OBERWALD SUPPLEMENT No 1
                                  
                                  ALTERNATE RACES
                                       v1.04
 

0.0 ADMINISTRATIVE
    0.1  What this document is all about
    0.2  How to get a copy of this document.
    0.3  New this edition

1.0 MONGRELMEN

2.0 SNOTLINGS

3.0 SLANN

4.0 ALPHA COMPLEX BLOOD BOWL

5.0 SUPER HALFLINGS

6.0 THE ORIGINAL NORSEMEN

7.0 TYRANID

8.0 NIPPON

9.0 FIMIR

10.0 GNOMES


0.0 ADMINISTRATIVE
==================

    0.1  What this document is all about
    ====================================
 
          This document is a collection of alternate races for Blood Bowl
          which are floating around the net.  Many of them are untested
          and some are created as a joke.  The decision of which is which
          is left as an excercise for the reader.

          This list is maintained by Dean Maki.  Submissions or corrections 
          should be sent to him at dfmaki@makivel.synapse.net.


    0.2  How to get a copy of this document.
    ========================================

         This document will be posted periodically to rec.games.board and 
         BBOWL-L, along side the OBERWALD (On-Line BloodBowl Enthusiasts'
         Reference With Assembled League Doctrines).

         The current copy of this OBERWALD SUPPLEMENT is also kept at the MORG 
         (Mail Order Retrieval Gizmo).  Send a message to
         MORG@makivel.synapse.net with the following in the body of your
         message:
                           
                           GET RACES.TXT
                           QUIT

    0.3  New this edition
    =====================

         Gnomes and Fimir (from Sigurd Garshol)
         Nipponeese (From Jarrod Coad)


1.0 MONGRELMEN    (From Chet Zeshonski)
==============

   A number of years ago, a friend of mine was looking for alternate races to
   play in 2nd edition Blood Bowl.

   Well, it occured to me the other week that I could mess around with the 
   rules a bit and try to come up with something a little similar, however 
   warped. I know people have often complained that several skills never 
   get picked (particularly among the Physical Abilities), so I gave the 
   matter some thought and came up with the "Mongrelmen".

   Please note that there is nothing official about this; furthermore, these 
   rules haven't even been playtested. Anyone who wishes to do so is 
   encouraged to, and I'd be more than interested in hearing the results. A 
   number of "potential/possible" benefits and penalties for the race were 
   toyed with, and I have decided to include ALL of them. Whether this makes 
   for a playable race or not - I don't know. That's what you people (who I 
   KNOW love new races, Star Players, etc., etc., etc.:) are going to tell 
   me!

   Any section marked with an asterisk (*) indicates an optional rule that 
   needs serious playtesting to see how it affects the race as a whole. I'm 
   not sure the whole thing is comPLETEly balanced, but I'd caution against 
   throwing out all the penalties to tes the race.

   Anyway, without further ado - here they are...

   MONGRELMEN
   ~~~~~~~~~~
   History - Ages ago, the great primal force that is Chaos swept out of the
             North, corrupting the souls of all it encountered.
        
             All, that is, except for the strange race now known as the 
             Mongrelmen. By some strange twist of fate, these humans were not
             completely corrupted by the Invasion of Chaos.

             However, a mark was left upon the people who survived "intact."
             Strange mutations began to develop with alarming frequency. 
             Children were often born with strange abnormalities - dog-faced, 
             lobster-clawed, even rat-tailed.

             The people survived, however, and have since devoted their lives
             to battling Chaos and all its forces (they've also developed a 
             lot of even stranger mutations!).

   Player List
   ~~~~~~~~~~~
   Qty     Title            Cost   MA      ST      AG      AV      Skills
   ~~~     ~~~~~            ~~~~   ~~      ~~      ~~      ~~      ~~~~~~
   0-16    Mongrelman      70,000   6       3       3       8      Special

   Rerolls: 60,000 gold pieces each

   Every Mongrelman starts with one randomly selected mutation (see below).


   Special Rules
   ~~~~~~~~~~~~~
   Mongrelmen often develop strange mutations, as has been noted. However, due 
   to their (ironically) chaotic metabolism, such mutations are exceedingly
   random.

   To represent these two facts, any Mongrelman who rolls doubles for a skill 
   is allowed to roll on the Mutations Table below.

   1: Big Hand        5: Horns              9: Regeneration 13: Thick Skull
   2: Claw            6: Hypnotic Gaze     10: Spikes       14: Two Heads
   3: Extra Arms      7: Prehensile Tail   11: Stunty       15: Very Long Legs
   4: Foul Appearance 8: Razor Sharp Fangs 12: Tentacles    16: Choose
 
   For the second (and any successive) mutations, a roll of 16 (Choose) or a 
   mutation already possessed by the player allows the coach to choose any
   mutation.

   Skill Rolls
   ~~~~~~~~~~~
   * Mongrelmen may normally choose General Skills only. Due to their highly 
   warped nature, a player who rolls doubles for a skill may not automatically 
   choose a skill. Instead, he must roll a d6 and consult the following table:
 
        1-3:  May choose a Skill from any category.
        4-6:  Most roll a Mutation.

   Mongrelmen who roll stat increases (MA+1, ST+1) may keep these without 
   rolling, as these increases are physical mutations of a different nature. 
   Thus, a Coach who rolls (6,6) for a skill may take ST+1 or a Mutation 
   (randomly rolled). If the Coach rolls (6,6) or (2,2) and wishes to choose 
   Dodge, for example, he must roll 3 or less on the chart above to do so.

   Apothecaries
   ~~~~~~~~~~~~
   * Due to their highly irregular physical nature (and penchants for 
   misplaced hearts and the like), Mongrelmen are more difficult to heal 
   than most races.  To reflect this, any Apothecary trying to heal a 
   Mongrel player succeeds on a roll of 3+ rather than 2+.

   Wizards
   ~~~~~~~
   * Mongrelmen cannot hire normal Wizards. Rather, they have their own 
   practitioners of magic, called Warpers (or "Channelers," as they are know 
   to the Mongrelmen themselves). These truly odd specimens are capable of 
   warping (or, more accurately, "channeling") the Taint of Chaos out of the 
   Warper and into the world.

   Mongrelmen may hire a Warper at any time during team creation or the 
   season, and he costs 150,000 gold crowns. A Mongrelman team with a Warper 
   on it is allowed to choose 1 extra Magic Item card per game to reflect the 
   Warper's control of the Taint of Chaos.

   Choose the team's Special Play cards normally, and then set aside the 
   Warper's Magic Item card (note, then, that Mongrel teams with a Warper 
   *are* allowed to circumvent the usual limit of 1 Magic Item card per game). 
   If the Warper is injured in any way or otherwise made unavailable for the 
   game (a "Better Offer" card, for example), the Magic Item card is returned 
   to the deck if it has not been used already (thus, it is very important to 
   set aside the Warper's card - preferably, under the Warper's model).

   The Fans
   ~~~~~~~~
   * Because Mongrelmen are so - well, UGLY - and few in number, they rely 
   largely on fan support from other races. However, because these fans are 
   so fickle, Mongrelmen must subtract an additional -1 from their Fan Factor 
   roll after every match, in addition to any other modifiers which may apply.
   
   Mixed Race Teams
   ~~~~~~~~~~~~~~~~
   Mongrelmen, due to their ugly and bizarre nature, must fight a lot of 
   prejudice on the Blood Bowl field. A Mongrel team may hire Human players, 
   but must first roll a 6 to do so (using the Mixed Race rules from Citadel 
   Journal No. 7).  Humans may hire Mongrel players, but must similarly roll 
   a 6 to do so (this is because the players will often not want the Mongrel 
   player on the team).


2.0 SNOTLINGS   (From Dan Kast)
=============

   (I thought the 2nd ed. Snotlings were so much fun, I brought them back.)

   Snotling (Cost 20,000) MA 6, ST 1, AG 3, AV 5, Dodge, Right Stuff, Stunty

   A Snotling may select Agility skills (if he lives long enough).

   SPECIAL RULES

   Snotlings are MUCH smaller than Goblins and Halflings; therefore, they may 
   be thrown without the normal one-band range penalty (ie., they can be 
   thrown up to Long Bomb! distances).  However, this also means that they have 
   trouble handling the ball.  They cannot pass (although they may hand-off), 
   nor can they ever attempt to intercept the ball.  When a Snotling catches 
   the ball, roll a die.  On a 4-6, he is just fine; on a 1-3, the Snotling is 
   knocked over and the ball scatters from his square (and if he is in the End 
   Zone, a touchdown is not scored).

   Snotlings usually do not have their own teams (although if you want to play 
   one, the cost of re-rolls is 40,000).  Any Chaotic team (see above) can 
   hire up to 4 Snotlings.  
   
   


3.0 SLANN    (From Dan Kast)
=========

   The Slann are an ancient race who once roamed the stuff of Chaos in their 
   marvelous silver spaceships.  But no longer -- the Slann have long since 
   degenerated and the technological marvels they once produced are now a 
   thing of the past.  So low have they sunk into barbarity that they even 
   (shudder) play Blood Bowl.  How uncivilized can you get?!

   Qty.    Type        Cost    MA ST AG AV   Skills       Skill Picks
   0-12    Lineman     80,000   6  3  3  9   Leap         General
   0-4     Catcher     90,000   7  2  4  8   Leap, Catch  General, Agility
   0-4     Blitzer    110,000   7  3  3  9   Leap, Block  General, Agility

   Re-rolls: 70,000


4.0 ALPHA COMPLEX BLOOD BOWL   (From Dean Maki)
============================

          ***************  ATTENTION CITIZENS ***************

   Your Friend The Computer had invented a new game for your enjoyment.  This
   new game is so fun and exhilarating that only a Commie Mutant Traitor 
   would not sign up immediately to play.

   You and your fellow players are instructed to carry a ball over the
   opposing team's goal line.  You must also use any means to prevent the
   opposing team from crossing your goal line with the ball.  Your health is
   secondary to the enjoyment of the game.  The Computer likes it that way. 
   You do too, right Citizen?


   No    Clearance   MA ST AG AV   Skills     Skill Picks        Cost
   -------------------------------------------------------------------
   0-12  RED          6  3  3  8   None       General           50,000
   0-2   ORANGE       7  3  3  8   Block      General           70,000
   0-2   YELLOW       8  3  3  8   Catch      General,Agility   80,000
   0-2   YELLOW       6  3  3  8   Pass,      General,Passing   80,000
                                   Sure Hands

   Rerolls:  70,000

   Notes:

   Alpha Complex Blood Bowl teams may not use an apothecary.  Alpha Complex
   teams may not hire players from other races, nor may other races hire
   Alpha Complex Players.

   On a Doubles skill roll, the team member must choose from the R&D Skill set

   Each player starts with 5 clones.  If a player dies, the next clone will be
   activated and placed in the Reserves Box.

   If at any time a player has amassed 5 Treason Points more than he has
   Commendation Points, he will be terminated and replaced with his next clone
   in line.  This clone has all the skills and memories as the previous
   player, but no Treason or Commendation points.

   The following will earn Treason Points:

      Fumbling the Ball :                         1TP
      Throwing an Inaccurate Pass :               1TP
      Failing to Catch the ball   :               1TP
      Entering a Zone you are not cleared for :   2TP
      Choosing a skill you normally cannot have : 1TP
      On field when TD scored against you :       1TP
      Falling for any reason :                    1TP
      Failing to pick up the ball :               1TP
      Getting Injured :                           1TP
      Failing to return R&D Equipment :           2TP
      Failing to use issued R&D Equipment :       1TP
      Dropping the Ball :                         1TP
      Performing an action not cleared for:       2TP
      Causing someone to miss a game :            1TP
      Getting ejected :                           1TP
      Awarded MVP :                               2TP


   The following will earn Commendation
   Points:

      Scoring a Touchdown :                       1CP
      Catching the Ball :                         1CP
      Completed Pass :                            1CP
      Knocking an opposing player down :          1CP
      On field when TD scored for team :          1CP
      Causing an Injury :                         1CP
      Awarded MVP :                               2CP

   Other Notes:

      The ball is Security Clearance ORANGE.  Getting control of the ball if
        you are not ORANGE or greater earns you 2 Treason Points.

      The Endzone is Security Clearance YELLOW.

      The BLITZ action is Security Clearance ORANGE.

      The PASS action is Security Clearance YELLOW.

      The FOUL action is Security Clearance GREEN.
 
      When entering the End Zone, roll 2 dice.  On a result of 2, The Computer
      has determined that the square entered into is Security Clearance ULTRA-
      VIOLET.  The Player will be terminated (and the next clone activated) 
      and a Touchdown will not be awarded.  Scatter the ball.  The Security 
      Clearance of that square will revert back to Yellow after the corpse 
      is removed.


   R&D Skill Set

   When using any of the R&D Skills, roll a D6.  On a roll of 1, the device
   blows up, knocking the player to the ground.  Roll for armour.  This causes
   a turn over and may not be rerolled.  The player will gain 2 Treason
   Points, but the device will be replaced for the next game.


   Pogo-Shoes:  The player may Leap, as per the skill.  He may also Go For It
        four times.  The shoes are rather clumsy, and as such, the player 
        suffers a -1 when dodging and has his base MA reduced by 1.

   Drill:  This power assisted hand drill gives a +1 bonus when rolling for
        armour and injury rolls on any blocks, or any fouls the player is 
        involved in.  If the player is knocked down, he suffers a +1 on his 
        armour and injury rolls.

   Steam Powered Epoxy Gloves:  A boiler unit is strapped to the back of the
        player, with conduits leading to a pair of gloves.  The steam heats 
        up the Epoxy disks on the gloves.  This allows the player to pick up 
        or catch the ball on a 2+, regardless of tacklezones.  The player may 
        never voluntarily give up the ball.  If he is knocked over while 
        carrying the ball, he will land on the ball, causing it to burst.  
        Eject the player for Delay of Game and kick off the ball again.  If 
        the player scores a Touch Down, roll a D6.  On a 1-3 the dissolving 
        solution does not remove the Epoxy, and the player cannot let go of 
        the ball.  A replacement ball is used, and the player must sit out 
        the rest of the game.

   Ballzooka:  This device allows a player to make an accurate pass to any 
        square on the board.  The player may not move or otherwise take 
        another action during the turn.  Unfortunately, its front is 
        identical to its back.  When using this device, roll a D6.  On a 1-3, 
        the ball fly backwards.  Further unfortunately, the Ballzooka is 
        aimed by looking through the device.  If the ball is sent backwards, 
        it will hit the operator in the face, injuring him.  Do not roll for 
        armour, go right to the injury table.

   Slippery Suit:  An energy pack is used to hyper-excite silicate molecules
        across a full body jump suit.  This makes the wearer virtually
        ungrabbable.  The player may ignore tacklezones when dodging, and
        the Tackle skill may not be used against this player.  The suit
        also makes it impossible to pickup or catch the ball, or get a good  
        grip on an opponent.  Therefore the wearer of this suit has no
        tackle zones, and may not block or foul or assist in a block or foul.

   Hydraulic Boot: The player gains the skill Kick and has a +2 bonus when 
        committing a foul instead of the normal +1.  The player's base 
        movement is reduced by 3 due to the size of the foot wear.

   Turtle Shell Battle Armour:  The wearer of this devastating piece of gear
        has his AV raised to 10 and ST raised to 5 and gains the skill Block.  
        His movement, however is reduced to 1, and he may not Go For It.  
        If the player is ever knocked over, he may not get up without 
        assistance. (He may roll over if he was stunned.)  To stand up, 
        the player needs assistance from players with a combined ST of 17 or 
        more.  These players may not do anything else during the turn they 
        are helping the downed player.


5.0 SUPER HALFLINGS  (From Chet Zeshonski)
===================    

   Super Halflings have the exact same stats as their "normal" cousins,
   but have access to General skills, and cost 10,000 more.  If your 
   league uses Super Halflings, then ALL halflings should be Super;  
   mixing Super and "normal" halflings is not advised.
   

6.0 THE ORIGINAL NORSEMEN    (From Jacob Jonsson)
=========================
   

   Num   Position    MA ST AG AV   Cost    Skills       Skill Picks
   ----------------------------------------------------------------------
   0-16  Lineman      6  3  3  8   50,000  None         General
   0-4   Blockers     5  4  2  9   90,000  None         General, Strength
   0-2   Berzerker    7  4  3  8  120,000  Frenzy,      General, Strength
                                            Thick Skull

   Rerolls:  70,000

   Norse teams may hire rookie or star Ogres.  They may also hire as 
   allies: Dwarves (6+ roll), 1 Halfling or 1 Human.  Norse players may
   be hired as allies by Dwarves (6+ roll), Halflings (6+ roll) and 
   Humans (1 player).


7.0 TYRANID    (From Tom McCarthy)
===========

 Num  Position     MA ST AG AV   Cost     Skills           Skill Picks
 ---------------------------------------------------------------------------
 0-4  Tyranid       7  4  3  8  110,000   None              General

 0-6  Genestealer   7  3  2  8   80,000   Extra Arms        General
                                          Mighty Blow
                                          Hypnotic Gaze

 0-1  Magus         6  3  3  7   60,000   Sure Hands        General, Passing
                                          Hypnogic Gaze     Agility

 0-12 Hybrids       6  3  2  7   30,000   None              General

 0-4  Squigs        5  2  3  7   30,000   Dodge, Stunty     Agility
                                          Mutation to match
                                            model

 0-4  Hunter-Slayer 6  2  3  7   30,000   Dodge, Stunty     Agility

BIGUNS

      Zoat          5  5  2  8  110,000   Sure Feet,         Strength
                                          Thick Skull

      Carnifex      4  6  1 10  160,000   Claw, Thick Skull  Strength
                                          Stand Firm
                                          Razor Sharp Claws

  Rerolls:  70,000
  Biguns count against the total of four star players
  Tyranids may not ally with anyone
  The Carnifex may not catch or carry the ball.  If the ball is in the
    possession of a Carnifex, it will burst.
  If a Carnifex trys to throw a teammate, he must first make an unmodified
    armour roll to see if the little guy is injured.
  Tyranid players do not acquire Star Player Points.  Star Player Points
    are gained by the entire team as one through the hive mind.  Skills are
    acquired with levels based upon twelve times the normal:
    0-60 SPPs No skills.  61-122 1 Skill/player.  121-130 3 Skills/player
    etc...


8.0  NIPPON   (From Jarrod Coad)
===========
          
  No.   Player   MV ST AG AV   Skills           Skill Picks         Cost
  ------------------------------------------------------------------------
  0-2   Samurai   6  3  3  9   Block            Strength, General   80,000
  0-16  Ashigaru  6  3  3  8   None             General             60,000
  0-2   Thrower   6  3  3  8   Sure Hands,Pass  General, Passing    70,000
  0-2   Ninja     8  3  4  7   Dodge, Catch     General, Agility   100,000

  REROLLS: 60,000
  May hire Apothecaries and Wizards.

  SPECIAL RULES

     Samurai may not use Foul actions, as this is deemed dishonorable by the
     Bushido Code.

     SENSEI (Cost 50,000) A sensei will allow the players on a Nippon BBowl 
     team to be trained in the fabled Martial Arts...once per game, a player 
     on the Nippon team may use Mighty Blow, Hypnotic Gaze - a nerve pinch 
     version -  and Leap - the player does not need to have these skills, 
     and the same player does not have to use all the skills. The Sensei 
     allows all three skills to be used once each during the match


     The Nippon may also have a SHINTO PRIEST - instead of a Wizard - 
               (with thanks to Gavain Sweetman)

     SHINTO PRIEST (Cost 200,000) The shinto priest acts as a normal wizard 
     except that they have an additional spell "Call Kami spirit".  The 
     spirit will take possession of a Samurai, if more than one the coach 
     chooses which will get the spirit.  Possession by a Kami spirit gives 
     the Samauri exceptional vitality and endurance which is represented by 
     +1 ST and MV.  However, spirits have their own associated skills, which 
     are randomly determined roll d6:

          1-2 Evil Kami - player can foul and gains Dirty Player.
          3-4 Good Kami - player gains Sprint and Sure Feet
          5-6 Berzerker Kami - player gains Frenzy

     A Samurai possessed by an Evil Kami must foul if he has a downed player
     in his tackle zone at any point during his move - from either team - but
     does not gain any SPP's for doing so.  If a Samurai possessed by an Evil
     Kami fouls anyone during the possession, he must roll on the Serious 
     Injury table to see what injury he commits on his own person to atone 
     for the dishonour.

     The spirit can be summoned at any time but the possession will only last
     until the next kick-off.
     
     The Nippon call all Freebooters RONIN -  the masterless grey warriors - 
     and do not respect them, feeling they have no honour.  If Freebooters are 
     used in a game by the Nippon team, all Samurai have armour and injury 
     rolls made by them on opposing players reduced by one.  However, if 
     Freebooters are used by the opponent, all armour and injury rolls made 
     on the Freebooters by Samurai are increased by one.  If both sides use 
     Freebooters, the Samurai make rolls as normal...

     STAR PLAYERS

     Oroku Saki - Samurai Star Player
     MV 6  ST 4  AG 3 AV 10  Block Dodge Mighty Blow Leader   -  180 000

     Hamato Sarami - Ninja Star
     MV 9 ST 3 AG 4 AV 8     Dodge, Catch, Leap, Sure Hands  -  170 000

     WhisperingWindHeraldsYourDeath - Ninja Star
     MV 8 ST 3  AG 4  AV 7 Dodge, Catch, Throwing Stars*  -  170000
     Throwing Stars - New Skill   Penalty Roll  10+ (if 10,11,12 is rolled ,
                      ninja is sent off)

        A player with the Throwing Star skill has a supply of Poisoned 
        shuriken that allow him to make a one die block against any player 
        - no matter what their strength - within range of a Quick Pass but 
        not actually in an adjacent square.  If a Opponent Down is rolled, 
        this is resolved as normal; Both Down - opponent goes down, ninja 
        must make agility roll - if failed, a star slips out of his sleeve 
        and rolls to the feet of the Referee - ninja sent off as if a penalty 
        roll was failed; Skull - ninja must make agility roll, as above, but 
        if failed the ninja has poisoned himself and must make armour and 
        injury rolls to see what happens when he hits the ground.

     NIPPON BIG'UN

     Temples in Nippon are guarded by statues of ancient Samurai warriors 
     that will come to 'life' when the temple is threatened.  By twisting 
     the animating spell a little, a few priests have managed to change 'the 
     temple' to 'the team'.  The Temple Statue follows all the same rules as 
     the Samurai position players - ie will not foul; if playing on team 
     with Ronin (Freebooters) same rules appy as Samurai...
     
     Nippon Big'Un  -  Temple Statue - STAR PLAYER
     MV 4  ST 6  AG 2 AV 9   Block, Thick Skull, Stand Firm      - 190 000

     Rookie Temple Statue
     MV 4  ST 5  AG 2 AV 9  Thick Skull, Block         -   150 000

     Please send comments or suggestions to ja_coad@postoffice.utas.edu.au
  

9.0  FIMIR (From Sigurd Garshol)
==========
 
 "Through the choking Mists they came, the One-eyed and thrice accursed
 Demon-spawn known to Man as the Fimir. They came to raid our Homes and
 steal our Daughters. And none could stand against their Might."
                                                        Adiomus of Boehmenbad

  No.   Player       MV ST AG AV  Skills           Skill Picks         Cost
  ---------------------------------------------------------------------------
  0-12  Fimir Shearl  5  3  2  8                   General             30,000
  0-6   Fimir Fimm    5  4  2  9  Block, MBlow     General, Strength  100,000
  0-2   Lesser Demons 6  3  4  7* Dodge, Wings     General, Agility   100,000
  
  SPECIAL RULES

  Due to incredibly poor depth vision, Fimir double all negative range 
  modifiers when making a pass. In addition, all ranges are treated as being 
  one band longer than measured (see Halflings) 
 
  Fimir Magic Special Rules
  The Team may hire either a Dirach Wizard (150k) or a Meargh Hag Queen (300k).
 
  A Dirach may either generate the fog described below, or cast a normal spell. 
  The fog seeps in on the field just before the players set up. The fog allows 
  the Fimir to ignore their normal Passing Restrictions, and imposes the same 
  penalty to all Non-Fimir Players.
 
  The fog may be generated at the start of the drive before both teams set up, 
  provided the weather is Nice. The fog disappears if a 4+ is rolled on a D6 
  after each drive, or the weather changes to anything other than Nice.  Only 
  one Fog may be generated each match.

  A Meargh Hag Queen can generate fog AND cast a spell as an ordinary wizard.
 
  Demon Special Rules
  If you have a Dirach or a Meargh you may purchase Lesser Demons as players. 
  If you have a Meargh, you may purchase Greater Demons as players.
 
  All Demons have a special armour value: The opponent does not add any 
  modifiers to his armour roll.
 
  Injured Demons never suffer any permanent injuries, but are temporarilly 
  banished from the Mortal Plane. The may be resummoned at some expence.
  Badly Hurt: resummon in the next Make Purchase Phase buy paying 25% of 
              original cost.
  Seriously injured: Resummon in the Make Purchases Phase AFTER the FOLLOWING 
                     match by paying 50% of original cost.
  Killed: Sorry, but the demon is banished for a so long time that he counts 
          as dead.
  A Demon that is not resummoned at the designated time, is lost.
  Demons retain any skills/increases obtained when resummoned.
  A Demon fitted with Magic helmet loses his special ability of ignoring 
  Armour modifiers.
 
  Note that Demons assosciating with Fimir are non-Chaotic. They are merely 
  considered Evil...

  Special Physical Ability: Wings.
  This player may Leap as described under the skill LEAP. There are some 
  exceptions. The Leap allways succeeds on a 2+. If the roll to leap was a
  natural 6, the leap only costs 1 square of movement. It is impossible to 
  use WINGS during a Blizzard, and Pouring rain imposes a -1 modifier to 
  the roll. 
 
  Fimir Star Player
 
  Shrang Highcrag -Fimir Fimm Noble
  5 5 3 9 Block; Mighty Blow; Break Tackle; Leader           160k
 
  Greater Demon Starplayer
  Hjrkkakk, The Dark Disembowler
  6 6 3 9* Block; Mighty Blow; Horns; Prehensile Tail;               220k 

  Work in progress.  Please send comments or suggestions to: 
  db95srg@oliven.lhg.hib.no


10.0 GNOMES (From Sigurd Garshol)
===========
  No.   Player       MV ST AG AV  Skills           Skill Picks         Cost
  ---------------------------------------------------------------------------
  0-16  Gnomes        6  3  3  7   Stunty          General            40,000
  0-2   Blitzers      6  3  3  7   Stunty, Block   General, Strength  70,000
  0-4   Runners       7  2  3  6   Dodge, Stunty,  General, Agility   60,000
                                      Sure Hands
  REROLLS: 50,000

  SPECIAL RULES:

  Gnomes suffer under the same rules as Halflings and Goblins regarding 
  Passing and Injuries.

  Magic:
  Gnomes does not have the same limitations to their magic as Dwarfs do. 
  They may hire "normal" Wizards. As an option (in place of a wizard) they 
  may go for the Trickster (same price). The Trickster is used at the start 
  of the match. The Trickster allows the Team to take an extra number of 
  Dirty Tricks. Roll a D6:

       1:   No Extra Dirty Trick
       2-5: 1 Extra Dirty Trick 
       6:   2 Extra Dirty Tricks

  Make this roll after the ordinary Special Play-cards roll.

  Starplayers:

  Hercules D'Chantaux -Gnomish Blitzer
  7 4 3 7 Stunty; Block; Dodge; Guard.    
  Cost: 120k

  Jarek Thunnelswype -Gnomish Runner
  8 2 4 6 Dodge; Leap; Nerves of Steel; Sprint; Stunty; Sure Hands
  Cost: 130k

  Brognil the "Mental" -Gnome
  6 3 3 7 
  Special: Chainsaw
           Insane.
  Cost: 70k

  Insane:  When an action is declared for an an insane player, roll a D6. On 
  a roll of 2+ the player is used as normal. On a roll of 1, the player goes 
  absolutely bananas. The player. Stand the player up if it is lying down. 
  If it has the ball, it is immediately dropped (Does not count as a 
  turnover: See the Turnover Rules) Move the player D6 squares in a straight 
  line dictated by the scatter template, ignoring all tackle-zones. If 
  another player is standing in the way, the Insane player will throw a block 
  at the opposing player, pushing him out of the way if possible, and will 
  then strive to complete it's move. This may mean blocking several players. 
  Prone or Stunned are Pushed Back, out of the way if possible. No assists 
  are counted for these blocks. If the player has a functional Weapon that 
  can be used in place of a block, it will use these. If the opponent of the 
  insane player is removed from the board, the Insane player may continue his 
  move.  Note that the player will only block players that actually stand in a 
  square he is supposed to enter.
  
  Work in progress.  Please send comments or suggestions to: 
  db95srg@oliven.lhg.hib.no