Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 50K (Double cost after team creation)
Apothecary (0/1): 50K
Assistant Coach (0/10): 10K
Players
Muggle Gnome (0/16): 50K
5MA, 2ST, 3AG, 7AV.
Skills: Right Stuff, Pro, Sure Feet, Stunty
Normal Skillsets: General, Agility, Passing
Doubles Skillsets: Strength
Illusionist (0/2): 80K
5MA, 2ST, 3AG, 7AV.
Skills: Right Stuff, Stunty, Hypnotic Gaze, Cast Illusion
Normal Skillsets: General
Doubles Skillsets: Agility, Passing, Strength
Roid Gnome (0/4): 90K
6MA, 3ST, 3AG, 8AV.
Skills: Frenzy, Jump Up
Normal Skillsets: General, Strength
Doubles Skillsets: Agility, Passing
Clockwork Mech (0/1): 120K
4MA, 6ST, 2AG, 9AV.
Skills: Loner, High Maintenance, Throw Team-Mate, Mighty Blow, Strong Arm, Stand Firm, Regeneration, Explosive
Normal Skillsets: Passing, Strength
Doubles Skillsets: General, Agility
Extraordinaty Skills
Cast Illusion: Roll 1D6. On a roll of 2+, you may select one of your players on the pitch and grant it one of the following skills for the remainder of the drive. (Dauntless, Disturbing Presence, Foul Appearance, Nerves of Steel, Sneaky Git). On a roll of 1, the Illusionist is placed prone on his current square. Roll an armor roll, followed by an injury roll if applicable. A misfire will cause a turnover. Using cast illusion ends this player's action.
High Maintenance: This player cannot be on the pitch for two consecutive drives.
Explosive: If this player is killed on the pitch, it explodes! When this happens, every player in this player's tackle zone is placed prone on their square, and an armor roll is made for each one with a +1 modifier for armor break and injuries. An exploded Clockwork Mech cannot use its regeneration skill or an apothecary reroll.
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 60K (Double cost after team creation)
Artificer (1/1): 0K
*When a player on this team suffers a casualty, they may be repaired after the match ends. No injuries can be rerolled. Repair costs are as follows:
Miss next game: 10K, Niggling Injury: 30K, -1 MA: 50K, -1 AV: 50K, -1 AG: 70K, -1 ST: 100K, Death: Player is permanently gone as per normal.
Assistant Coach (0/10): 10K
Players
Worker (0/16): 80K
3MA, 4ST, 1AG, 9AV
Skills: Loner, Unobservant, Thick Skull
Normal Skillsets: General, Strength
Doubles Skillsets: Passing, Agility
Mechanical Horse (0/2): 80K
8MA, 3ST, 3AG, 8AV
Skills: No Hands, Sprint, Mount
Normal Skillsets: Strength, Agility
Doubles Skillsets: General, Passing
Handler (0/3): 80K
5MA, 3ST, 3AG, 7AV
Skills: Sure Hands, Dump-Off
Normal Skillsets: General, Agility, Passing
Doubles Skillsets: Strength
War Golem (0/1): 130K
4MA, 5ST, 1AG, 10AV
Skills: Loner, Wild Animal, Mighty Blow, Juggernaut, Break Tackle
Normal Skillsets: General, Strength
Doubles Skillsets: Agility, Passing
Extraordinary Skills
Unobservant: When an enemy player dodges into one of this player's tackle zones, they do not suffer an additional -1 penalty that they otherwise would.
Mount: An adjacent allied player may make an agility roll with a +1 base modifier, and a -1 modifier for each enemy tackle zone they are in. On success, that player will share a tile with the Mechanical Horse. On a fail, the mechanical horse's action is immediately ended. If the mechanical horse is knocked down while being ridden, the rider will scatter 1 tile and be placed prone; taking an armor roll followed by a possible injury roll. Dismounting may be done either before or after the horse moves if no other actions are taken. Dismounting ends the movement for both the horse and rider. Moving off the horse onto a new tile counts as a regular movement and moving out of an enemy tackle zone requires a dodge roll.
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): ??K (Double cost after team creation)
Hellgate (1/1): 0K*
*The Hellgate allows you cheap and immediate access to additional demons when you need it. Any number of times in a match you may permanently sacrifice an injured player to gain a new Demon. (Basic Lineman, permanent). Note that the new demon will have the Loner skill for this match and the replacement cannot enter the pitch until the beginning of the next drive.
Assistant Coach (0/10): 10K
Players:
Demon (0/16): 60K
5MA, 3ST, 2AG, 8AV
Skills: Horns, Thick Skull, Flaming
Normal Skillsets: General, Strength
Doubles Skillsets: Agility, Passing, Mutation
Succubus (0/3): 90K
6MA, 2ST, 3AG, 7AV
Skills: Hypnotic Gaze, Fan Favorite
Normal Skillsets: Agility, Passing
Doubles Skillsets: General, Strength
Warlock (0/2): 150K
3MA, 1ST, 2AG, 6AV
Skills: Loner, Secret Weapon, Warlock
Normal Skillsets: General
Doubles Skillsets: Agility, Passing
Goliath (0/1): 140K
4MA, 5ST, 2AG, 9AV
Skills: Loner, Really Stupid, Mighty Blow, Horns, Extra Arms, Charge, Flaming
Normal Skillsets: Strength
Doubles Skillsets: General, Agility, Passing, Mutation
Extraordinary Abilities
Flaming: Immune to the Fireball spell
Warlock: When this player is on the pitch during a drive, the coach gets one free use of a wizard. This wizard use can only be used if the warlock is standing, and is lost if the warlock is removed from the pitch.
Charge: This player gains +3 MA when using a blitz action.
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 50K (Double cost after team creation)
Apothecary (0/1): 50K
Assistant Coach (0/10): 10K
Players:
Nest Defender (0/16): 50K
4MA, 3ST, 2AG, 9AV
Skills: Wrestle, Nerves of Steel
Normal Skills: General, Strength
Doubles Skills: Agility, Passing
Scout Moth (0/4): 70K
6MA, 2ST, 3AG, 7AV
Skills: Dodge, Leap, Nerves of Steel
Normal Skills: General, Agility
Doubles Skills: Passing, Strength
Skorpion (0/2): 90K
5MA, 3ST, 3AG, 8AV
Skills: Prehensile Tail, Venom Shot, Nerves of Steel
Normal Skills: General, Passing
Doubles Skills: Agility, Strength
Rhino Beetle (0/1): 140K
4MA, 5ST, 2AG, 10AV
Skills: Loner, Docile, No Hands, Mighty Blow, Horns, Thick Skull, Guard
Normal Skills: Strength
Doubles Skills: General, Agility
Extraordinary Skill
Venom Shot: A player with this skill can make a projectile attack instead of blocking. The player may not move prior to using this action. The projectile will function the same way as the ball, but will not scatter on impact with the ground. Only a "quick pass" may be used. If the projectile lands on a player, make an unmodified armor roll for that player. On a success, the player is placed prone and an injury roll is made. Fumbling the projectile does not cause a turnover, but knocking down one of your own players with an inaccurate attack will.
Docile: When this player declares a block action, roll a d6. On a roll of 1 or 2, the player refuses to make the action, loses its tackle zones and its move is ended. If the player started its turn being prone, no roll is needed.
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 70K (Double cost after team creation)
Apothecary (0/1): 50K
Assistant Coach (0/10): 10K
Players:
Ethereal Lineman (0/16): 70K
6MA, 3ST, 4AG, 7AV
Skills: Fend, Out of Phase
Normal Skillsets: General, Agility
Doubles Skillsets: Passing, Strength
Ethereal Blitzer (0/2): 90K
6MA, 3ST, 4AG, 8AV
Skills: Block, Out of Phase
Normal Skillsets: General, Agility
Doubles Skillsets: Strength, Passing
Ethereal Catcher (0/4): 100K
8MA, 3ST, 4AG, 7AV
Skills: Side Step, Catch, Out of Phase
Normal Skillsets: General, Agility
Doubles Skillsets: Passing, Strength
Ethereal Thrower (0/2): 80K
6MA, 3ST, 4AG, 7AV
Skills: Safe Throw, Out of Phase
Normal Skillsets: General, Agility, Passing
Doubles Skillsets: Strength
Extraordinary Abilities:
Out of phase: If this player is pushed with no empty spaces behind him, instead of pushing the player he is moved into out of the way, he will move again into the empty space leaving the player that was behind him where it was. This can happen any number of times in a turn.
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 60K (Double cost after team creation)
Nar-Sien Artificer* (0/1): 40K
*Functions as a normal apothecary, but cannot be used on living players. (IE: Cultists and certain star players)
Assistant Coach (0/10): 10K
Players
Cultist (0/16): 50K
5MA, 3ST, 3AG, 8AV
Skills: Empty Soulstones
Normal Skillsets: General
Doubles Skillsets: Agility, Passing, Strength
Shade (0/6): 50K
6MA, 3ST, 3AG, 7AV
Skills: Decay, Jump up, Disturbing Presence
Normal Skillsets: General, Mutation
Doubles Skillsets: Agility, Passing, Strength
Wraith (0/4): 80K
7MA, 1ST, 3AG, 7AV
Skills: Jaunt, Claws
Normal Skillsets: General, Agility, Mutation
Doubles Skillsets: Passing, Strength
Harvester (0/2): 100K
7MA, 4ST, 2AG, 9AV
Skills: Mighty Blow, No Hands, Force Walls
Normal Skillsets: Strength, Mutation
Doubles Skillsets: General, Agility
Juggernaut (0/1): 140K
7MA, 7ST, 1AG, 9AV
Skills: Loner, Very Low Endurance, Mighty Blow, Juggernaut, Stand Firm, Force Walls
Normal Skillsets: Strength
Doubles Skillsets: Mutation, General, Agility, Passing
Extraordinary Abilities
Empty Soulstones: When this unit kills another player, or assists a player who kills another player during a block or foul action, the player will be brought back on this players team as a new Shade. The shade may be recruited for free at the end of the game provided that the team does not already have the maximum number of shades.
Jaunt: Instead of moving, this player may move to any open space within in its movement range. This action cannot be used in conjunction with either a GFI or a blitz action. This player only makes a dodge roll if it started the action in a player's tackle zone; in which case a dodge roll is only needed for the first square it moves through. If a player uses jaunt while carrying the ball, the ball is fumbled on the square that the player left, and a turnover occurs.
Force Walls: This ability may be activated to create force walls around this unit until the start of its next turn. While force walls is active, players need to make a dodge roll to enter its tackle zones. Using Force Walls ends this players action. Force walls also applies to friendly units, and failing to dodge into your own Force Walls causes a turnover.
Very Low Endurance: At the start of each new turn in a drive, this player loses 1 MA and 1ST. (So at the beginning of the third turn it would have -2MA and -2ST). This units stats are reset at the start of a new drive. This does not trigger at the start of your opponents turn. This player will be stunned on the pitch until the next drive if its MA or ST would attempt to drop below 1.
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 50K (Double cost after team creation)
Apothecary (0/1): 50K
Assistant Coach (0/10): 10K
Players
Crewman (0/16): 50K
6MA, 3ST, 3AG, 7AV
Skills: Dodge
Normal Skillsets: General
Doubles Skillsets: Agility, Passing, Strength
Barrelman (0/2): 70K
7MA, 2ST, 3AG, 7AV
Skills: Diving Catch, Pass Block
Normal Skillsets: General, Passing
Doubles Skillsets: Agility, Strength
Gunnery Officer (0/2): 60K
5MA, 3ST, 2AG, 8AV
Skills: Hail Mary Pass, Strong Arm
Normal Skillsets: General, Passing
Doubles Skillsets: Agility, Strength
First Mate (0/1): 110K
5MA, 3ST, 3AG, 8AV
Skills: Secret Weapon, Frenzy, Block, Team Leader, Dirty Player, Flintlock Pistol
Normal Skillsets: General, Agility, Strength
Doubles Skillsets: Passing
Boarder (0/1): 140K
4MA, 5ST, 2AG, 9AV
Skills: Secret Weapon, Bonehead, Mighty Blow, Thick Skull, Boarding Hook
Normal Skillsets: Strength
Doubles Skillsets: General, Agility, Passing
Extraordinary Abilities
Flintlock Pistol: Instead of a block action, this player may fire his Flintlock pistol. To do this, roll a D6 and subtract 1 from the roll for every square the projectile would travel beyond three squares. On a roll of 1, the shot misses. If the shot hits, make an injury roll for the target player adding 1 as if they were hit by a player with Mighty Blow. Does not knock down the target player on a failed injury roll.
Boarding Hook: Instead of a block action, this player may fire his Boarding Hook at an enemy player. The hook can be fired at any distance, but it cannot be fired past other players on the field. When using this ability, the target player makes a dodge roll, subtracting 1 for each of your player's tackle zones they are in. If the dodge roll succeeds nothing happens. If the hook hits, an injury roll is made for the target player. If the injury roll is failed, then the target player will be moved to be adjacent to the player with Boarding Hook. They will always be moved to the square that requires the least movement to get to. (Attacker chooses if several tiles are equally close). No dodge rolls are made for this forced movement.
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 50K (Double cost after team creation)
Apothecary (0/1): 50K
Assistant Coach (0/10): 10K
Players:
Bakeneko (0/16): 50K
6MA, 3ST, 3AG, 7AV
Skills: Side Step
Normal Skillsets: Normal, Agility
Doubles Skillsets: Passing, Strength
Oni (0/4): 100K
4MA, 4ST, 2AG, 9AV
Skills: Horns
Normal Skillsets: Normal, Strength
Doubles Skillsets: Passing, Agility
Tengu (0/2): 80K
8MA, 3ST, 4AG, 7AV
Skills: Pass, Catch
Normal Skillsets: Agility, Passing
Doubles Skillsets: General, Strength
Kitsune (0/2): 80K
6MA, 3ST, 3AG, 8AV
Skills: Prehensile Tail, Guard, Sneaky Git
Normal Skillsets: General, Agility
Doubles Skillsets: Passing, Strength
Okami (0/1): 140K
6MA, 5ST, 2AG, 8AV
Skills: Loner, Wild Animal, No Hands, Mighty Blow, Claws, Shadowing
Normal Skillsets: Strength
Doubles Skillsets: General, Agility
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 70K (Double cost after team creation)
Apothecary (0/1): 50K
Assistant Coach (0/10): 10K
Players:
Lesser Fairy (0/16): 30K
8MA, 1ST, 3AG, 6AV
Skills: Bonehead, Right Stuff, Stunty, Titchy, Leap, Dauntless
Normal Skillsets: Agility
Doubles Skillsets: General, Passing, Strength
Makai Fairy (0/4): 50K
8MA, 2ST, 3AG, 7AV
Skills: Really Stupid, Right Stuff, Stunty, Leap, Dauntless, Frenzy
Normal Skillsets: Agility, Strength
Doubles Skillsets: General, Passing
Maid Fairy (0/4): 80K
8MA, 1ST, 3AG, 6AV
Skills: Bonehead, Right Stuff, Stunty, Titchy, Leap, Pro
Normal Skillsets: General, Agility, Passing
Doubles Skillsets: Strength
Greater Fairy (0/2): 120K
8MA, 3ST, 4AG, 8AV
Skills: Stunty, Block, Leap, Dauntless, Team Leader
Normal Skillsets: General, Agility, Passing, Strength
Doubles Skillsets: None
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 60K (Double cost after team creation)
Apothecary* (0/1): 50K
*Does not work on players with Regneration from this team
Assistant Coach (0/10): 10K
Players:
Mutant (0/16): 60K
6MA, 3ST, 3AG, 8AV
Skills: Mutant
Normal Skillsets: General
Doubles Skillsets: Agility, Passing, Strength
Australien (0/2): 50K
7MA, 2ST, 3AG, 7AV
Skills: Stunty, Jump Up, Right Stuff, Regeneration
Normal Skillsets: Agility, Mutation
Doubles Skillsets: General, Passing, Strength
Cannibals (0/4): 70K
5MA, 4ST, 2AG, 8AV
Skills: Cannibal, Throw Team-mate, Always Hungry, Dirty Player
Normal Skillsets: Strength, General
Doubles Skillsets: Agility, Passing, Mutation
Void Touched (0/2): 80K
6MA, 3ST, 3AG, 7AV
Skills: Sure Hands, Catch
Normal Skillsets: General, Passing
Doubles Skillsets: Agility, Strength, Mutation
Dunwicher (0/1): 160K
4MA, 5ST, 1AG, 9AV
Skills: Loner, Really Stupid, Mighty Blow, Prehensile Tail, Disturbing Presence, Regeneration
Normal Skillsets: Strength
Doubles Skillsets: General, Agility, Passing, Mutation
Extraordinary Abilities:
Mutant: This player gains 1 random mutation ability and 2 random permanent injuries upon creation. No refunds are permitted after the mutations are revealed, (however the player may be named based after the mutation reveal). A select few Extraordinary Skills may get selected instead of a mutation.
Cannibal: If this player attempts any action while adjacent to a downed player, regardless of the downed player's team, roll a D6. On a roll of 1, the player must declare a foul action immediately and end their turn. If more than one foul action occurs in a turn as a result of this ability, The Ref will notice the foul action on a armor or injury roll of 7 in addition to the normal double rolls. A normal foul action cannot be declared if this ability triggers a foul.