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 |
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.
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.
| # | 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.