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Cheerleaders
These Cheerleaders follow the normal rules from Compendium 3 except that each team is allowed only 4 Cheerleaders. We added this restriction because we felt that some of these Cheerleaders would be a big factor if you were allowed an unlimited amount.Chaos- Khorne The Eye of God
Roll for each cheerleader. For each 6 you roll, you can choose a player on your team who can now make 2 blocks instead of 1 for the rest of the game.
Chaos- Nurgle Smelly Touch Downs Use Nurglings
Put the Nurglings near your endzone. Roll for each Nurgling when an opposing player tries to enter the endzone with the ball. If you roll at least one 6, the player stops one square short of the endzone and can’t score until next turn. He can still handoff or pas the ball. This ability may be used three times a game.
Chaos- Slaaneshi Fatal Embrace
Can be used once per game when an opposing player enters a square adjacent to the sidelines on the Chaos side of the pitch. Roll for each cheerleader. If there is at least one 6, the player storms off the pitch into the claws of the cheerleaders and will drop the ball if he has it, causing a turnover. Roll another D6.
1. Roll on injury table
2. 2-6 He staggers to the Reserves box
Chaos- Tzeench Wind of Change use Pink Horrors
Can be used one of two ways before the match:
1. For each 5+ you roll from the cheerleaders, you can reduce opponent’s cheerleaders by one for the rest of the match.
2. For each 6 you roll from the cheerleaders, you may +1 when arguing a call on a penalty.
Chaos Dwarf Labour of Doom
Roll a D6 for each cheerleader the first time when an opposing player scores a TD. If there’s at least one 6, the player is forcefully taken off the pitch and is enslaved. At the end of the match, the opposing coachmust pay a ransom of lose the player forever. The ransom can’t be more than double the player’s cost. If not paid, the player is enslaved at the furnaces of Zharr-Naggrund.
Dark Elf Fury of Khaine
The first time the opposition scores a TD, roll for each cheerleader. If there’s at least one 6, the player is removed from the pitch and team roster and can only be returned if the coach pays the ransom, which can’t be more than double the player’s cost.
Dwarf Hangover!
Roll a dice for each cheerleader after both teams have set up, but before the game starts. If there’s at least one 6, one randomly selected player on the other team drinks too much ale. At the beginning of each of his movement turns, roll 1D6.
1-2 He collapses. Make an armour roll.
3-6 He can handle his beer- He plays as normal.
Ethereal
Since the Ethereals are spirits still looking for a good rumble even after they have passed the mortal plane, they don't have normal Cheerleaders, but instead use legions of wailing phantoms. Before the match starts, they will attempt to infiltrate the dreams of up to two of the opposing players and fill their slumber with nightmarish images of their upcoming grisly death on the pitch tomorrow (trying to convince them it might be better to pretend to have overslept the upcoming game.) To represent this, roll 1D6 for each Cheerleader in the team. If you score at least one '6', a player, chosen at random, from the opposition's team, will miss the match OR the Ethereal coach may select two players from the opposition's team who will play the upcoming games with -1 MA, -1 ST, and -1 AG (no characteristic may go below 1)(these player's characteristics will return to normal at the end of the game).
Forest Folk Dances with Sylphs
Roll for each cheerleader at the start of each drive. For each 6 you roll, you may choose an opposing player who will move erratically. For each of the affected player’s turns use the scatter template and move each of them 1D6 squares, ignoring tackle zones and any compulsory movement (Bone Head, Wild Animal). If they finish their move in an occupied square, place them in an adjacent square. If impossible, place player prone and roll for armour and injury rolls. The Forest Folk Coaech can choose which player to move and where he moves but can’t intentionally push them off the field. These players drop the ball, but it won’t count as a turnover.
Goblins More Balls
At any time, roll for each cheerleader. If there’s at least one 6, the opposing player who has the ball will drop it, which scatters and causing a turnover. Can be used three times per match.
Halflings Clean Tricks
Before the game, roll for each cheerleader. If there’s at least one 6, choose an opposing player. The opposing player misses the game.
High Elf Dugout of Fame
Before the game starts, choose an opposing player and roll for each cheerleader on your team. If there’s at least one 6, then that player misses the game.
Human Making Whoopie... Each cheerleader costs 20K instead of 10K
Roll for each cheerleader before each kickoff. If there’s at least one 6, a random player on the opposing team misses that drive.
Lizardmen Ribbet-Ribbet!
At any time, declare that you are using your cheerleaders and nominate a player on your team. You may add +1 modifier for each 6 rolled for the roll the player is about to roll. 1 always fails.
Norse Some Like it Cold
Roll a D6 for each cheerleader. If you get at least one 6, choose an opposing player who is near the edge of the pitch. He must make an agility roll or fall over from flying snowballs or ice cream. Roll for armour and injury. If he had the ball it’s a turnover. May be played at any one time.
Orcs Deaf da Ref!
Roll 1D6 for each cheerleader. If there’s at least one 6, the referee can’t be heard during part of the match and any one penalty awarded against your team is ignored.
Skaven Dig HimOut
Before both teams set up, roll for each cheerleader. If there’s at least one 6, your tunnel has reached the other team’s dugout. Roll another D6.
1. The tunnel collapses and kills D3 of your cheerleaders.
2-5. A randomly selected player misses the match.
6. One coach member (Wizard, Apothecary or Assistant Coach) misses the match.
The captives may be ransomed for no more than double their cost.
Undead Into the Grave
Before the roll for each cheerleader. If you roll at least one 6, a random player will miss the match. At the end of the game, roll a 1D6.
1 The player has been sacrificed and raised as a Zombie, which can be included on the Undeaed team roster. The other team loses him off their roster.
2-6 He escapes the coffin and returns to his team.
Vampire The Kiss of Death
Once during the game roll for each cheerleader. If there’s at least one 6, a player adjacent to the sidelines is entranced and lead off the pitch and bitten. Make an armour roll. If successful, don’t roll for injury, but place the player in reserves. From now on, the player will suffer from Off for a Bite. At the end of the match, roll 1D6.
1-2 This skill is permanent.
3-6 The player is automatically cured from a blood transfusion.
Note: An apothecary can cure bitten players in between games.
Wood Elf Healing Hands Each cheerleader costs 20K instead of 10K
Whenever a player suffers a KO, you may use a cheerleader and roll a dice.
1 No amount of massage can help, he’s still out.
2-6 The player is restored and placed in reserves. Each cheerleader may only be used once per match.