14: improve either AG or PA by 1 (or choose a Secondary skill) 8-13: improve either MA, PA or AV by 1 (or choose a Secondary skill) 1-7: improve either MA or AV by 1 (or choose a Secondary skill) When you spend SPP to get a random characteristic upgrade, you roll a D16 on the following table: Note that you can't get the same skill twice, and you can't upgrade a skill such as Mighty Blow (+1) to Mighty Blow (+2). When you spend SPP to get a random skill, you select a skill category, such as Agility skills, and roll a D12 to determine which of the 12 skills of the category will your player get. Traits are skills that are native to a player and can't ever be gained or lost. There are 5 categories of skills, with 12 skills in each category: Agility, General, Mutation, Passing and Strength. He can also be built as a fouler or as a dodger with Two Heads. The goblin can be thrown by the troll or the ogre, providing an alternative playstyle. With his high AV, the orc has a dual purpose: cannon fodder and babysitter for the troll (Really Stupid) and/or the rat ogre (Animal Savagery). The fast skaven can serve as a scorer or blitzer. They trade an increased MA or AV for a decreased AV or MA. The orc and skaven have both the same exact cost than the human linemen. They can be used to carry the ball around and perform a Hand-off when the time is right. The human linemen have very reasonable characteristics and cost, and they're the only players of your team who don't suffer from Animosity. The thrower lacks Sure Hands, but given the team's dire need of rerolls, you may want to give him Leader as soon as possible. Your two dedicated ball handlers, the thrower and the dark elf, suffer from Animosity. On the bright side, the roster offers a lot of variety and everyone has access to Mutations. Expensive rerolls combined with negative traits like Animosity and Loner and an absence of positive skills means that Turn Overs are to be expected. PlaystyleWhile fielding three Big Guys sounds fun, this team is actually hard to run.
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