Team Roster
Qty | Ally | Type | Cost | M | St | Ag | Ar | Skills | Comp |
---|---|---|---|---|---|---|---|---|---|
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12 | 3 | Wolf Garoo | 70 000 | 6(7) | 3(4) | 3(3) | 7(8) | Garoo | G |
4 | 1 | Monkey Garoo | 70 000 | 6(8) | 3(2) | 3(4) | 7(6) | Garoo, Sprint, Sure Hands | G+A |
4 | 1 | Bear Garoo | 90 000 | 6(4) | 3(5) | 2(2) | 8(9) | Garoo, Mighty blow | G+F |
Rerolls cost : 60 000 Gp
Apothecary : Yes
Sorcerer : Yes
Allied : Fimir, Goblins,
Golems, Minotaures, Skavens,
Vampires.
Special Rules
Aspect :
To each beginning of turn, launch 1D6 for each Garou player
and defer you to the table below
1-5 | The player remains unchanged |
6 | The player changes, his characteristics become those indicated between brackets |
When the match proceeds of night, add +1 to the jets of transformation.
A player who is put at ground or which is attacked can change under the effect of anger. Launch 1D6, on 4+, the player changes.
All the players begin the match in human form.
After each TD or at the half-time, all the players find their human aspect.
A player who holds the ball and which changes is obliged to release it (no turnover).