Wandering Monsters (Bat, Squig, Spider, Spawn) are treated like a player on your team with the following exceptions:
| d66 | Result | d66 | Result |
| 11 | APPEARANCE FEE: The
player on the opposing team with the most Star Player Points has
decided that he needs to be paid money to take the field against 'those
bums.' Roll 1d6 and multiply the result by 5,000. The
result is the number of gold pieces the player must receive before he
will take enter the dungeon. If he isn't paid, he'll sit in the
Dugout, refusing to come out until his fee is met or the game ends!
The opposing coach may choose to pay the appearance fee any time
after the start of the match if he wishes. The fee must only be
paid the first time this player enters the Dungeon this match. |
41 | SQUEEEK SQUEEEK!: Play
at
the start of any of your opponent's turns if the ball is lying on the
ground in an empty square. A rather large rat has leapt form the
shadows
and runs off with the ball. You may move the ball to a new EMPTY
square within 2d6 squares of where it started. You may only do
this once this match. |
| 12 | EXTRA TRAINING: Your team has worked long
and hard all week for this opponent. You may take an extra Team
Re-roll to use for this match. |
42 | GRUDGE MATCH: You may take any number of
Foul actions per turn for this match. However, you may not foul
the same player more than once per team turn. |
| 13 | INTENSIVE TRAINING: ONe player is really
psyched for this week's match, and has been working very hard preparing
for it. Pick a player on your team. He may take one extra
skill to use for this match
only, just as if he had rolled a New Skill result on the Star Player
Table. |
43 | BALL SHIELD MALFUNCTION:
Use at the start of any of your turns. The magical shield
protecting the ball from being lost in space erroneously
activates. Roll 1d6
to determine which Teleport Pad the ball appears on. The ball
scatters once from the Teleport Pad. You may only do this once
this match and
only after the ball has been found. |
| 14 | INSPIRATION: Watching the opposing team in
their previous match has taught one of your players a thing or two.
Pick a
player on your team and give him an extra MVP. If the additional
SPPs
are enough to give him a new skill then generate it immediately. |
44 | IT WASN'T ME!: One randomly selected
player on the opposing team has been getting a little rowdy in
anticipation of today's 'cake walk,' and he's been arrested! He
must miss this match. |
| 15 | I AM THE GREATEST!: Two randomly selected
players on the opposing team refuse to be in the dungeon at the same
time for this match only. Only one may be set up in Dungeon at
the start of the match. If one of these players is currently in
the Dungeon, the other player may not teleport in. |
45 | THAT BOY'S GOT TALENT: In your last match
you spotted a talented fan in the stands, and he agrees to play for
your team. Add one player at any position to your roster for this
match only. The
player leaves the roster when the match ends. Note that you may
add
a 17th player to a match in this fashion. |
| 16 | UNDER SCRUTINY:
The opposing team may not Foul or field players holding Secret
Weapons for this match. |
46 | NEWS FEATURE: The big CabalVision networks
produce a special news feature about your team of plucky underdogs and
their chances in the upcoming match. The extra revenue this
generates will allow you
to roll 2d6 at the end of the game for your match winnings instead of
the
usual 1d6. |
| 21 | SNEAK START: Use
after both teams have set up but before the first turn. Pick a
player on your team. That player is allowed to move up to 1d6
squares, ignoring tackle zones as he does so. |
51 | BRIBE THE REF: Use
before setting up your team at the start of the match. You may
set up 7 players in the dungeon. |
| 22 | BAD HABITS: The opposing team loses one re-roll
for this match only. |
52 | IN THE BAG!: The
opposing
team is feeling cocky about their chances of winning this match.
They
may only set up their worst 6 players in the Dungeon at the start of
the
match, based on SPPs. Each turn, the opposing team may only
teleport
in it's worst player in the reserves box, based on SPPs. |
| 23 | BIASED REFEREE: The opposing team counts
as being under the eyes of the referee for the whole match (i.e. all
fouls will be spotted on a 4+) |
53 | MICKEY FINN: Pick one member of the opposing
team's coaching staff other than the head coach. The chosen
member may not be used until the next match the team plays. |
| 24 | RUNNING LATE: Agents in your employ manage to delay 1d6 randomly selected players on the opposing team for this inconvenient match. These players may not be set up at the start of the match. These players may not teleport into the Dungeon during opposing team's first 1d3 turns. | 54 | STILETTO: A player of your choice in your team
counts as having Razor Sharp Claws for this match only. |
| 25 | AMULET OF RETRIEVAL:
Once during the match you may rescue a player "Lost In Space".
Place the player in the reserves box. |
55 | DUH, WHERE AM I?: One randomly selected
player on the opposing team has been out all night on a bender, and
isn't really ready for the game. The player gains Bonehead for
this match only. |
| 26 | ILLEGAL DRUGS: You may choose one player
in your team to have either +1 ST OR +1 AG for this match only. |
56 | ASSASSIN:
Your team has hired an assassin to take out one of the players on
the opposing team. Pick a player on the opposing team and make an
injury roll for him. Treat any Stunned result as a KO'd result.
The opposing coach may use his Apothecary (may not be used for
the rest of the match), Regenerate, or Thick Skull (if appropriate) on
this player. |
| 31 | MORLEY'S REVENGE: 1d3 randomly selected players on the opposing team have drunk a spiked drink. Roll 1d6 before setting each player up at the start of the match. On a roll of 1-3 the player may not set up at the start of the match. You may select another player to setup. Roll 1d6 before teleporting each of these player from the Reserves box. On a roll of 1-3 the player may not teleport in this turn. You may select another player to teleport in this turn. | 61 | BRIBE THE REF: You have taken up a collection to
'convince' the ref that your players are a nice , clean bunch of
fellows! You may
ignore the first penalty called against your team. |
| 32 | BRIBE THE ANNOUNCERS: You receive your MVP
award before the game starts. If this takes a player up a level,
he may roll for his new skill immediately. Note that you don't
get a second MVP at the end of the match. |
62 | KNUCKLEDUSTERS: A player of your choice in your
team counts as having mighty blow for this match only. |
| 33 | VAMPIRE BAT: A Vampire
Bat teleports into the dungeon. Roll 1d6 to determine which
teleporter the Vampire Bat appears on. MA 9 ST 2 AG 4 AV7 Skills: Dodge, Razor Sharp Fangs, Side Step Traits: Stunty, Can NOT pick up or catch the ball |
63 | VIRUS: A mysterious illness breaks out among the opposing team, knocking out the unhealthiest members of the bunch. d3 players on your opponent's team with niggling injuries are too sick to show up for this match. Your opponent selects these players. If there are fewer players with niggling injuries on the opposing teams than the d3 result, then all players on the opposing team with niggling injuries are too sick to show up for this match. |
| 34 | GIANT SPIDER: A Giant
Spider teleports into the dungeon. Roll 1d6 to determine which
teleporter the Giant Spider appears on. MA 7 ST 3 AG 4 AV8 Skills: Jump Up Traits: Foul Appearance, Wild Animal, Can NOT pick up or catch the ball |
64 | READY, SET, GO!...GO?...GO?:
The opposing team miss the signal that the match has started causing a
turnover. Your opponent loses their first team turn! |
| 35 | CAVE SQUIG:
A
Cave Squig teleports into the dungeon. Roll 1d6 to determine
which
teleporter the Cave Squig appears on. MA 1d6 ST 4 AG 3 AV7 Skills: Razor Sharp Fangs Traits: Thick Skull, Wild Animal, Can NOT pick up or catch the ball |
65 | IRON MAN: One randomly selected player on
your team is determined to play hard for the whole game, no matter what
the cost - in fact, he refuses to get injured! If an opposing
player beats his armour roll, he is only Stunned. |
| 36 | CHAOS SPAWN: A Chaos
Spawn teleports into the dungeon. Roll 1d6 to determine which
teleporter
the Chaos Spawn appears on. MA 1d6 ST 4 AG 1 AV10 Skills: Multiple Block Traits: Foul Appearance, Stand Firm, Can NOT pick up the ball |
66 | BUZZING! One of your players has gone
heavy on the coffee in anticipation of today's game. of this
match only he gains the Jump Up trait and the Frenzy Trait, but will
automatically fail any attempt to pick up or catch the ball. |