Mixed Races
These rules replace the Mixed race Teams from the Journal. All teams now have a list of allied races, as shown on the table below. A team can draw allied players from any allied race. Allied players can be selected from the appropriate team list, or be a star player of the appropriate race. The limits on the number of players allowed in a team must be quartered when selecting allied players for a mixed race team. For example, an Orc team can normally have up to 4 Black Orcs. This means that a team selecting Black Orc allies could have one-fourth of this total (1 Black Orc) in the team. Star players simply count as an player of their race. So, for example, if Griff Oberwald was hired by a Human team he would simply count as one of the teams Blitzers (all be it a very special one!), but if he was hired by a High Elf team he would count as a Human ally.
Allied players are hired using the normal rules. However, if you take a second or subsequent allied player for your team while there is still another alive and kicking in the ranks, then your fan factor is immediately reduced by 1 point to represent fans giving up on the team for hiring 'foreign' players. Fan factors lost in this way are gone for good, and can't be got back if the player latter leaves or is killed (although you can still gain fan factors after a match by rolling on the fan factor table). The only exception to this rule are 'stunty' players. Because fans don't mind the little guys so much (they're kind of like team mascots), you can include up to 4 in the team before its fan factor will go down (i.e. each stunty player only counts a 1/4 when reducing fan factors).
A team with a fan factor of 1 can *try* and hire allied players if the coach wants. Pay out the money for the player and then roll a D6: 1-3 = the player is intimidated by the hate mail he receives and runs off (with his hiring fee, the git!); 4-6 = the player sticks it out and remains with the team. In either case the teams fan factor remains at 1 point.
ALLY TABLE
| Team | Allies |
|---|---|
| Chaos Warriors | Human, Chaos Dwarf, Dark Elf, Orc+Goblin, Skaven, Minotaur, Ogre, Troll, Vampire, Beastmen, Daemon |
| Dark Elves | Chaos Warriors, Beastmen, Goblin, Orc, Minotaur, Ogre, Troll, Vampire |
| Beastmen | Chaos Dwarf, Dark Elf, Orc+Goblin, Skaven, Minotaur, Ogre, Troll, Vampire, Chaos Dwarfs, Daemon |
| Chaos Dwarfs | Chaos, Orcs+Goblin, Minotaur, Ogre, Troll |
| Orc+Goblin | Chaos, Chaos Dwarf, Dark Elf, Skaven, Minotaur, Ogre, Troll |
| Skaven | Chaos, Dark Elves, Orcs+Goblin, Minotaur, Ogre, Troll |
| Undead | Chaos, Dark Elves, Skaven, Minotaur, Ogre, Troll, Vampire, Humans |
| Dwarfs | Human, Norse, Ogre |
| Halfling | Human, Wood Elf, Treemen |
| High Elves | Human, Wood Elves |
| Good Human | Dwarfs, Halfling, High Elf, Norse, Wood Elf, Oger |
| Evil Human | Chaos Warriors, Skaven, Beastmen, Ogre, Orc and Goblin |
| Norse | Dwarfs, Human, Ogre |
| Wood Elves | High Elves, Halflings, Human, Treemen |
Big Guys: The Big Guys team list will give an option for 'all Big Guy' teams. Such teams can't have allies (they have to consist of Big Guys belonging to one race).
Chaos: The fan factor of a Chaos team is not reduced for hiring allied players. However the special rules about team re-rolls (see below) do apply.
Humans: Humans have two sets of options, the first for 'nice' Humans, the second for 'nasty' Humans. Choose which you want to be the first time you hire an allied player. They can't be combined
Undead: Undead players cannot be hired by other teams, as they need the team Necromancer to erm, remain active.
MIXED RACE TEAMS AND TEAM RE-ROLLS
There is no denying that mixed race teams are simple not as efficient and well trained as other teams. To represent this the coach of mixed race team must roll 1D6 for each allied player in his team at the start of each half (and at the start of overtime if it occurs). Each dice that comes up with a '1' reduces the number or team re-rolls the coach has for that period by 1. If a team doesn't have enough team re-rolls to meet the loss, then the opposing team gains re-rolls equal to the shortfall. For example, a team with 4 allied players and only one re-roll manages to get three 1's at the start of a half. This reduces its re-rolls to none, and gives the opposing team an extra two re-rolls to use for the half! Note that this is especially cruel if you go into overtime, as you are unlikely to have any team re-rolls left to give up!