Although Human teams do not have the individual strengths or outstanding abilities
available to other races, they do not suffer from any outstanding weaknesses either.
This makes Human teams extremely flexible, equally at home running the ball,
passing it, or ignoring it and pounding the opposition into the turf instead!
Qty.
|
Position
|
Cost
|
MA
|
ST
|
AG
|
AV
|
Skills
|
Advancement
|
0-12 |
Linemen (L) |
50,000gp |
6 |
3 |
3 |
8 |
None |
Gen, Weapon |
0-2 |
Throwers (P) |
70,000gp |
6 |
3 |
3 |
8 |
Pass, Sure Hands |
Gen, Pass |
0-4 |
Catchers (P) |
70,000gp |
8 |
2 |
3 |
7 |
Catch, Dodge |
Gen, Ag |
0-4 |
Blitzers (P) |
90,000gp |
7 |
3 |
3 |
8 |
Block |
Gen, Str |
Re-Rolls: 50,000gp each.
Allies: Amazons, Dwarf, Halfling, High Elf, Norse, Ogre,
Wood Elf.
Secret Weapons: Chainsaw, Blunderbuss, Poison-Dagger, Ball & Chain,
Death Roller.
Special Rules: None. |