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Secret Weapons
I put up the rules for the Secret weapons that our league uses. All of the Weapons from the Deathzone Expansion is included, as well as Compendium and internet weapons. The second part of the rules are about who can get Secret weapons and how they get them.
Snotling Pump Wagon Penalty Roll: 7+
A Pump Wagon is treated like a normal player, a very unique and highly annoying one, using the characteristics and skills in a similar fashion to the dreaded Dwarf Deathroller. The following special rules apply.
The Pump Wagon is too large and unpredictable to be tackled, therefore it can ignore enemy tackle zones when it moves- it never has to make a Dodge roll. The speed of the Pump Wagon tends to be unpredictable as the crew squabble over which of them is going to operate the pump. This means that the contraption tends to go forward in fits and starts, sometimes quite quickly but at other times embarrassingly slowly. The Snotlings onboard steer the Pump Wagon by leaning precariously to one side or the other. The Coach has little or no control over the Pump Wagon. To represent this, place the Throw-In Template over the front end of the Pump Wagon and roll for it’s heading. Should the Pump Wagon slam into any player, standing or prone, (friend or foe) the Snotlings sway back and forth from the impact, and the and the Pump Wagon lurches onward in a new direction, until the determined number of squares have been moved. The Pump Wagon fails a Block by getting itself knocked over, or if it careens of the pitch into the strands or dugout. The Pump Wagon may never attempt to Go-For-It to move extra squares. Once the direction has been determined, the Pump Wagon can move D6 +1 movement per Team Turn, simply roll for movement. The Pump Wagon must use all of its movement unless it goes off the pitch of is knocked over.
A Pump Wagon is most deadly when rolling over the top of prone players (friends or foes) who can’t get out of the way. To represent this, add +6 to the Armour roll to see if the prone player is injured. The use of the Pump Wagon does not count as the team Blitz or Foul action.
The Snotlings onboard the Pump Wagon are too busy attempting to annoy other players, or frantically working the pump, therefore the Pump Wagon may never attempt to pick up the ball or carry it in any way. Moving through a square with the ball in it causes the ball to scatter. A Pump Wagon knocked over by a Block, Wizard’s spell, or Special Play card, or which suffers an injury in any way, is considered wrecked for the rest of the game. Remove it from play and place it in the Dead and Injured box of the dugout. The Pump Wagon is considered damaged, but may be repaired before the next match if the team has hired a Mekanik (see rules after the Doom Diver rules). Should the Pump Wagon rumble off the pitch and into the stands, roll four D6 to determine the number of crowd casualties caused, then make an Injury roll for the Pump Wagon, to determine possible damage. If the result is Stunned, the Pump Wagon is considered stuck in the stands for the rest of the game. A curious benefit of this crowd carnage is that the fans love going to games where there is the chance for high casualty counts on the field, or in the stands. Therefore, for every 50 crowd casualties caused by the Pump Wagon, or any other secret weapon, the team’s Fan Factor is permanently increased by one. Should the Pump Wagon go off into either dugout, roll a D6 to determine the number of players and or coaching staff (including cheerleaders) that fail to jump out of the way of the manic Pump Wagon. Randomize the victims from the available personnel and roll for injuries for each of the victims. At the end of this carnage, conduct and Injury roll for the Pump Wagon. If the result is Stunned and the Pump Wagon is in the opponent’s dugout consider it stuck until the end of the game. If it is in the Coach’s own dugout, it is placed in the Reserves box and can enter the game again at the next opportunity.
Annoying Skill
The Snotlings aboard the Pump Wagon have the unique ability to annoy any adjacent player with their assorted sling-shots, poky sticks, or thrown objects, into a distracted enraged immobility. The Snotlings may do this either before or after the Pump Wagon has moved. Annoying other players is a free action, and does not interfere with any other actions the Pump Wagon might do. The Snotlings may annoy any, or all adjacent opposing players. Choose the first player the Snotlings are attempting to annoy and roll a D6. If the score is greater than the victim’s Agility, then the victim is annoyed and loses their tackle zone for the rest of the Team Turn. If the score of the dice is less than or equal to the opponent’s Agility then the Snotlings have failed to annoy their victim. Subsequent players the Snotlings attempt to annoy during the same turn are subject to a cumulative -1 modifier on their Agility roll (e.g. -1 for second player, -2 for third player, etc.), which represents the diminished efforts of the little buggers to concentrate their annoying efforts on more than one player.
Pump Wagon Stats:MA ST AG AV
D6+1 7 1 9Teams: Snotling, Goblin, Orc Price: 150K
Skills: Mighty Blow, Stand Firm, Multiple Block, Annoying
Bat Winged Loony (Goblin Doom Diver) Penalty roll: 8+
The Doom Diver is a unique player as it consists of two necessary components, the Bat-Winged Loony and the Catapult. To reflect the Doom Diver’s properties, the following special rules apply.
The catapult does not count as an individual player for roster purposes, but does figure into the team rating. The Catapult model, because of it’s design, occupies 2 squares on the pitch, one with the Catapult itself and a second with the slingshot band and hook, The Catapult cannot be moved while it sits in an opponent’s tackle zone. The speed at which the Catapult is moved is dependent on the Movement Allowance of the player moving it. The Catapult requires a player with Strength 2 to move it. The Catapult may be moved by any adjacent player the distance of their MA -2. The Catapult can be blocked by an opponent, hence its ST an AV characteristics. If it is Injured place it in the Dead and Injured box of the dugout and consider it damaged. A Mekanik may attempt to fiz it before the next match (see rules later). The Catapult cannot be moved and fired in the same turn. A Catapult can be shared by more than one Loony, however only one Loony can be launched from a given Catapult per Team Turn.
While on the ground the Bat-Winged Loony is just another Goblin, albeit a snazzier dressed one, with the wings and all. He may gain SPP’s, new skills, and suffer injuries as normal. What separates the Loony from the other Goblins is his kit and his ‘need’ to fly. A team may hire no more than four Bat-Winged Loonies. A Bat-Winged Loony lives to be launched into the sky, either by his Catapult or by a Big Guy with the Throw Team Mate skill. The loony may use his Flyer skill in either instance.
When using the Catapult to launch a Loony the following rules apply. The Loony must be adjacent to the Catapult, directly behind the slingshot band and hook. The Coach must then declare his intended target anywhere on the pitch. He then takes three target markers (prepared card discs an inch and a half in diameter), two of which are false and places them face down on the board. The third marker with a stylised X marks the spot, is the true target. He may place them in the desired squares, anywhere to the front of the Catapult on the pitch. The true target, is in this way slightly concealed from the opponent, since it is extremely difficult to accurately judge where the target actually is simply by watching the Loony as he spastically rockets into the air. Then a single Blocking dice is rolled to determine if there was a misfire. A ‘Skull’ result means the catapult has misfired - roll on the Misfire Table below. On any subsequent launches from this Catapult during the same game, both the ‘Skull’ and ‘Both Down’ result in a misfire. If there isn’t a misfire, the Bat-Winged Loony is launched skyward, ending his turn. He will not land until the following Team Turn. At the beginning of the Coach’s next Team Turn resolve the landing.
If the intended target is an empty square, and the Loony is attempting to land ‘softly’ follow these rules: Roll a D6, on a 5+ the Loony lands bang on target. If the results of the roll indicate a scatter (not on target), then place the scatter template over the target square and roll for the direction the Loony has drifted. Roll a D6 to determine how many squares the Loony has over-shot. Once a final destination has been determined, make an Agility roll and apply Landing modifiers to the results of the roll.
If the target square is occupied, or was when first declared, a Loony cannot decide to go for the soft landing if the player he targeted has fled the target square. Follow the above rules to determine the accuracy of the Loony and his final destination. But, because the Loony has plummeted from the skies, spiked helmet first, he is very deadly. Should a player be occupying the destination square immediately roll for their Armour with a +4 modifier, any subsequent Injury roll is made with a +2 modifier. Then any players occupying an adjacent square to the target square must make an Agility roll to avoid being hit by the Loony. Armour and Injury rolls if hit will be taken with a +1 modifier. Finally, resolve the fate of the Loony. The opposing Coach may make an Injury roll for the Loony, with a +2 modifier, to determine the extent of the Loony’s injuries.
Should the Loony land in the stands, roll 2D6 to determine the number of crowd casualties caused. Then your opponent may make an Injury roll, with a +2 modifier, to determine the extent of the injuries suffered from the impact if the result is ‘Stunned’ the Loony is just considered stuck spiked helmet first in the stands for the rest of the game. A curious benefit of this crowd carnage is that fans love going to games where there is the chance for high casualty counts on the field, or in the stands. So, for every 50 crowd casualties caused by the Looney, or any other secret weapons, the team’s Fan Factor is permanently increased by one. Should the Loony land in either dugout, roll a D6 to determine the number of players and or coaching staff (including Cheerleaders) that fail to jump out of the way of the rapidly descending Loony. Randomize the victims from the available personnel. Roll for injuries for each of the victims, with a +2 modifier. At the end of this carnage conduct an Injury roll for the crashed Loony, with a +2 modifier. If the result is ‘Stunned’ and the Loony is in the opponent’s dugout, consider his spike stuck until after the end of the game. If the Loony is the Coach’s own dugout, he is placed in the Reserves box and can enter the game again at the next opportunity.
Misfire Chart
1-2 DAMAGED. Catapult is broken and cannot be used again until it is repaired by a Mekanik.
3-4 DISABLED. Catapult needs tinkering. A player must spend the entire Team Turn working on it. It can then be fired again on the next Team Turn.
5 BOUNCE. The Loony slips and is shot more or less horizontally forward, bouncing along on his belly until he hits something solid. He goes forward D6 + 10 squares, and hits the first thing in his path. If he hits a player, consider it a ST 6 Block against the victim and resolve it. Regardless of the outcome, the opponent may make an Armour roll to see if the Loony is injured.
6 WILD SHOT. Catapult slips in its mounting, spinning around and launching the Loony randomly into a high arc in the air. Place the Scatter Template over the Catapult, roll for direction, then determine the distance traveled by rolling D6 +5 squares. Resolve the impact immediately as if the Loony had targeted a player. The Loony may not use Flyer skill.
Doom Diver Catapult Summary
1. Loony is adjacent to Catapult, declare target, open open or occupied space (not both), place Target markers.
2. Roll Blocking dice for misfire, refer to Misfire Chart if necessary.
3. Next turn. Reveal target markers, roll D6, if result is 5+, Loony is on target.
4. If Loony is not on target, place Scatter Template over target square, roll D8 for scatter direction, and roll D6 for distance. Loony may use Flyer skill to attempt to correct his flight path.
5. If going for ‘soft’ landing (no player in target square when declared), resolve Landing Agility roll. Do not proceed any further in this summary if going for a ‘soft’ landing.
6. If going for a player (a player in target square when declared, or a player in landing square after final destination has been determined), single player in landing square requires Armour roll with a +4 modifier and Injury roll with +2 modifier. Adjacent players may make an Agility roll to avoid being hit. If they are hit make Armour and Injury rolls with a +2 modifier each. Opponent rolls for Loony injury with a +2 modifier.
7. Failing to hit a player is not a turnover, but the Loony is subject to an Injury roll with a +2 modifier.
Flyer Skill
A player with this skill, and equipped with the proper kit, has the ability to steer himself as he flies toward his target destination. He can correct his flight path should he veer away from his target. If the destination is off target, he may attempt to head back towards the original target. Roll a D6 and move the destination back towards the target the number of squares indicated by the roll. If this amount is more than the distance back to the target, he has over compensated and lands in the new destination square (the full distance of the roll).
Target Markers
You can easily make some of these from thick card. Draw and then cut out three circles about one and a half inches in diameter, with a target on one side and a result on the other so that you may disguise which one is the true target marker.
Goblin Mekanik Price: 60K
This mechanically inclined, toolbox-packing Goblin may attempt to repair a damaged secret weapon in between matches. Roll a D6 for each weapon repair attempted. On a roll of 4+ the industrious little Gobbo succeeds and the weapon may be used as normal in the upcoming match. Failure of this roll means that the Mekanik will have to tinker with the damaged weapon until the match after the upcoming one. Because of this extra time, a cumulative +1 modifier is added to each additional roll required until the weapon is repaired, a natural roll of 1 is always a failure.
Bat-Winged Loony Stats
MA ST AG AV
6 3 2 7
Skills: Right Stuff, Stunty, Dodge, Flyer
Teams: Goblin, Orc, Snotling, Chaos Price: 50K
Doom Diver Catapult Stats
MA ST AG AV
- 4 - 9
Teams: Goblin, Orc, Snotling, Chaos Price: 50K
Other Secret Weapons
Kantona Kick Penalty Roll: 9+
Instead of making a block Erik Kantona may make a drop kick against an adjacent opponent. Erik makes a spectacular drop kick striking the player as hard and as high as he can When Erik does this he counts as having the same ST as the opponent, so make a one dice block. On a pushed back result the player just steps away from the wild attack and Erik falls to the floor and must make and Armour roll. On a knocked down result the opponent is knocked down and adds +3 to the armour roll for the kick in the face. On an attacker down result Erik has missed completely and caused himself an injury. Make an injury roll for Erik as he clutches himself on the floor.
If Erik is standing adjacent to the edge of the pitch then he may make a Kantona Kick against the crowd. The crowd counts as having the same strength as Erik so it is a one dice block. If the result is a push back then Erik has a quick tussle with the fans before returning to the game. If the result is defender down, then Erik has landed one of his famous drop-kicks on a fan, your opponents Fan Factor is reduced by one permanently. If the result is attacker down, then Erik is mobbed by angry fans and is pulled off the field as normal, however, the crowd is so enraged at Erik attacking them that they count as having the Mighty Blow skill. Every time Erik makes a Kantona Kick he must avoid being sent off. Erik does not make a penalty roll after each Touchdown. In this way Kantona Kick works much more like a foul than a secret weapon.
Poisoned Wind Globe Penalty Roll: 9+
This secret weapon is thrown like a pass, and uses your pass action for the turn. The globe will shatter in the square it lands in (no scatter). Players in the square hit are knocked over on a 3+, and in adjacent squares on a 5+. During rainstorms or blizzards, subtract 1 from the rolls. Only one globe may be thrown between kickoffs.
Chainsaw Penalty roll: 8+
It takes a straight agility roll to start it. Starting the chainsaw counts as an action and the player can’t do anything else that turn. Failing to start it does not count as a turnover. The chainsaw must be restarted after a TD or Halftime. The player cannot carry the ball. The player can attack with the chainsaw instead of Blocking or Blitzing. He may still move before he attacks a player. If the player with the chainsaw falls down for any reason, add +3 to his armour roll. When he is attacking, don’t roll the block dice. Instead, make an armour roll with a +3 modifier to the target player’s armour roll. If the roll beats the player’s armour, the player is knocked down and injured. If the roll fails, there’s no effect. The chainsaw adds +3 when fouling as well.
Pogo Stick Penalty roll: 10+
Allowed to push 4 extra squares instead of 2. It can also leap over prone or standing players from either team as if the player had the leap skill.
Bombardiers Penalty roll: 8+
The player using the bombs can’t move or take any other action. Roll a dice to see if he gets the fuse alight without mishap. On a roll of 1, the bomb explodes prematurely in the bombardier’s square, with the results described at the end of this column. On a roll of 2-6, he gets the fuse alight and may throw the bomb. If a player holding a lit bomb falls over for any reason, then the bomb will scatter 1 square and then explode as explained later.
The bomb is thrown using the rules for throwing the football. The bomb may be intercepted or caught, in which case the player catching the ball must throw it again immediately. This is a special bonus action which takes place out of the normal sequence of play.
For the second and subsequent throws a dice roll must be made to see if the bomb goes off in the new thrower’s square. For any throws after the first the bomb goes off in the thrower’s square on a roll of 1-3.
If the bomb lands in a square with a player who won’t catch it, or if it lands in an empty square, then it will scatter 1 square, then explode, even in an occupied square.
When the bomb finally explodes, it knocks over any player in the same square and knocks over any players in adjacent squares on a roll of 4+. Make armour and injury rolls as normal for the knocked down players.
Blunderbuss Penalty roll: 10+
When using the blunderbuss, the player may not do anything else.
Nominate a square anywhere on the field, and then roll a dice to see where the ball comes down. On a roll of 1-3 it scatters the same way as a kickoff. On a roll of 4-6 the ball is on target and may be caught in the same way as an accurate pass.
The pass can not be intercepted.
Once the blunderbuss is used, it can’t be used again until after a TD is scored or until Halftime.
Ball + Chain Penalty roll: 8+
Goblin Fanatics don’t have a tackle zone and are only allowed to take move actions. They must always move first during their team’s turn.
Fanatics can never pick up or catch the ball and can’t assist other players in a block. The Fanatic can move up to 4 squares per turn, but which four squares are a mystery even to his coach! To see where he moves, place the Throw in template facing any direction. Roll a dice and move the Fanatic into the square indicated by the dice roll. Repeat this for all 4 squares of his movement. You may change the direction of the template after each square of movement, and he never has to make a dodge roll.
When the Fanatic enters any occupied square, then he must block that player. The Fanatic’s strength is 6 for the block, but no player may assist either side. If the victim is forced back, then the Fanatic must follow up (unless he has Stand Firm, in which case the Fanatic’s move ends). If a Fanatic is knocked over when he blocks, he’s automatically injured. Roll for injury, but treat stunned as KO’d instead.
The Fanatic may keep on moving after he has made a block, if he has any movement left, and is allowed to throw more blocks, and must block any further occupied squares he moves into. Force back any prone players that the Fanatic enters the square of.
After each turn that the Fanatic has finished his movement, you must roll a dice to see if he has become exhausted. On a roll of 2-6 the Fanatic stays in play. On a roll of 1 the Fanatic collapses and must be placed in the Dead and Injured players box. Roll the dice again to see what has happened to him: 1-3=Cardiac arrest: The Fanatic dies from overexertion; 4-6= Knackered: The Fanatic is worn out, but will return in time for the next match.
The only player that can block a Fanatic is another Fanatic. Should this ever happen, both players are automatically knocked over.
Deathroller Penalty roll: 7+
It never has to dodge in order to leave a tackle zone. Deathrollers may attempt to move extra squares, but if they fall over, they are out of the game. If a Death Roller is used to foul a player on the field, then add 6 to the Armour Roll to see if the player is injured. Deathrollers that are knocked over by a block, a Wizard’s spell a Special Play card, or failing a push, or that suffer an injury in any way, are wrecked for the rest of the game. The Deathroller will be ready in time for the next game.
Poisoned Dagger Penalty roll: 10+
May attack a player instead of making a block. Make an armour roll for the victim. If the score is less than or equal to the victim’s armour then it has no effect. If the score beats the victim’s armour, then they have been stabbed and an injury roll is made. Treat a stunned result as a KO’d result, because of poison. Once the dagger has been successful at stabbing a player, then the poison is wiped off and the dagger causes injuries as normal until after a TD is scored or until Halftime.
Staff Penalty Roll: 7+
Only available to Joshua le Grand. When using the staff to block add the following: +1 Strength, +1 to Armour and injury rolls. He may choose to use the Multiple Block skill, but if doing so loses the +1 Strength bonus.
Stink Bomb: The stink bomb is treated in the same way as a normal bomb with the following exception. Players in the square where the stink bomb ends up and, all adjacent squares, fall over coughing and choking. Lie them face up on the field but do not make an Armour roll for them. Players falling over in this way do not cause a turnover unless one of the players was holding the ball, in which case they drop it.
Spike: Spikes are simple but effective weapons used by almost all races. The most common form of spike is a piece of old metal that the player has found and sharpened. A player with the spike adds +1 to all the Armour and Injury rolls they make.
Secret Weapons Rules
The rules that follow allow players from all the different races to purchase secret weapons. You can purchase secret weapons for any ordinary player on your team when it is created, or when a new player is added to your team. Allied players may only use weapons allowed in the team they are allied to. The cost of a weapon is added to the cost of the player using it.
Each team can only ever have up to two players with secret weapons on the team roster at any one time. Goblins are extremely dirty and desperate so they can have up to four players with secret weapons.
Note: Once a player owns a secret weapon they become attached to it and wouldn’t give it up for all the gold pieces in the Old World.
Secret Weapons Table
Weapon Cost Teams used by Penalty Roll
Chainsaw
60K Amazon, Beastman, Chaos Warrior,
8+
Chaos Dwarf, Dark Elf, Dwarf, Goblin,
Human, Norse, Orc, Skaven,
Undead
Blunderbuss
30K Chaos Dwarf, Dwarf,
Human
10+
Skaven (Jezzail)
Poisoned
Dagger
10K Amazon, Chaos Dwarf, Dark
Elf
10+
Human, Lizardmen, Skaven
Poisoned Wind Globe 30K Skaven 9+
Explosive
Bomb
40K Chaos Dwarf, Dwarf, Goblin,
Human, 8+
Undead
Stink Bomb 20K Goblin, Snotling 10+
Pogo Stick 20K Goblin 10+
Ball and Chain 30K Goblin 8+
Death Roller 180K Dwarf 7+
Spike Free! All except Big Guy Teams 10+