|
|
Position |
|
|
|
|
|
|
Upgrades |
| 0-2 |
Minotaur | 5 |
5 | 2 |
8 |
Always Hungry, Big Guy, Frenzy, Horns
Mighty Blow, Thick Skull, Throw Team-mate, Wild Animal |
110,000 | General, Strength, Physical |
| 0-2 | Carver | 5 |
2 |
3 |
6 |
Dodge, Right Stuff, Stunty, Chainsaw | 70,000 | Agility, Physical |
| 0-16 | Chaos Halfling |
5 |
2 |
3 | 6 |
Dodge, Right Stuff, Stunty |
40,000 | Agility, Physical |
Ravenous Hunger
Successful Result: If
successfully cast, the opposing coach must roll 1d6 at the start of
each drive. On a 1, the player must miss the next drive. If
the player has Always Hungry, he misses the drive on a 1-3.
Failure Result: The
spellcaster is immediately overcome by hunger and will spend the rest
of the match eating (thus missing the rest of the game). This will
result in a turnover.
Range: Entire opposing
team
Succeeds on: 4+