* This infomation is copyright Games Workshop and is printed
without permission *
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- Extra Training.
You can use this card in one of two ways: 1. You may use this
card at any time in exactly the same way as a Team re-roll counter.
2. You may play this card at the start of the match, before either
team has set up. It allows you to buy an extra Team re-roll counter
which you may keep permanently, so long as you have the money in your treasury
to pay for it. If you buy the extra Team re-roll, then update your
team roster accordingly.
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- Eye of the Eagle.
Whilst down a dark alley, you and your whole team have managed to persuade
a wizard to hand over a magic scroll. You can use this scroll to
cast a spell on a player in your team when he passes the ball. The
spell means that the player automatically passes the ball successfully,
there is no need to roll the dice.
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- Grasping Tentacles
of Altanson. A brave fan has journeyed on an Epic Quest
to bring you this magic scroll, which you can use during the match.
You can use this scroll to cast a spell on a player in your team when an
opponent tries to dodge out of his tackle zone. The opposing player
automatically fails his dodge roll and falls over.
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- Hawkfing's Curse.
You have luckily managed to obtain a magic scroll which you can use during
the match. You can use this scroll to cast a spell on a player on
the opposing team when they attempt to move an extra square. The
player automatically fails the dice roll and falls over.
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- Healing Scroll.
You have managed to lay your hands on a magic scroll which you can use
during the batch. You can use this scroll to cast a spell on a player
in your team who has just suffered an injury of any kind, including being
killed! The player is restored to health and should be left, face-up,
on the field.
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- Kelhoffer's Magic Foot.
While rooting through the darkest corners of your team's locker room, you
find a magic scroll which you can use during the match. You can use
this scroll to cast a spell whenever you are about to place the football
in the opponent's half after a kick-off. It conjures a ghostly magic
foot to kick off the ball, allowing you to place the ball in any square
that you like - you do not have to roll for scatter.
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- Knutt's Spell
of Awesome Strength. You have managed to lay your hands
on a magic scroll which you can use during the match. You can use
this scroll to cast a spell on a player in your team. The player's
muscles swell to heroic proportions. With a mighty shout he beats
his chest and flexes his biceps. Roll a dice and add the score to
the player's Strength for the rest of the turn.
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- Labbatt's Flying Fist.
Thanks to the untimely death of an avid (if kleptomaniac) fan, you have
inherited a magic scroll. You can use this scroll to cast a spell
on an opposing player at any time during the match. A magic fist
flies through the air and strikes the target. The resulting blow
is worked out as if the victim had been the subject of a block by a player
with a Strength of 10 who has the block and Mighty Blow skills.
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- Lurve Potion. You
may play this card at any time against any player on the opposing team
who is within 4 squares of the sidelines. You have slipped the player
a love potion and he has just spotted the woman, creature, or thing of
his dreams in the stands! The player dashes off the field to try
to reach his loved one, and is promptly beaten up by the crowd! Remove
the player from the field and roll for injury just as if they had been
pushed out of bounds. If the player was holding the ball, they will
drop it in the square where they were standing, and it will bounce one
square as normal.
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- Magic Hand of Jark Longarm.
Your team is featured on the cover of Spike! Magazine and in payment they
give you a magic scroll. You can use this scroll to cast a spell
on a player in your team when he tries to make an interception. The
player automatically intercepts the ball, there is no need to roll the
dice.
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- Magic Helmet. You
may play this card at the start of the match before the kick-off takes
place. Nominate a player in your team. He has managed to acquire
a special magical Blood Bowl helmet made of an extremely strong but very
light material. The player's Armor Value is increased by +1 permanently,
up to a maximum of 10. Update the team roster to show the player's
new Armor Value.
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- Magic Pills. You may
play this card just after a kick-off has been taken. All your players
who are on the field have been given a magic pill provided by a traveling
apothecary. The pills increase all of your player' movement allowances
by +1 point until after the next touchdown is scored.
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- Magic Potion. You
can give the potion to any player in your team just before any kick-off.
The effects of the potion will last until the next touchdown is scored.
Roll a dice: 1= The potion has no effect, obviously it was a dud!; 2-3=
The player gains +1AG; 4-5= The player gains +1ST; 6= The player can take
two actions per turn.
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- Magic Sponge. You
may play this card at any kick-off, before either team has set up.
It restores any KO'd or Badly Hurt players in your team to full health
and they may take part in the game as normal. Seriously injured or
dead players can not be cured by the Magic Sponge.
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- Mind Blow. You have
managed to lay your hands on a magic scroll which you can use during the
match. You can use this scroll to cast a spell at an opposing player
at any time. The spell blasts the already minimal intelligence of
the target with the formidable mind-power of the scroll's writer.
The unfortunate target is stopped in his tracks and may not move or take
any further action this turn. If he is blocked before he recovers
at the end of the turn then his Strength is halved.
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- Rakarth's Bounding Leap.
You have been given a magic scroll which you can use during the match to
cast a spell. You can use this scroll on a player in your team at
any point during their move. It allows the player to jump 3 squares
through the air in addition to his normal move. The player can ignore
any tackle zones when he jumps, and can even move through squares occupied
by other players (though he can't end the jump in an occupied square).
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- Rakarth's Obliteration
Spell. You have managed to lay your hands on a useful
magic scroll. You can use this scroll to cast a spell on a player
in your team instead of rolling the dice when you make a block. The
player automatically gets a 'POW' (defender knocked over) result.
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- Rakarth's Spell of
Petty Spite. You unexpectedly discover a magic scroll
under a pile of used jock-straps. You can use this scroll at the
start of the match to cast a spell on any opposing player. Roll a
dice for the player before each kick-off. On a roll of 4-6 he misses
the kick-off and must be left in the Reserves box (actually he's running
to the bathroom, but we won't go into that…). On a roll of 1-3 he
can take part in the drive as normal.
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- Scutt's Deluge of Despair.
You have managed to lay your hands on a magic scroll. You can use
this scroll to cast a spell at any time during the opposition's turn.
A miniature thunderstorm gathers and a sudden downpour soaks the playing
field. The opposing team's players have their movement halved (founding
fractions down) for the rest of their turn. The water magically evaporates
at the end of their turn.
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- Speed of Light.
You have won first prize in the Spike! Magazine "Spot The Chainsaw"
competition, and the prize is a magic scroll which you can use during the
match. You can use this scroll on a player in your team just before
they move. Roll a dice and add the score to the player's movement
for the turn.
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- The Secret Way.
You have managed to lay your hands on a magic scroll which you can use
during the match to cast a spell. Nominate one player in your team
and roll a dice. The player disappears from his current square and
reappears in any vacant square up to the distance of the dice roll away.
If there is nowhere for the player to reappear, then he is lost in the
warp and is never seen again! Teleporting is a free action and the
player may block, blitz, move or pass from his new square as if it were
his starting position.
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- Time Warp. Through shady
dealing you gave obtained a magic scroll which you can use during the match
to cast a spell on any player in your team. The player's metabolism
speeds up and he moves at a greatly accelerated rate for the turn.
This allows him to take two actions instead of the normal one. Both
actions must be taken together, one after the other.
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- Unseen Shield. You
have cunningly obtained a magic scroll which you can use during the match
to cast a spell when an opposing player passes the ball. The spell
creates an invisible barrier in a square anywhere you like along the ball's
flight path. The ball hits the barrier and is knocked out of the
air, landing in the nominated square. If there is a player in the
square they may try to catch the ball, otherwise the ball will bounce when
it hits the ground as normal
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