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An Orcs team can, once and per half, roll again dices during a tackle attack.
Mo 5
St 7
Ag 7
Co 7
BP 7
Mo 6
St 8
Ag 7
Co 8
BP 6
Mo 5
St 7
Ag 7
Co 8
BP 6
Mo 5
St 6
Ag 7
Co 6
BP 6
Role: Troll Size and gender: big Price: 100 Irr Available: 0 - 1
Skills: Regeneration: When a player with Regeneration is injured they roll 2d6; on a roll of 8+ they are placed on the bench and can return to play the next kick-off. Stupid: When an action has been declared by a Stupid player roll 2d6, if a double is rolled the player does nothing and it is the end of their action. Beastly Frenzy: When tackling a player if neither player is knocked over then the frenzy player gets another go. Frenzy players also can follow up when their opponent is pushed. +1St versus medium size or lesser.
Mo 5
St 9
Ag 4
Co 9
BP 4
Mo 5
St 7
Ag 7
Co 8
BP 7
Role: Vrogar, the Shaman orc Size and gender: medium - male Price: 150 Irr Available: 0 - 1
Skills: Magic: This player may cast one spell each turn instead of making an action. Fist of the Orc - 1 per half - The player can hits an opponents player that is within 3 squares with St10. Mo St Ag Co BP Puddle of mud - 1 per half - Any 2 adjacent 4 7 5 7 7 squares turn into a thick mud for the rest of the game. Any player that attempts to move through them uses 2Mo points instead of 1. Divine Wind - 4 per half - Hits a player within 4 squares and pushes them back 1 square as if they have been automatically hit by a tackle and consume 1 charge. Uncontrolled Rage - 1 per half - Choose any model within 4 squares of the Shaman. They are blinded by rage for a turn gaining +2 St. They must attack the nearest opponent player to them. If there is no one in base contact with them then they must make a running tackle.
Role: Krong, the Arenas warlord Size and gender: medium - male Price: 150 Irr Available: 0 - 1
Skills: Fistful: A player with this skill can tackle two opponents with one single tackle action; work each of them out separately as normal, except add +2 St to the opposing players. Brute Force: When Krong makes a tackle and Mo St Ag Co BP the opponent is pushed, move the player who 6 9 7 8 7 is pushed 2 spaces instead of one. If the player is pushed into contact with another player, they take a further hit from the warlord with a -3 St modifier. Head-butt: When this player tackles an opponents player you can choose to use Head-butt which automatically stuns the opponents player if you win the result of the tackle. Then roll 2d6; with a result of 8+ the Warlord also goes down. Next, roll to see if the Warlord is injured with a St test equal to the St of the opponent player or St7 if the opponents strength is inferior. If you roll under the players St (or St7) then roll for injury as normal. You can also use head-butt with a running tackle; if you do you add +2 St for resolving the tackle, then roll to see if the Warlord is knocked over and injured as above.