Rules - Half Orc

The following rules are from the House Rulez magazine.  They have been modified to fit SVBBL.
 
Qty
Position
MA
ST
AG
AV
Skills
Cost
Upgrades
0-1
Ogre 5
5 2
9
Big Guy, Bone Head, Mighty Blow, Thick Skull, Throw Team-mate
120,000 General, Strength
0-2 Kicker 6
3
3
7
Hail Mary Pass, Kick, Tackle
70,000 General
0-4 Blitzer
6
3
2
8
Block, Sure Hands, Tackle
90,000 General, Strength
0-4
Blocker
5
4
2
9
Tackle
100,000
General, Strength
0-12
Lineman
6
3
2
8
Tackle
50,000
General

Re-roll counter: 50,000

On the Pitch Spellcaster

Half Orc spellcasters start with 2 spells

Lucky Day
Successful Result: The spellcaster's team gains an extra team reroll for this half only. If the team has already has more team rerolls than turns remaining in the half, then the opposing team loses a team reroll for this half only.
Failure Result: The spellcaster's team loses a team reroll for this half only. If the spellcaster's team has no team re-rolls than the opposing team gains an extra team for this half only.
Range: None
Succeeds on: 3+

Waaagh Armour
Successful Result:
For the rest of the game, the target player's AV and injury rolls cannot be modified. So skills, magic, or pitch types that would give a positive or negative modifier to armour and injury rolls are negated for this player.
Failure Result: None
Range: Anywhere on the pitch
Succeeds on: 2+