Ball + Secret Weapon + No Hands + 2F -1M: 90 kpo for Badland Brawl, Favorites of..., Spot of Sylvania, Underworld Challenge and World's Edge Super League.


Chainsaw + Secret Weapon + No Hands: 60 kp for Favorites of the...

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.

Dwarfen Runesmith

50K

During each Start of Drive sequence, after Step 2 but before Step 3, you can select a single player on your team that is currently on the pitch that does not have the Loner (X+) trait and choose one of the following runes. Then roll a D6:


On a roll of 4+, the rune takes effect, but you cannot attempt to use the Runesmith again at the start of a later drive.


On a roll of 2 or 3, the rune does not work, but you can attempt to use the Runesmith again at the start of a later drive.


On a roll of 1, the rune does not work, and you cannot attempt to use the Runesmith again at the start of a later drive.



DWARFEN RUNES


Rune of Might


Until the end of this drive, the chosen player gains the Mighty Blow (+1) skill.


Rune of Fury


Until the end of this drive, the chosen player gains both the Dauntless and Frenzy skills.


Rune of Speed


Until the end of this drive, the chosen player gains both the Sprint and Sure Feet skills.


Rune of Iron


Until the end of this drive, the chosen player’s Armour Value is increased by 1 (to a maximum of 11+) and they gain the Stand Firm skill.


Rune of Impact


Until the end of this drive, the chosen player gains both the Juggernaut and Horns skills.

Kari Coldsteel

50K

IF YOU WANT A JOB DONE…


Kari counts as two Temp Agency Cheerleaders. In addition, if her team cannot set up 11 players at the start of a drive, Kari may decide to “show ‘em how it’s done!”. Her team’s coach can choose to set her up as part of the team. If they do so, she counts as part of the team for the duration of the drive, and no longer counts as two Temp Agency Cheerleaders. When the drive ends, Kari is Sent-off. You cannot Argue the Call or use a Bribe to prevent this. She will play no further part in the game – she does not count as any Temp Agency Cheerleaders, and she cannot be used in a later drive.


MA6, ST2, AG3+,PA5+, AV8+, Block, Dauntless, Frenzy, Loner (4+).

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.

Safe Provider (Specialized Mercenary)

70K

MA6 ST3 AG2+ PA3+ AV8+ Loner(4+)


1 single AG skill: +30 kpo


2 or more AG skills: +40 kpo each


1 General skill only : +30 kpo


1 PA skill only : +30 kpo


1 ST skill only (except Mighty Blow and Guard): +50 kpo



Only 1 of these options:


Big Hand: +30 kpo for Favorites of...


Extra Arm: +20 kpo for Favorites of...


Two Heads: +30 kpo for Favorites of...


Very Long Legs : +30 kpo for Favorites of...


+1MA : 30 kpo


+2MA: 60 kpo for League of Elven Kingdoms.


+1AG : 50 kpo


+2AG : 100 kpo for League of Elven Kingdoms.


+1PA : 30 kpo


+2PA : 60 kpo for League of Elven Kingdoms.


+1AV : 40 kpo


-1 to aany characteristic : -10 kpo (Mercenary cost =70 kpo min)


Only 1 of these options:


Hypnotic Gaze + Loner(5+): 60Kpo for League of Elven Realms, Favorites of..., Halfling Thimble Cup, Sylvania Spotlight and Underworld Challenge.


Stab + Secret Weapon: 20Kpo for Elven Kingdoms 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.

Halfling Pot Pot

80K

A Hot Pot can be used once per game, launching a cauldron of piping-hot stew onto the opposition. The Hot Pot may be used immediately after any of the opposition’s team turns has ended. Choose a target square anywhere on the pitch and roll a D6:


On a roll of 6, the shot is on target.


On a roll of 2-5, the shot is off target – the target square is moved D3 squares in a direction determined by rolling a D8 and referring to the Random Direction template.


On a roll of 1, something has gone horribly wrong and the Hot Pot has misfired in the team dugout. D3 randomly selected players in the Reserves box immediately become KO’d and moved to the Knockedout box.


A player in the target square is automatically hit by the Hot Pot itself. If a Standing player is hit, they are Knocked Down. If a Prone or Stunned player is hit, an Armour roll is made against them. In either case, you may apply a +2 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made. Additionally, roll a D6 for each Standing player (from either team) that is in a square adjacent to the target square:


On a roll of 4+, the player has been hit by the mess of stew that showers out of the Hot Pot.


On a roll of 1-3, the player manages to avoid being hit. Any Standing player hit in this way is Placed Prone.

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.

Bribes

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.

Riotous Rookies

100K

Allows you to add for free 2D3+1 additional daily players to those enrolled for the next match (allows to go beyond 16 players).

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.

Josef Bugman

100K

Allows for 1's 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.



Josef has the following characteristics:


M5 ST3 AG3+ PA6+ AR9+ Loner(5+), Tackle, Thick Skull, Wrestle.


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

MA4 ST5 AG4+ PA5+ AV9+ Bone Head, Loner(4+), Mighty Blow(+1), Throw Teammate


1 single ST skill: +30 kpo


2 or more ST skills: +40 kpo each


1 General skill only : +40 kpo


1 single PA skill (except Leader) : +30 kpo


1 single mutation: +40 kpo


+1MA : 20 kpo


+2MA: 50 kp for Favorites of..., Lustria Super League, Sylvania Spotlight and Underworld Challenge.


+1AG : 40 kpo


+1PA : 30 kpo


+2PA: 60 kpo for Badland Brawl, Halfling Thimble Cup, Old World Classic and Underworld Challenge.


+1AR : 20 kpo


-1 to any characteristic: -10 kpo (Mercenary Cost =130 kpo min)


Can replace Bone Head for only 1 of these options:


Always Hungry + Projectile Vomit + Really Stupid + Regeneration -1AG: -10Kpo for any team.


Frenzy + Unchanneled Fury + Horns - Throw Teammate : +20Kpo for BadLands Brawl, Favorites of..., Thimble Cup, Old World Classic, Underworld Challenge, and World's Edge Superleague.


Frenzy + Animal Savagery + Claws + Prehensile Tail - Throw Teammate : +20Kpo for Badlands Brawl, Favorites of..., Lustria Superleague, Sylvania Spotlight and Underworld Challenge.


Mighty Blow (+2) + Loner(5+): 50Kpo for any team.


Ball and Chain + Secret Weapon + No Hands + Really Stupid+ 2ST -1MA: 80 kpo for Badlands Brawl, Favorites of..., Lustria Super League, Old World Classic, and Underworld Challenge.

Ranulf 'Red' Hokuli (Biased Referee)

130K

'RED' CARD


When suitably remunerated, Ranulf will keep a particularly close eye on one of the teams. 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+, Ranulf loudly demands that play halt whilst he investigates further.


On a roll of 1-3, the player manages to avoid the ref’s attention.


Once spotted by Ranulf in this way (and only in this way), the coach of the player that committed the Foul must choose one of the following options:


The coach may use a Bribe if one is available.


The player that committed the Foul may accept their fate and be Sent-off.


The player may attempt to argue with Ranulf! Ranulf will settle the argument with his axe. An Armour roll is made against the player, applying a +2 modifier to the result:


- If the roll is higher than the Armour Value of the player, they become Prone and an Injury roll is made against them. The player is not Sent-off and no Turnover is caused.


- If the roll is equal to or lower than the Armour Value of the player hit, the attack has no effect. The player is Sent-off and a Turnover caused.


"I'M NOT ONE FOR ARGUING!"


If Ranulf has been Induced for this game, even if he does not take part due to both coaches Inducing him, neither coach can Argue the Call – even the most argumentative of coaches can’t help but have respect for the charismatic Norscan.

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.

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.

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

Characteristics: 6 7 5+ 5+ 11+.


Skills : Multiple Blocking, Bone head, Break Tackle, Juggernaut, Throw a Teammate, Loner (4+), Stability, Always Hungry.



Slave Giants are big... Much bigger than Ogres, Minotaurs, Trolls, or any of the other Big Guys you might encounter on a regular basis at a Blood Bowl stadium. Any player with the Sporting Giant skill is subject to the following rules:



Base Size and Tackle Zones: Unlike other players, a Sports Giant occupies not one but four squares on the field. Such players always occupy four spaces, whether they are standing, on the ground, or stunned. Furthermore, the direction in which a Sports Giant faces is of real importance since, given the gigantic size of such a player, he does not exercise a Tackle Zone in all the squares adjacent to the four squares he occupies. Instead, he only exercises a Tackle Zone in the squares adjacent to the squares he faces and to those on the sides of his base. He therefore does not exercise a Tactical Zone on the four squares behind him. The coach controlling the giant must clearly indicate to his opponent the direction in which the Sports Giant is facing so that his opponent knows which squares are facing the giant and which are behind him. Finally, if any of the four squares in which the Sports Giant is located should be the target of an effect during the match (such as a spell cast by a Wizard or be affected by the effect of a Special Card), the player will be considered to have been affected by that effect, just like any other player.



Movement: When a Sports Giant moves, it does so like any other player, moving only a number of squares equal to its Movement value. A Sports Giant may move in any direction, including diagonally, as long as it does not enter a square occupied by another player (of any team) standing. If any square occupied by the Sports Giant is in the Tackle Zone of an opposing player, the Sports Giant must attempt a Dodge when leaving that square, as any other player would. If, while dodging, the giant's base enters a square that is in an opposing player's Tackle Zone, the Dodge roll is modified using the usual rules. However, unlike other players, a Sports Giant is large enough to get past any downed players who would obstruct the path of any other player. A Sports Giant can move over Downed or Stunned players as long as it has sufficient movement to do so. A Sports Giant may not end its move on a square containing another player. Note also that, because of the larger size of the Sports Giants, they will not be able to work their way through small gaps in the opponent's setup. If, at any time during the movement of a Sports Giant, it finds itself with one of its four squares occupied by a standing player, regardless of the player's team, then the giant cannot move into that square.



Pushed Back: Like any other player, a Sports Giant can only be pushed back into empty squares. If this is not possible, then the Sports Giant is pushed back into one or more occupied squares and the player(s) occupying that square(s) are in turn pushed back one square. Pushed into the Crowd: If any part of the base of a Sports Giant is pushed off the field, the player is considered to have been pushed into the crowd and is removed from the field. In other words, no matter how massive a Sports Giant is, it cannot be half on and half off the field: it must be all on the field or it is removed from the field. Teammate Throwing: Sporting Giants are particularly effective at throwing small players. When a Sports Giant attempts to throw a teammate, you may re-roll a roll that resulted in a Misfire. Obstructing a Giant: A Sports Giant tends to get in the way when opponents attempt to pass over him. When a Sports Giant attempts an Interception, it does not suffer the usual -2 penalty. Deflection: A Sporting Giant occupies four squares instead of one for other players, so the scattering template cannot be used for such a player. Instead, roll a D12 to determine the direction