
This is handled automatically by the game.Īfter the game, journeymen may be bought permanently for the team for their normal price, keeping any SPP earned during the game. The last option Skaven have that helps is mutation access, there are some. They start with the combo of Sure Hands and Pass, and can get more passing skills to compliment and improve their passing ability. Journeymen are taken from a player on the team with a 0-12 or 0-16 amount limit, so a human team would get journeymen of position linemen (Undead teams get journeymen of position zombie). First up being Skaven, they move fast, on par speed wise as Wood Elf Throwers, this can make the difference between making a pass or not. Journeymen If the team has fewer than 11 players available for the game before buying Star Players and/or mercenaries it may take enough journeymen to fill up to 11 players. You may give the mercenary 1 extra skill taken from the skills available normally for the player. You may not hire a mercenary if it would take the team above 16 players (not counting players that are out due to injuries). So, a Human team with 3 blitzers could hire 1 more mercenary blitzer (not counting players that are out due to injuries). He/she is taken from your team list and has to be inside allowed number of players. Mercenary is a one-off player hired for the match. One roll in the start of each half.īloodweiser Babe adds +1 to the recovery from KO roll. Halfling Master Chef removes 0-3 rerolls from the opponent and adds them to you. Multiple bribes can be used on one sent off. Only available to Khemri, Nurgle, Undead and Necromantic.īribe gives a 2+ roll to cancel being send off by the referee. Not available to Khemri, Nurgle, Undead and Necromantic. Only one apothecary can be used per injury. Wandering Apothecary is an extra apothecary to use as a normal one.

Wizard gives the option for a fireball or a lightning bolt.

