Simian
|
Re-Rolls: |
70.000 each |
Apothecary: |
50.000 (only one) |
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|
Team List |
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|
Qty |
Position |
MA |
ST |
AG |
AV |
Skills |
Cost |
Categories |
|
|
0 - 12 |
Mandrill |
6 |
3 |
3 |
8 |
Sure Feet |
70.000 |
Gen |
|
|
0 - 2 |
Monkey |
8 |
2 |
4 |
7 |
Dodge |
70.000 |
Ag |
|
|
0 - 4 |
Orang Utan |
6 |
4 |
3 |
8 |
Tackle |
120.000 |
Gen |
|
|
Special Players (max. 2) |
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|
Qty |
Position |
MA |
ST |
AG |
AV |
Skills |
Cost |
Categories |
exchanges with |
|
0 - 1 |
Screecher |
6 |
3 |
3 |
8 |
Sure Feet, Spellcaster Level 1, Screech of Frenzy |
140.000 |
Gen, Magic |
Mandrill |
|
0 - 2 |
Monkey |
8 |
2 |
4 |
7 |
Dodge |
70.000 |
Ag |
Mandrill |
|
0 - 2 |
Gorilla |
5 |
4 |
3 |
9 |
Thick Skull |
120.000 |
Str |
Orang Utan |
On pitch Spellcaster:
The Simian team Spellcaster starting spell is Screech of Frenzy
When: at the start of any of your team turns
All players on your team gain the skills Frenzy and Dauntless for the remainder of the turn. If they are standing in an opponent’s TZ when the spell is cast, they MUST attack him. If there are several opponents in the TZ, the Simian coach may choose which one to attack. While the spell is active, no player from your team may hold the ball. If a player was holding it at the time you cast the spell, he drops it, causing a turnover.
Duration: until the end of the turn
Failure: no effect
Succeeds on: 3+