Black Orc

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

225k

The Black Gobbo

6

2

3+

3+

9+

Bombardier, Disturbing Presence, Dodge, Loner (3+), Side Step, Sneaky Git, Stab, Stunty

SNEAKIEST OF THE LOT: If your team includes the Black Gobbo, you may commit two Foul actions per team turn, provided one of your Fould actions is committed by the Black Gobbo himself.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Varag Ghoul-Chewer

6

5

3+

5+

10+

Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Varag, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Chaos Chosen

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Lord Borak the Despoiler

5

5

3+

5+

10+

Block, Dirty Player (+2), Loner (4+), Mighty Blow (+1), Sneaky Git

LORD OF CHAOS: A team that includes Lord Borak gains an extra Team re-roll for the first half of the game. If this Team re-roll is not used during the first half, it may be carried over into the second half. However, if Lord Borak is removed from the play before this re-roll is used, it is lost.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Chaos Renegade

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Lord Borak the Despoiler

5

5

3+

5+

10+

Block, Dirty Player (+2), Loner (4+), Mighty Blow (+1), Sneaky Git

LORD OF CHAOS: A team that includes Lord Borak gains an extra Team re-roll for the first half of the game. If this Team re-roll is not used during the first half, it may be carried over into the second half. However, if Lord Borak is removed from the play before this re-roll is used, it is lost.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Dark Elf

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Gloriel Summerbloom

7

2

2+

2+

8+

Accurate, Dodge, Loner (3+), Pass, Side Step, Sure Hands

SHOT TO NOTHING: Once per game, when Gloriel performs a Pass action, she may gain the Hail Mary Pass skill. You must declare this special rule is being used when Gloriel is activated.

150k

Willow Rosebark

5

4

3+

6+

9+

Dauntless, Loner (4+), Side Step, Thick Skull

INDOMITABLE: Once per game, when Willow sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

230k

Eldril Sidewinder

8

3

2+

5+

8+

Catch, Dodge, Hypnotic Gaze, Loner (4+), Nerves of Steel, On the Ball

MESMERIZING DANCE: Once per game, Eldril may re-roll a failed Agility test when attempting to use the Hypnotic Gaze trait.

230k

Zolcath the Zoat

5

5

4+

5+

10+

Disturbing Presence, Juggernaut, Loner (4+), MIghty Blow (+1), Prehensile Tail, Regeneration, Sure Feet

"EXCUSE ME, ARE YOU A ZOAT?": Once per game, when Zolcath is activated, he main gain the Hypnotic Gaze trait. You must declare this special rule is being used when Zolcath is activated.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

270k

Roxana Darknail

8

3

1+

4+

8+

Dodge, Frenzy, Jump Up, Juggernaut, Leap, Loner (4+)

BURST OF SPEED: Once per game, Roxanna may attmpt to Rush three times, rather than the usual two. You may declare you are using this special rule after Roxanna has rushed twice.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

Swift Twins: Lucien Swift

7

3

2+

5+

9+

Block, Loner (4+), Mighty Blow (+1), Tackle

TWO FOR ONE (1): The Swift Twins must be hired as a pair and count as two Star Players.

340k

Swift Twins: Valen Swift

7

3

2+

2+

8+

Accurate, Loner (4+), Nerves of Steel, Pass, Safe Pass, Sure Hands

TWO FOR ONE (2): However, if either Lucien or Valen is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

 

 

 

 

 

 

 

 

 

Dwarf

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Skrull Halfheight

6

3

4+

4+

9+

Accurate, Loner (4+), Nerves of Steel, Pass, Regeneration, Sure Hands, Thick Skull

STRONG PASSING GAME: Once per game, after making a Passing Ability test to perform a Pass action, Skrull may choose to modify the dice roll ba adding his Strength characteristic to it.

170k

Rumbelow Sheepskin

6

3

3+

-

8+

Block, Horns, Juggernaut, Loner (4+), No Hands, Tackle, Thick Skull

RAM: Once per game, when an oppositiomn player is Knocked Down as a result of a Block action performed by Rumbelow, you may apply +1 modifier to either Armour roll or Injury roll. This modifier may be applied after the roll has been made.

200k

Grim Ironjaw

5

4

3+

-

9+

Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull

SLAYER: Once per game, when an opposition player with a Strength characteristic of 5 or more is Knocked Down as the result of a Block action performed by Grim, you may apply an additional +1 modifier to either the Armour or Injury roll. This modifier may be applied after the roll has been made.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

210k

Karla von Kill

6

4

3+

4+

9+

Block, Dauntless, Dodge, Jump Up, Loner (4+)

INDOMITABLE: Once per game, when Karla sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Deeproot Strongbranch

2

7

5+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Stand Firm, Strong Arm, Thick Skull, Throw Team-mate, Timmm-ber!

RELIABLE: If Deeproot fumbles a Throw Team-mate action, the player that was thrown will bounce as normal but will automatically land safely.

280k

Griff Oberwald

7

4

2+

3+

9+

Block, Dodge, Fend, Loner (3+), Sprint, Sure Feet

CONSUMMATE PROFESSIONAL: Once per game, Griff may re-roll one dice that was rolled either as a single deice roll as part of a multiple dice roll or as part of a dice pool (this cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll).

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Elven Union

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Gloriel Summerbloom

7

2

2+

2+

8+

Accurate, Dodge, Loner (3+), Pass, Side Step, Sure Hands

SHOT TO NOTHING: Once per game, when Gloriel performs a Pass action, she may gain the Hail Mary Pass skill. You must declare this special rule is being used when Gloriel is activated.

150k

Willow Rosebark

5

4

3+

6+

9+

Dauntless, Loner (4+), Side Step, Thick Skull

INDOMITABLE: Once per game, when Willow sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

230k

Eldril Sidewinder

8

3

2+

5+

8+

Catch, Dodge, Hypnotic Gaze, Loner (4+), Nerves of Steel, On the Ball

MESMERIZING DANCE: Once per game, Eldril may re-roll a failed Agility test when attempting to use the Hypnotic Gaze trait.

230k

Zolcath the Zoat

5

5

4+

5+

10+

Disturbing Presence, Juggernaut, Loner (4+), MIghty Blow (+1), Prehensile Tail, Regeneration, Sure Feet

"EXCUSE ME, ARE YOU A ZOAT?": Once per game, when Zolcath is activated, he main gain the Hypnotic Gaze trait. You must declare this special rule is being used when Zolcath is activated.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

270k

Roxana Darknail

8

3

1+

4+

8+

Dodge, Frenzy, Jump Up, Juggernaut, Leap, Loner (4+)

BURST OF SPEED: Once per game, Roxanna may attmpt to Rush three times, rather than the usual two. You may declare you are using this special rule after Roxanna has rushed twice.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

Swift Twins: Lucien Swift

7

3

2+

5+

9+

Block, Loner (4+), Mighty Blow (+1), Tackle

TWO FOR ONE (1): The Swift Twins must be hired as a pair and count as two Star Players.

340k

Swift Twins: Valen Swift

7

3

2+

2+

8+

Accurate, Loner (4+), Nerves of Steel, Pass, Safe Pass, Sure Hands

TWO FOR ONE (2): However, if either Lucien or Valen is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

 

 

 

 

 

 

 

 

 

Goblin

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

225k

The Black Gobbo

6

2

3+

3+

9+

Bombardier, Disturbing Presence, Dodge, Loner (3+), Side Step, Sneaky Git, Stab, Stunty

SNEAKIEST OF THE LOT: If your team includes the Black Gobbo, you may commit two Foul actions per team turn, provided one of your Fould actions is committed by the Black Gobbo himself.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Varag Ghoul-Chewer

6

5

3+

5+

10+

Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Varag, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Halfling

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

170k

Rumbelow Sheepskin

6

3

3+

-

8+

Block, Horns, Juggernaut, Loner (4+), No Hands, Tackle, Thick Skull

RAM: Once per game, when an oppositiomn player is Knocked Down as a result of a Block action performed by Rumbelow, you may apply +1 modifier to either Armour roll or Injury roll. This modifier may be applied after the roll has been made.

200k

Grim Ironjaw

5

4

3+

-

9+

Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull

SLAYER: Once per game, when an opposition player with a Strength characteristic of 5 or more is Knocked Down as the result of a Block action performed by Grim, you may apply an additional +1 modifier to either the Armour or Injury roll. This modifier may be applied after the roll has been made.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

210k

Karla von Kill

6

4

3+

4+

9+

Block, Dauntless, Dodge, Jump Up, Loner (4+)

INDOMITABLE: Once per game, when Karla sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Deeproot Strongbranch

2

7

5+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Stand Firm, Strong Arm, Thick Skull, Throw Team-mate, Timmm-ber!

RELIABLE: If Deeproot fumbles a Throw Team-mate action, the player that was thrown will bounce as normal but will automatically land safely.

280k

Griff Oberwald

7

4

2+

3+

9+

Block, Dodge, Fend, Loner (3+), Sprint, Sure Feet

CONSUMMATE PROFESSIONAL: Once per game, Griff may re-roll one dice that was rolled either as a single deice roll as part of a multiple dice roll or as part of a dice pool (this cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll).

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Human

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

170k

Rumbelow Sheepskin

6

3

3+

-

8+

Block, Horns, Juggernaut, Loner (4+), No Hands, Tackle, Thick Skull

RAM: Once per game, when an oppositiomn player is Knocked Down as a result of a Block action performed by Rumbelow, you may apply +1 modifier to either Armour roll or Injury roll. This modifier may be applied after the roll has been made.

200k

Grim Ironjaw

5

4

3+

-

9+

Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull

SLAYER: Once per game, when an opposition player with a Strength characteristic of 5 or more is Knocked Down as the result of a Block action performed by Grim, you may apply an additional +1 modifier to either the Armour or Injury roll. This modifier may be applied after the roll has been made.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

210k

Karla von Kill

6

4

3+

4+

9+

Block, Dauntless, Dodge, Jump Up, Loner (4+)

INDOMITABLE: Once per game, when Karla sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Deeproot Strongbranch

2

7

5+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Stand Firm, Strong Arm, Thick Skull, Throw Team-mate, Timmm-ber!

RELIABLE: If Deeproot fumbles a Throw Team-mate action, the player that was thrown will bounce as normal but will automatically land safely.

280k

Griff Oberwald

7

4

2+

3+

9+

Block, Dodge, Fend, Loner (3+), Sprint, Sure Feet

CONSUMMATE PROFESSIONAL: Once per game, Griff may re-roll one dice that was rolled either as a single deice roll as part of a multiple dice roll or as part of a dice pool (this cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll).

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Imperial Nobility

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

170k

Rumbelow Sheepskin

6

3

3+

-

8+

Block, Horns, Juggernaut, Loner (4+), No Hands, Tackle, Thick Skull

RAM: Once per game, when an oppositiomn player is Knocked Down as a result of a Block action performed by Rumbelow, you may apply +1 modifier to either Armour roll or Injury roll. This modifier may be applied after the roll has been made.

200k

Grim Ironjaw

5

4

3+

-

9+

Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull

SLAYER: Once per game, when an opposition player with a Strength characteristic of 5 or more is Knocked Down as the result of a Block action performed by Grim, you may apply an additional +1 modifier to either the Armour or Injury roll. This modifier may be applied after the roll has been made.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

210k

Karla von Kill

6

4

3+

4+

9+

Block, Dauntless, Dodge, Jump Up, Loner (4+)

INDOMITABLE: Once per game, when Karla sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Deeproot Strongbranch

2

7

5+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Stand Firm, Strong Arm, Thick Skull, Throw Team-mate, Timmm-ber!

RELIABLE: If Deeproot fumbles a Throw Team-mate action, the player that was thrown will bounce as normal but will automatically land safely.

280k

Griff Oberwald

7

4

2+

3+

9+

Block, Dodge, Fend, Loner (3+), Sprint, Sure Feet

CONSUMMATE PROFESSIONAL: Once per game, Griff may re-roll one dice that was rolled either as a single deice roll as part of a multiple dice roll or as part of a dice pool (this cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll).

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Lizardmen

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

230k

Zolcath the Zoat

5

5

4+

5+

10+

Disturbing Presence, Juggernaut, Loner (4+), MIghty Blow (+1), Prehensile Tail, Regeneration, Sure Feet

"EXCUSE ME, ARE YOU A ZOAT?": Once per game, when Zolcath is activated, he main gain the Hypnotic Gaze trait. You must declare this special rule is being used when Zolcath is activated.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Necromantic Horror

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

130k

Bryce 'the Slice' Cambuel

5

3

4+

-

9+

Chainsaw, Loner (4+), Regeneration, Secret Weapon, Stand Firm, Thick Skull

GHOSTLY FLAMES: Once per half, when Bryce makes the Chainsaw Attack Special action as part of a Blitz action, he may add +4 to the Armour roll against an opponent rather than +3.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Skrull Halfheight

6

3

4+

4+

9+

Accurate, Loner (4+), Nerves of Steel, Pass, Regeneration, Sure Hands, Thick Skull

STRONG PASSING GAME: Once per game, after making a Passing Ability test to perform a Pass action, Skrull may choose to modify the dice roll ba adding his Strength characteristic to it.

220k

Wilhelm Chaney

8

4

3+

6+

9+

Catch, Claws, Frenzy, Loner (4+), Regeneration, Wrestle

SAVAGE MAULING: Once per game, when Wilhelm makes an Injury roll against an opposing player, he may choose to re-roll the result.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Gretchen Wächter 'The Blood Bowl Widow'

7

3

2+

-

9+

Disturbing Presence, Dodge, Foul Appearance, Jump Up, Loner (4+), No Hands, Regeneration, Shadowing, Side Step

INCOROPREAL: Once per game, after making an Agility test to dodge, Gretchen may choose to modify the dice roll by adding her Strength characteristic to it.

 

 

 

 

 

 

 

 

 

Nurgle

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Lord Borak the Despoiler

5

5

3+

5+

10+

Block, Dirty Player (+2), Loner (4+), Mighty Blow (+1), Sneaky Git

LORD OF CHAOS: A team that includes Lord Borak gains an extra Team re-roll for the first half of the game. If this Team re-roll is not used during the first half, it may be carried over into the second half. However, if Lord Borak is removed from the play before this re-roll is used, it is lost.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Ogre

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

170k

Rumbelow Sheepskin

6

3

3+

-

8+

Block, Horns, Juggernaut, Loner (4+), No Hands, Tackle, Thick Skull

RAM: Once per game, when an oppositiomn player is Knocked Down as a result of a Block action performed by Rumbelow, you may apply +1 modifier to either Armour roll or Injury roll. This modifier may be applied after the roll has been made.

200k

Grim Ironjaw

5

4

3+

-

9+

Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull

SLAYER: Once per game, when an opposition player with a Strength characteristic of 5 or more is Knocked Down as the result of a Block action performed by Grim, you may apply an additional +1 modifier to either the Armour or Injury roll. This modifier may be applied after the roll has been made.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

210k

Karla von Kill

6

4

3+

4+

9+

Block, Dauntless, Dodge, Jump Up, Loner (4+)

INDOMITABLE: Once per game, when Karla sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

225k

The Black Gobbo

6

2

3+

3+

9+

Bombardier, Disturbing Presence, Dodge, Loner (3+), Side Step, Sneaky Git, Stab, Stunty

SNEAKIEST OF THE LOT: If your team includes the Black Gobbo, you may commit two Foul actions per team turn, provided one of your Fould actions is committed by the Black Gobbo himself.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Deeproot Strongbranch

2

7

5+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Stand Firm, Strong Arm, Thick Skull, Throw Team-mate, Timmm-ber!

RELIABLE: If Deeproot fumbles a Throw Team-mate action, the player that was thrown will bounce as normal but will automatically land safely.

280k

Griff Oberwald

7

4

2+

3+

9+

Block, Dodge, Fend, Loner (3+), Sprint, Sure Feet

CONSUMMATE PROFESSIONAL: Once per game, Griff may re-roll one dice that was rolled either as a single deice roll as part of a multiple dice roll or as part of a dice pool (this cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll).

280k

Varag Ghoul-Chewer

6

5

3+

5+

10+

Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Varag, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Old World Alliance

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

170k

Rumbelow Sheepskin

6

3

3+

-

8+

Block, Horns, Juggernaut, Loner (4+), No Hands, Tackle, Thick Skull

RAM: Once per game, when an oppositiomn player is Knocked Down as a result of a Block action performed by Rumbelow, you may apply +1 modifier to either Armour roll or Injury roll. This modifier may be applied after the roll has been made.

200k

Grim Ironjaw

5

4

3+

-

9+

Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull

SLAYER: Once per game, when an opposition player with a Strength characteristic of 5 or more is Knocked Down as the result of a Block action performed by Grim, you may apply an additional +1 modifier to either the Armour or Injury roll. This modifier may be applied after the roll has been made.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

210k

Karla von Kill

6

4

3+

4+

9+

Block, Dauntless, Dodge, Jump Up, Loner (4+)

INDOMITABLE: Once per game, when Karla sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Deeproot Strongbranch

2

7

5+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Stand Firm, Strong Arm, Thick Skull, Throw Team-mate, Timmm-ber!

RELIABLE: If Deeproot fumbles a Throw Team-mate action, the player that was thrown will bounce as normal but will automatically land safely.

280k

Griff Oberwald

7

4

2+

3+

9+

Block, Dodge, Fend, Loner (3+), Sprint, Sure Feet

CONSUMMATE PROFESSIONAL: Once per game, Griff may re-roll one dice that was rolled either as a single deice roll as part of a multiple dice roll or as part of a dice pool (this cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll).

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Orc

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

225k

The Black Gobbo

6

2

3+

3+

9+

Bombardier, Disturbing Presence, Dodge, Loner (3+), Side Step, Sneaky Git, Stab, Stunty

SNEAKIEST OF THE LOT: If your team includes the Black Gobbo, you may commit two Foul actions per team turn, provided one of your Fould actions is committed by the Black Gobbo himself.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Varag Ghoul-Chewer

6

5

3+

5+

10+

Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Varag, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Shambling Undead

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

130k

Bryce 'the Slice' Cambuel

5

3

4+

-

9+

Chainsaw, Loner (4+), Regeneration, Secret Weapon, Stand Firm, Thick Skull

GHOSTLY FLAMES: Once per half, when Bryce makes the Chainsaw Attack Special action as part of a Blitz action, he may add +4 to the Armour roll against an opponent rather than +3.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Skrull Halfheight

6

3

4+

4+

9+

Accurate, Loner (4+), Nerves of Steel, Pass, Regeneration, Sure Hands, Thick Skull

STRONG PASSING GAME: Once per game, after making a Passing Ability test to perform a Pass action, Skrull may choose to modify the dice roll ba adding his Strength characteristic to it.

220k

Wilhelm Chaney

8

4

3+

6+

9+

Catch, Claws, Frenzy, Loner (4+), Regeneration, Wrestle

SAVAGE MAULING: Once per game, when Wilhelm makes an Injury roll against an opposing player, he may choose to re-roll the result.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Gretchen Wächter 'The Blood Bowl Widow'

7

3

2+

-

9+

Disturbing Presence, Dodge, Foul Appearance, Jump Up, Loner (4+), No Hands, Regeneration, Shadowing, Side Step

INCOROPREAL: Once per game, after making an Agility test to dodge, Gretchen may choose to modify the dice roll by adding her Strength characteristic to it.

 

 

 

 

 

 

 

 

 

Skaven

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

225k

The Black Gobbo

6

2

3+

3+

9+

Bombardier, Disturbing Presence, Dodge, Loner (3+), Side Step, Sneaky Git, Stab, Stunty

SNEAKIEST OF THE LOT: If your team includes the Black Gobbo, you may commit two Foul actions per team turn, provided one of your Fould actions is committed by the Black Gobbo himself.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Varag Ghoul-Chewer

6

5

3+

5+

10+

Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Varag, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Snotling

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

225k

The Black Gobbo

6

2

3+

3+

9+

Bombardier, Disturbing Presence, Dodge, Loner (3+), Side Step, Sneaky Git, Stab, Stunty

SNEAKIEST OF THE LOT: If your team includes the Black Gobbo, you may commit two Foul actions per team turn, provided one of your Fould actions is committed by the Black Gobbo himself.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Varag Ghoul-Chewer

6

5

3+

5+

10+

Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Varag, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Underworld Denizens

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

225k

The Black Gobbo

6

2

3+

3+

9+

Bombardier, Disturbing Presence, Dodge, Loner (3+), Side Step, Sneaky Git, Stab, Stunty

SNEAKIEST OF THE LOT: If your team includes the Black Gobbo, you may commit two Foul actions per team turn, provided one of your Fould actions is committed by the Black Gobbo himself.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Varag Ghoul-Chewer

6

5

3+

5+

10+

Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Varag, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Wood Elf

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Gloriel Summerbloom

7

2

2+

2+

8+

Accurate, Dodge, Loner (3+), Pass, Side Step, Sure Hands

SHOT TO NOTHING: Once per game, when Gloriel performs a Pass action, she may gain the Hail Mary Pass skill. You must declare this special rule is being used when Gloriel is activated.

150k

Willow Rosebark

5

4

3+

6+

9+

Dauntless, Loner (4+), Side Step, Thick Skull

INDOMITABLE: Once per game, when Willow sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

230k

Eldril Sidewinder

8

3

2+

5+

8+

Catch, Dodge, Hypnotic Gaze, Loner (4+), Nerves of Steel, On the Ball

MESMERIZING DANCE: Once per game, Eldril may re-roll a failed Agility test when attempting to use the Hypnotic Gaze trait.

230k

Zolcath the Zoat

5

5

4+

5+

10+

Disturbing Presence, Juggernaut, Loner (4+), MIghty Blow (+1), Prehensile Tail, Regeneration, Sure Feet

"EXCUSE ME, ARE YOU A ZOAT?": Once per game, when Zolcath is activated, he main gain the Hypnotic Gaze trait. You must declare this special rule is being used when Zolcath is activated.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

270k

Roxana Darknail

8

3

1+

4+

8+

Dodge, Frenzy, Jump Up, Juggernaut, Leap, Loner (4+)

BURST OF SPEED: Once per game, Roxanna may attmpt to Rush three times, rather than the usual two. You may declare you are using this special rule after Roxanna has rushed twice.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

Swift Twins: Lucien Swift

7

3

2+

5+

9+

Block, Loner (4+), Mighty Blow (+1), Tackle

TWO FOR ONE (1): The Swift Twins must be hired as a pair and count as two Star Players.

340k

Swift Twins: Valen Swift

7

3

2+

2+

8+

Accurate, Loner (4+), Nerves of Steel, Pass, Safe Pass, Sure Hands

TWO FOR ONE (2): However, if either Lucien or Valen is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

 

 

 

 

 

 

 

 

 

Amazon

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

210k

Karla von Kill

6

4

3+

4+

9+

Block, Dauntless, Dodge, Jump Up, Loner (4+)

INDOMITABLE: Once per game, when Karla sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

230k

Zolcath the Zoat

5

5

4+

5+

10+

Disturbing Presence, Juggernaut, Loner (4+), MIghty Blow (+1), Prehensile Tail, Regeneration, Sure Feet

"EXCUSE ME, ARE YOU A ZOAT?": Once per game, when Zolcath is activated, he main gain the Hypnotic Gaze trait. You must declare this special rule is being used when Zolcath is activated.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Chaos Dwarf

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Skrull Halfheight

6

3

4+

4+

9+

Accurate, Loner (4+), Nerves of Steel, Pass, Regeneration, Sure Hands, Thick Skull

STRONG PASSING GAME: Once per game, after making a Passing Ability test to perform a Pass action, Skrull may choose to modify the dice roll ba adding his Strength characteristic to it.

170k

Rumbelow Sheepskin

6

3

3+

-

8+

Block, Horns, Juggernaut, Loner (4+), No Hands, Tackle, Thick Skull

RAM: Once per game, when an oppositiomn player is Knocked Down as a result of a Block action performed by Rumbelow, you may apply +1 modifier to either Armour roll or Injury roll. This modifier may be applied after the roll has been made.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

200k

Grim Ironjaw

5

4

3+

-

9+

Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull

SLAYER: Once per game, when an opposition player with a Strength characteristic of 5 or more is Knocked Down as the result of a Block action performed by Grim, you may apply an additional +1 modifier to either the Armour or Injury roll. This modifier may be applied after the roll has been made.

225k

The Black Gobbo

6

2

3+

3+

9+

Bombardier, Disturbing Presence, Dodge, Loner (3+), Side Step, Sneaky Git, Stab, Stunty

SNEAKIEST OF THE LOT: If your team includes the Black Gobbo, you may commit two Foul actions per team turn, provided one of your Fould actions is committed by the Black Gobbo himself.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Lord Borak the Despoiler

5

5

3+

5+

10+

Block, Dirty Player (+2), Loner (4+), Mighty Blow (+1), Sneaky Git

LORD OF CHAOS: A team that includes Lord Borak gains an extra Team re-roll for the first half of the game. If this Team re-roll is not used during the first half, it may be carried over into the second half. However, if Lord Borak is removed from the play before this re-roll is used, it is lost.

280k

Varag Ghoul-Chewer

6

5

3+

5+

10+

Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Varag, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

High Elf

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Gloriel Summerbloom

7

2

2+

2+

8+

Accurate, Dodge, Loner (3+), Pass, Side Step, Sure Hands

SHOT TO NOTHING: Once per game, when Gloriel performs a Pass action, she may gain the Hail Mary Pass skill. You must declare this special rule is being used when Gloriel is activated.

150k

Willow Rosebark

5

4

3+

6+

9+

Dauntless, Loner (4+), Side Step, Thick Skull

INDOMITABLE: Once per game, when Willow sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

230k

Eldril Sidewinder

8

3

2+

5+

8+

Catch, Dodge, Hypnotic Gaze, Loner (4+), Nerves of Steel, On the Ball

MESMERIZING DANCE: Once per game, Eldril may re-roll a failed Agility test when attempting to use the Hypnotic Gaze trait.

230k

Zolcath the Zoat

5

5

4+

5+

10+

Disturbing Presence, Juggernaut, Loner (4+), MIghty Blow (+1), Prehensile Tail, Regeneration, Sure Feet

"EXCUSE ME, ARE YOU A ZOAT?": Once per game, when Zolcath is activated, he main gain the Hypnotic Gaze trait. You must declare this special rule is being used when Zolcath is activated.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

270k

Roxana Darknail

8

3

1+

4+

8+

Dodge, Frenzy, Jump Up, Juggernaut, Leap, Loner (4+)

BURST OF SPEED: Once per game, Roxanna may attmpt to Rush three times, rather than the usual two. You may declare you are using this special rule after Roxanna has rushed twice.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

Swift Twins: Lucien Swift

7

3

2+

5+

9+

Block, Loner (4+), Mighty Blow (+1), Tackle

TWO FOR ONE (1): The Swift Twins must be hired as a pair and count as two Star Players.

340k

Swift Twins: Valen Swift

7

3

2+

2+

8+

Accurate, Loner (4+), Nerves of Steel, Pass, Safe Pass, Sure Hands

TWO FOR ONE (2): However, if either Lucien or Valen is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

 

 

 

 

 

 

 

 

 

Khemri

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

130k

Bryce 'the Slice' Cambuel

5

3

4+

-

9+

Chainsaw, Loner (4+), Regeneration, Secret Weapon, Stand Firm, Thick Skull

GHOSTLY FLAMES: Once per half, when Bryce makes the Chainsaw Attack Special action as part of a Blitz action, he may add +4 to the Armour roll against an opponent rather than +3.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Skrull Halfheight

6

3

4+

4+

9+

Accurate, Loner (4+), Nerves of Steel, Pass, Regeneration, Sure Hands, Thick Skull

STRONG PASSING GAME: Once per game, after making a Passing Ability test to perform a Pass action, Skrull may choose to modify the dice roll ba adding his Strength characteristic to it.

220k

Wilhelm Chaney

8

4

3+

6+

9+

Catch, Claws, Frenzy, Loner (4+), Regeneration, Wrestle

SAVAGE MAULING: Once per game, when Wilhelm makes an Injury roll against an opposing player, he may choose to re-roll the result.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Gretchen Wächter 'The Blood Bowl Widow'

7

3

2+

-

9+

Disturbing Presence, Dodge, Foul Appearance, Jump Up, Loner (4+), No Hands, Regeneration, Shadowing, Side Step

INCOROPREAL: Once per game, after making an Agility test to dodge, Gretchen may choose to modify the dice roll by adding her Strength characteristic to it.

 

 

 

 

 

 

 

 

 

Norse

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

170k

Rumbelow Sheepskin

6

3

3+

-

8+

Block, Horns, Juggernaut, Loner (4+), No Hands, Tackle, Thick Skull

RAM: Once per game, when an oppositiomn player is Knocked Down as a result of a Block action performed by Rumbelow, you may apply +1 modifier to either Armour roll or Injury roll. This modifier may be applied after the roll has been made.

200k

Grim Ironjaw

5

4

3+

-

9+

Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull

SLAYER: Once per game, when an opposition player with a Strength characteristic of 5 or more is Knocked Down as the result of a Block action performed by Grim, you may apply an additional +1 modifier to either the Armour or Injury roll. This modifier may be applied after the roll has been made.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

210k

Karla von Kill

6

4

3+

4+

9+

Block, Dauntless, Dodge, Jump Up, Loner (4+)

INDOMITABLE: Once per game, when Karla sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

230k

Zolcath the Zoat

5

5

4+

5+

10+

Disturbing Presence, Juggernaut, Loner (4+), MIghty Blow (+1), Prehensile Tail, Regeneration, Sure Feet

"EXCUSE ME, ARE YOU A ZOAT?": Once per game, when Zolcath is activated, he main gain the Hypnotic Gaze trait. You must declare this special rule is being used when Zolcath is activated.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Deeproot Strongbranch

2

7

5+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Stand Firm, Strong Arm, Thick Skull, Throw Team-mate, Timmm-ber!

RELIABLE: If Deeproot fumbles a Throw Team-mate action, the player that was thrown will bounce as normal but will automatically land safely.

280k

Griff Oberwald

7

4

2+

3+

9+

Block, Dodge, Fend, Loner (3+), Sprint, Sure Feet

CONSUMMATE PROFESSIONAL: Once per game, Griff may re-roll one dice that was rolled either as a single deice roll as part of a multiple dice roll or as part of a dice pool (this cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll).

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Vampire

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

130k

Bryce 'the Slice' Cambuel

5

3

4+

-

9+

Chainsaw, Loner (4+), Regeneration, Secret Weapon, Stand Firm, Thick Skull

GHOSTLY FLAMES: Once per half, when Bryce makes the Chainsaw Attack Special action as part of a Blitz action, he may add +4 to the Armour roll against an opponent rather than +3.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Skrull Halfheight

6

3

4+

4+

9+

Accurate, Loner (4+), Nerves of Steel, Pass, Regeneration, Sure Hands, Thick Skull

STRONG PASSING GAME: Once per game, after making a Passing Ability test to perform a Pass action, Skrull may choose to modify the dice roll ba adding his Strength characteristic to it.

220k

Wilhelm Chaney

8

4

3+

6+

9+

Catch, Claws, Frenzy, Loner (4+), Regeneration, Wrestle

SAVAGE MAULING: Once per game, when Wilhelm makes an Injury roll against an opposing player, he may choose to re-roll the result.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Gretchen Wächter 'The Blood Bowl Widow'

7

3

2+

-

9+

Disturbing Presence, Dodge, Foul Appearance, Jump Up, Loner (4+), No Hands, Regeneration, Shadowing, Side Step

INCOROPREAL: Once per game, after making an Agility test to dodge, Gretchen may choose to modify the dice roll by adding her Strength characteristic to it.

 

 

 

 

 

 

 

 

 

Daemons of Khorne

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Lord Borak the Despoiler

5

5

3+

5+

10+

Block, Dirty Player (+2), Loner (4+), Mighty Blow (+1), Sneaky Git

LORD OF CHAOS: A team that includes Lord Borak gains an extra Team re-roll for the first half of the game. If this Team re-roll is not used during the first half, it may be carried over into the second half. However, if Lord Borak is removed from the play before this re-roll is used, it is lost.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Slann

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

230k

Zolcath the Zoat

5

5

4+

5+

10+

Disturbing Presence, Juggernaut, Loner (4+), MIghty Blow (+1), Prehensile Tail, Regeneration, Sure Feet

"EXCUSE ME, ARE YOU A ZOAT?": Once per game, when Zolcath is activated, he main gain the Hypnotic Gaze trait. You must declare this special rule is being used when Zolcath is activated.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6