Highlanders Team by Calvin Daniels (Calmardan Editorial www.calmardan.com
)

 Players:
 0-12 Lineman 50k 6/3/3/8 G
 0-4 Highlander Dwarves 70k  4/3/2/9 Block, Tackle, Thick Skull G,S
 0-2 Thrower 90k 7/3/3/7 Pass, Sure Hands G,P
 0-2 Catcher 70k 8/2/3/7 Dodge, Catch G,A
 0-2 Blitzer 110k 7/3/3/8 Block, Tackle G,S

Rerolls:  60k

Big Guy:
0-1 Fomorian Beastman 110k 6/5/2/8 Mighty Blow, Thick Skull, Horn, Wild Animal G,S
( http://www.newwavegames.com/minis/ikore/celtos/news/lgimages/IK12504b.jpg )

Apothecary: Standard

Head Coach:  Standard

SECRET WEAPONS --- The Highlander team is allowed
up to 4 secret weapon players.

Bagpipes - Penalty 8+ - 40k
Bagpipes- a player sneaks a set of bagpipes onto the field. A coach
may choose to have the player play the Bagpipes instead of taking
any other action. The player is not allowed to move before or after
he plays due to the effort to blow the dreaded instrument. Roll a
D6 when he attempts to play them, on a 1, nothing happens as bagpipes 
developed a hole during the action on the pitch. On a 2+,
D3 random opposition players on the pitch cover their ears at the 
terrible sound and lose their tackle zone for this turn. A player may
use the pipes only once per drive. In addition when the Bagpipes are
successfully played, roll another D6, on a 3+, a random D3
highlanders are so moved by the chords of music they gain +1 strength
for this turn only. A team may only have one player with the 
Bagpipes secret weapon.

Haggis - Penalty 10+ - 20k
A player sneaks a bloated haggis onto the field. A haggis is a
sheep's stomach stuffed with rolled oats, onions, liver, heart and
other debatable delicacies. Treat the Haggis exactly as a Stink Bomb
secret weapon. A team may only have one player with the Haggis secret
weapon.

Kilt - Penalty 10+ - 10k
One particularly ballsy highlander stops adjacent to an opponent
and rather than throwing a block, lifts his kilt. Roll a D6. 
On a 1, the opponent actually likes what he sees, and blows a kiss
to the Kilt player. The Kilt player loses his tackle zone until
the beginning of his team's next turn.
On a 2-3, nothing happens.
On a 4-6, the opponent covers his eyes and loses his tackle zone
for the remainder of the turn.
A Highlander team may have up to 4 players with Kilts.

SUGGESTED SPELLS FOR WIZARDS or SPELLCASTERS
** Note Herne the Hunter from Celtos make a great off field wizard, or team
coach

APPARITION's VISIT - The wizard conjures the ghost of the famous Highlander
Rob Roy, who visits one selected (human) player on the team. The vision is
so inspiring the players MA/AG/STR/AV are all raised by one until the end
of the drive, or the half ends.

MYSTICAL CABER - The wizard conjures one of the storied cabers Highlanders
regularly toss as sport. The huge log appears 10 feet above the field
wherever the caster wishes, and then falls crashing to the ground. Players
in three consecutive squares (in a straight line) are knocked over if their
AV is matched, or exceeded. Players knocked down are treated as if hit by
mighty blow, with the +1 added to both AV and injury rolls.

BREAKFAST OF CHAMPIONS -- The Wizard conjures a magical pot of oatmeal
porridge, that is eaten before either half. Three randomly selected players
gain Mighty Blow for the following half.