Secret Weapons

Some races can get secret weapons instead of new skills or stats with star player rolls. Any race (exept a supplemental one) that rolls snake-eyes on thier star player roll can opt for a chainsaw rather than a new skill.

Dark Elves or Skaven may take a poisoned dagger if they roll any odd double on their star player roll (a 1-1,3-3, or 5-5)

Skaven can take poison wind globadiers on a roll of double ones (same rules as bombs, exept all players in 9 square grid automatically make AV rolls to avoid injury and do not fall over unless the AV roll is missed)

Weapon penalty rolls are rolled even if the player with the weapon is removed from the pitch before the drive is over.

Goblins may choose any weapon from the Goblin weapons list if they roll snake eyes, or roll for one if they roll any double on their star player roll.

1d12 roll Weapon
1-2 Pogo Stick
3-4 Ball & Chain
5-6 Chainsaw
7-8 Bombs
9-10 Cannon 
11-12 Doom Diver

Cannon (penalty 8+): Goblin may fire his really big shot gun if he did nothing during his turn. He can shoot in the same manner as a pass up to Short Pass range. A roll of 1 after modifications results in a explosion of the shotgun. Treat this as a bomb explosion centered on the Goblin. A failed shot will scatter as normal. An accurate shot will hit his intended target. A shotgun hit is resolved like a ST 10 Mighty Blow Block. All shots with the shotgun force Goblin to make a backward movement : one square per Star or Star! in the blocking roll. If Goblin enters in such manner in a occupied square he is knocked over and the occupant of the square pushed and blocked with an ST=2+squares to go for Goblin. Note that Skunky may only fire to targets who can see in straight line. It is direct fire.

Doom Diver (penalty 9+): Goblin may add 1 to any landing roll from being thrown, additionally, at the start of the drive, on his team's first turn launch himself down the field out of his launcher (right behind the end zone). Pick any square on the field, then roll a kick-off scatter. Goblin lands as if an inaccurate pass, and may not move after the flight that turn.

Rookie Death Roller (penalty 7+):

Name Cost (for TR) Upgrade M S AG AV Skills
Deathroller 120k (x2 spp) General 4 6 1 9 Mighty Blow, Stand Firm, Multiple Block, Runaway

RUNAWAY: Driver is inexperienced...at the beggining of his move roll a d6.  On a 3+ he is OK, on a 1-2, driver loses control and moves like a fanatic for the turn.
                        This 'skill' may be removed if the DR rolls doubles for a skill. Deathrollers gain skills at Big Guy rates (and may take bonus ST/AV on doubles), and can roll on General or Strength. Apolthecaries cannot be used on Death Rollers.

*Deathroller Knocked Over*: All normal DR rules as in DZ, except a DR knocked over makes an AV roll as normal for injury... if a DR makes the AV roll or is stunned, it goes to the reserves box, and may be played in the next drive (unless it is ejected).

Dwarves or Chaos Dwarves (not Hobgoblins) may choose any weapon from the Dwarves' weapon list if they roll snake eyes, or roll one if they roll an odd double.

                                Dwarf Weapons (1d8)
                                        1-3: Blunderbuss
                                        4-5: Bombs
                                        6-7: Chainsaw
                                          8: Death Roller (Player becomes rookie Death Roller with 0 spp)

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