Big Guys

Big Guys cannot use Team Re-Rolls or Leader Re-Rolls, though they may use skill rerolls. Most teams are limited to one Big Guy.

Title Cost M S A A Skills, Traits and Characteristics Allied Teams
Cold One 120 6 5 2 8 Claw, Frenzy, Leap, Prehensile Tail, Wild Animal Amazon, Dark Elf, Lizardman
Drop Bear 130 3 5 3 8 Piling On, Diving Tackle, Frenzy, Wild Animal, Throw Team-Mate Aussie
Forest Troll 110 4 5 2 7 Break Tackle, Dodge, Really Stupid, Regeneration Amazon, Lizardman
Kroxigor 130 6 5 1 9 Bone-Head, Mighty Blow, Prehensile Tail, Thick Skull Lizardman
Minotaur 110 5 5 2 8 Always Hungry, Frenzy, Horns, Mighty Blow, Thick Skull, Throw Team-Mate, Wild Animal Chaos, Chaos Dwarf, Norse
Mummy 120 3 5 1 9 Bone-Head, Foul Appearance, Mighty Blow, Regeneration Undead
Ogre 120 5 5 2 9 Bone-Head, Mighty Blow, Thick Skull, Throw Team-Mate Chaos, Dwarf, Goblin, Goblin/Skaven, Goblin/Squig, Halfling, Human, Norse, Orc
Rat Ogre 130 6 5 2 8 Frenzy, Mighty Blow, Prehensile Tail, Wild Animal Goblin/Skaven, Skaven
Snow Troll 120 4 5 1 8 Block, Mighty Blow, Really Stupid, Regeneration Chaos, Dwarf, Norse
Stone Giant 130 4 6 1 10 Mighty Blow, Deflection, Thick Skull, Really Stupid Dwarf
Temple Statue 130 3 5 1 9 Leader, Really Stupid, Slow, Stand Firm Berzerker, Nipponese
Treeman 110 2 6 1 10 Mighty Blow, Stand Firm, Take Root, Thick Skull, Throw Team-Mate Halfling, Wood Elf
Troll 100 4 5 1 9 Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-Mate Chaos, Chaos Dwarf, Goblin, Goblin/Skaven, Goblin/Squig, Orc

Big Guy Skill Summaries. See LRB for more details.

Wild Animal: The player must be moved first on a team, and if they can block, must block or blitz the adjacent Player. They may not receive assists from their team-mates.
Always Hungry: Whenever this player attempts to throw a little guy, or a little guy mounts or dismounts or ends the turn being carried by them, they must roll a d6, on a 1 they attempt to eat the little guy.
Bone-Head: Whenever this player declares an action, they must roll D6, on a 1 the player loses their tackle zone until pasing a Bone-Head roll and the action is lost. If the action was a pass, hand-off, blitz or foul, another cannot be declared this turn.
Really Stupid: This skill functions just as Bone-Head, save that if there is no player adjacent to the Really Stupid player who doesn't have Really Stupid themselves, they need a 4+ to pass rather than a 2+.
Slow: This player must be moved last on their team. No non-slow player may be moved after a slow player.
Take Root: Roll a D6 before the match. On a 1-3 they miss the first half.

Big Guy Teams

A Big Guy Team may take 0-10 of a specified Big Guys. They may also take one "Lil Guy" ally. Lil guys playing on Big Guy teams may not use team Re-rolls. Note that the maximum number of players a big guy team can ever have is 11. All Big Guy team re-rolls are 100k. Big Guy Teams cannot hire or freeboot apothecaries, wizards or star players.

Team Lil Guy
Cold One, Kroxigor Skink
Minotaur, Snow Troll Beastman
Ogre, Troll Goblin
Treeman Halfling
Rat Ogre Clanrat

Multiple Wild Animals: Moves must be done in the following four phases: Fanatics are moved first, then Wild Animals adjacent to opposing players and Squigs, then other Wild Animals, and finally non-Wild Animal players may move. Whether a player is adjacent to an opponent or not is decided at the start of the turn, before the Fanatics move.
Pack Leader: On Minotaur, Rat Ogre, and Cold One teams, the Big Guy with the most Star Player Points is considered the pack leader. A pack leader must be the first player moved in their phase.

Elementals

# Name Cost MA ST AG AV Skills and Traits Choices
0-2 Air Elemental 120k 7 4 4 7 Leap, Elemental Link GP
0-2 Earth Elemental 120k 5 6 1 10 Thick Skull, Elemental Link GS
0-2 Fire Elemental 120k 7 5 3 9 Frenzy, Elemental Link GA
0-2 Water Elemental 120k 6 5 3 8 Sidestep, Elemental Link GA

Elementals play only for Elementalist teams.

All elementals are immune to the affects of weather. They cannot use rerolls or apothecaries. An Elemental cannot be set up at a kickoff unless there is at least one Elementalist of the same type set up as well. If at any time there are no Elementalists of the same type on the field, an Elemental will be instantly banished back to the reserve box until the next kickoff, and this causes a turnover if it happens during the Elementalists turn. When an Elemental declares an action, they must make a Bone-Head roll as if they had the Bone-Head trait, so long as there is no Elementalist of the same type adjacent to them. If there is an Elementalist of the same type adjacent to the Elemental, they automatically pass the Bone-Head roll.


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