Example ~ You purchase a 40,000 gc chainsaw and a lineman to use it for your Human team. The lineman's cost should be recorded as 90,000 gc on your roster sheet.
A weapon may only be used by the player who it is purchased for. If a player who has a weapon is removed from the roster for any reason, then the weapon is also removed from the roster. They can not be exchanged between players.
Most teams are only allowed one player with a Secret Weapon on the roster at any one time. Some teams are more desperate or cunning than others however, and may have more. Dwarf, Chaos Dwarf and Skaven teams may have up to two weapons on their roster, whilst Goblins may have up to three. Note that if your league allows a Goblin team to roll for a free Secret Weapon before each game, then they may use this weapon in addition to their normal allowance of three.
Players with a Secret Weapon weapon become very attached to them, for obvious reasons. A player may never take the field without his weapon.
Players do not earn SPPs for casualties inflicted using a Secret Weapon (is this already part of the official rules? I can't remember).
Code: Select all
WEAPON COST RACES
Ball and Chain* 20,000 Goblin, Skaven
Blunderbuss 30,000 Chaos Dwarf, Dwarf
Bombs 40,000 Chaos Dwarf, Dwarf, Goblin
Chainsaw 40,000 Chaos, Chaos Dwarf, Dwarf, Goblin, Human, Khemri,
Necromantic, Norse, Orc, Rotters
Exploding Boomerang 20,000 Amazon, Chaos Dwarf, Dwarf, Goblin, Lizardmen
Doom Diver Wings 10,000 Goblin
Gyro-pack 20,000 Dwarf
Pogo Stick 20,000 Goblin
Poisoned Dagger 10,000 Amazon, Chaos Dwarf, Dark Elves, Lizardmen, Skaven
Stink Bombs 20,000 Goblin
*A player with a Ball and Chain always has MV 4, and loses all Skills, Traits and Racial Characteristics.
Chaos Dwarfs are an exception to the normal rules, in that only their Chaos Dwarf Blockers may use Secret Weapons, apart from the Poisoned Dagger which may only be used by Hodgoblins.
EXPLODING BOOMERANG Penalty Roll: 9+
A coach may choose to have a player throw his bomberang instead of taking any other action. A player is not allowed to move when he throws a bomberang. The boomerang is thrown using the rules for passing the football. Throwing a boomerang is quite difficult, so there is additional -1 penalty to the dice roll. Because of the way they are thrown, a boomerang may not be aimed at any square within Quick Pass range. No player, from either team, will attempt to intercept a boomerang.
If a thrown boomerang is fumbled, nothing happens. If a thrown boomerang would land in an empty square, then it flies back to the player who threw it. He must immediately attempt to catch the boomerang, as if it were a bouncing ball. If he succeeds, the boomerang throw action ends. If he fails, then the boomerang hits him and explodes!! Place the player prone and make an Armour roll.
If a thrown boomerang would land in an occupied square, then the player in that square must attempt to catch it, as described above.
DOOM DIVER WINGS Penalty Roll: 10+
Doom Diver wings are very restrictive; any Goblin equipped with them loses his Dodge skill. If a player with doom diver wings is thrown using the Throw Team-Mate rules, then the player throwing him counts as having the Strong Arm trait. In addition, the thrown player may be aimed at any square within range, even if it is occupied. Normally a player thrown using Throw Team-Mate may only be aimed at an empty square.
GYRO-PACK Penalty Roll: 10+
Using a miniaturised version of their Gyrocopter technology, the Gyro-Pack is not powerful enough to allow its wearer to gly in the quite the same way. Rather, he can use the Gyro-Pack to make massive leaps into the air, before returning to the ground almost immediately. The device is pretty unreliable however, and takes quite a bit of persuading for it to actually work!
A coach may attempt to trigger the Gyro-Pack before taking a normal action with a player. Declare the action as normal, and then make an unmodified Agility roll for the player. If the roll is failed, the Gyro-Pack lifts the player a few feet off the ground, before dropping him uncerimniously back to earth. The player's action is wasted as he struggles to control the misfiring device; he may not do anything else this turn.
If the Agility roll is successful, then the coach should place the throw-in template over the player's head. Roll a D6 to see which direction the player flies off in. Then roll another D6 to see how many squares he travels. In order to land, the player must make a landing roll, in the same way as a player who had been thrown using the Throw Team-Mate rules. Because the Gyro-Pack has built in stabilisers, the +1 bonus to this roll for an accurate throw will always apply. If the player lands successfully, then he may continue with his declared action as normal. If the player lands off the pitch, he will be beaten up by the crowd using the normal rules. Landing in the crowd does not cause a turnover. Flying over the endzone and into the crowd does not count as a touchdown.
STINK BOMBS Penalty Roll: 10+
The rules for the stink bomb are exactly the same as the rules for a normal bomb, with the following exception. Players in the square where the stink bomb ends up and all adjacent squares fallover coughing and choking. Lie them face up on the field but do not make an Armour roll for them. Players falling over in this way do not cause a turnover unless one of the players was holding the ball, in which case they drop it and it scatters one square.
[Note : These new Secret Weapons are by no means the finished article, and have not been playtested, apart from the Stink Bombs. Their costs in particular are open for much debate. They have been included to show the sort of things that can be added, as much as anything.]