Skills

Traits & Extraordinary Skills

Always Hungry

When attempting to Throw a Teammate, after possibly moving and before making the passing ability test, roll 1D6. On 2+, the action continues as expected. On 1, the player attempts to eat his teammate. Roll a second dice: on 1, the teammate dies; on 2+, he escapes, but the roll becomes a fumble.

Animal Savagery

Before any action (even if "Knocked Down", or without tackle zone), roll 1D6. On 1-3, one adjacent teammate is "Tackled" (Turnover if he was carrying the ball). Roll for AR and possible Wound (apply Mighty Blow, Claws... if the Savage has them). Then the Savage can continue the action undertaken as if he had rolled 4+. If there is no adjacent player, his activation ends. If it is a single Action (Pass, Blitz, Throw Teammate...) the Action is lost to the team. Apply+2 to the roll if it is a Blitz, a Block or a Special Action replacing the Block.

Animosity (x)

The player will accept to Pass or Pass the ball to a teammate of different race on 2+ with 1D6. On a 1, he ends his turn, the action is lost. Does not affect Mercenaries and Star Players.

Ball and Chain

Can only move with the Template of Dismissal and 1D6 for each point of M. No need for a dodge roll. Can end up in the audience. If it crosses a square where the ball is, it bounces. May "run" if he wishes. If 1 player (any team) is standing on 1 square where he enters, make a Blocking check. Downed or Struck players are pushed back and must make an AR roll. Must continue. If he falls, roll for Injury. Stunned = KO. Frenzy, Diving Tackle, Throwing, Jumping, Multiple Blocking, Shadowing, On the Ball are forbidden to this player.

Bloodlust (x+)

Whenever a player with this trait activates, after declaring their action, they must roll a D6, adding 1 to the roll if they declared a Block action or a Blitz action. If they roll equal or higher that the number shown in brackets, they may activate as normal. If the player rolls lower than the number shown in brackets, or rolls a natural 1, they may continue activation as normal though they may change their declared action to a move action if they wish. If a player declared an action that can only be performed once per turn (such as a Blitz action) this will still count as the one of that action for the team turn. At the end of their activation they may bite an adjacent Thrall lineman teammate (standing, prone or stunned). If they bite a thrall, immediately make an injury roll for the thrall treating any Casualty result as Badly Hurt. This will not cause a turnover unless the thrall was holding the ball. If they do not bite a thrall for any reason then a turnover is caused, the player will lose their tackle zone until their are next activated, and will immediately drop the ball if they were holding it. If the player was in the opposing End Zone, no touchdown is scored. If a player who failed this roll wants to make a pass action, hand-off, or score, then they must bite a Thrall before they perform the action or score.

Bombardier

When activated and if they are Standing, this player can perform a "Throw Bomb" Special action. This Special action is neither a Pass action nor a Throw Team-mate action, so does not prevent another player performing one of those actions during the same team turn. However, only a single player with this Trait may perform this Special action each team turn. A Bomb can be thrown and caught, and the throw interfered with, just like a ball, using the rules for Pass action as described on page 48, with the following exceptions: A player may not stand up or move before performing a Throw Bomb action. Bombs do not bounce and can come to rest on the ground in an occupied square. Should a player fail to catch a Bomb, it will come to rest on the ground in the square that player occupies. If a Bomb is fumbled, it will explode immediately in the square occupied by the player attempting to throw it. If a Bomb comes to rest on the ground in an empty square or is caught by an opposite player, no Turnover is caused. A player that is in possession of the ball can still catch a Bomb. Any Skills that can be used when performing a Pass action can also be used when performing a Throw Bomb Special action, with the exception of On the Ball. If a Bomb is caught by a player on either team, roll a D6: On a roll of 4+, the Bomb explodes immediately, as described below. On a roll of 1-3, that player must throw the Bomb again immediately. This throw takes place out of the normal sequence of play. Should a Bomb ever leave the pitch, it explodes in the crowd with no effect (on the game) before the crowd can throw it back. When a Bomb comes to rest on the ground, in either an occupied square, in a square occupied by a player that failed to catch the Bomb or in a square occupid by a Prone or Stunned player, it will explode immediately: If the Bomb explodes in an occupied square, that player is automatically hit by the explosion. Roll a D6 for each player (from either team) that occupies a square adjacet to the one in which the Bomb exploded: On a roll of 4+, the player has been hit by the explosion. On a roll of 1-3, the player manages to avoid the explosion. Any Standing players hit by the explosion are Placed Prone. An Armour roll (and possibly an Injury roll as well) is made against any player hit by the explosion, even if they were already Prone or Stunned. If the player performing the Throw Bomb Special action is hit by their bomb and Placed Prone, either as the result of a Fumbled throw or by being hit by the explosion, then a Turnover is caused.

Bone Head

Before taking any action (even if "Knocked Down", or without ZdT), must roll 1D6. On 1, can do nothing and loses his tackle zone. If it is a single Action (Pass, Blitz, Throw Teammate's...) the Action is lost for the team.

Breath Fire

Once per activation, instead of performing a Block action (either on its own or as part of a Blitz action), this player may perform a Breath Fire special action. When a player makes a Breathe Fire special action they may choose one standing opposition player they are marking and roll a D6, applying a -1 modifier if the target has a strength of 5 or higher. On a 1, the player gets overeager, engulfing themself in flame and is immediately Knocked Down. On a 2-3, the opposition player ducks the gout of flame and nothing happens. On a 4+ the opposition player takes a ball of fire straigth to the face and is immediately placed Prone. However, if the roll is a natural 6, the potent pyro has taken its toll and the opposition player is knocked down instead. After the Breath Fire special action has been resolved, this player's activation immediately ends.

Chainsaw

Instead of Blocking (even during a Blitz), roll 1D6. On 2+ the target is hit; on 1 the Chainsaw hits the bearer; Roll for AR with a +3 modifier for the victim. If successful, the victim is "knocked down" and suffers an Injury roll. Only once per turn (no Frenzy or Multiple Blocking). If used in Blitz, cannot continue the movement. If the bearer is "Knocked Down", the opponent benefits from a +3 modifier on the AR roll and there is a turnover. Can be used during aggression by also succeeding in a 2+ roll on 1D6, and adds +3 to the AR roll.

Decay

If a casualty is inflicted, he must add +1 to the roll on the dedicated table.

Drunkard

This player suffers a -1 penalty to the dice roll when attempting to Rush.

Hit and Run

After a player with this Trait follows a Block action, they may immediately move one free square ignoring Tackes Zones so long as they are still Standing. They must ensure that after this free move, they are not Marked by or Marking any opposition players.

Hypnotic Gaze

Instead of a Block (but can move before performing it) makes 1 agility roll with a -1 modifier for each possible "Marking" suffered. If successful, the target loses its tackle zone. May not move after taking the Special Action.

Kick Team-mate

Can only be used by one player on the team in the same turn, but in addition to a Teammate Pass or Throw, on an adjacent Standing Featherweight. Used as a Teammate Throw, except that in the event of a Misfire, the Featherweight must roll for Injury (Stunned treated as KO). Chestnut is applicable by the opposing coach. If the Featherweight was carrying the ball, it rebounds from the square it was occupying. Translated with www.DeepL.com/Translator (free version)

Loner (x+)

Must pass a roll of 1D6 greater than or equal to the number in parentheses to use a team re-roll. If unsuccessful, the re-roll is spent without being used.

My ball

A player with this Trait may not willingly give up the ball when in possession of i, and so may not make Pass actions, Hand-off actions, or use any other Skill or Trait that would allow them to relinquish possession of the ball. The only way they can lose possession of the bal lis by deing Knocked Down, Placed Prône, Falling Over or by the effect of a Skill, Trait, or special rule of an opposing model.

No Hands

May not Pick Up, Catch or Interfere with a Pass. If he enters a square where the ball is, it is a turnover. The ball bounces during any interaction with that player.

Pick-me-up

At the end of the opposition's team turn, roll a D6 for each Prone, non Stunned team-mate within three squares of a Standing player with this Trait. On a 5+, the Prone player may immediately stand up.

Plague Ridden

1 player killed on a Block (1 time per game) can be integrated in the team, (placed in the Reserves Box and even if already 16 players) as Rotter Lineman. Must have ST4 or less and have no Minus, Regeneration or Decomposition. Can be hired at the end of the game if number of players < or = 16).

Pogo Stick

During his M, he can Jump instead of Straddle, whether the square is occupied or not, by a Standing player or not. Also, ignores all "Marking" modifiers on the start and finish squares. May not have Jump.

Projectile Vomit

Instead of a Block (even when Blitzing), roll 1D6. On 1, the player vomits on himself; on 2+ he vomits on his opponent. The victim makes 1 AR roll. If successful, the opposing player is "Knocked Down" and suffers 1 Injury roll. Not usable with Frenzy or Multiple Blocking.

Really Stupid

Before taking any action (even if "Knocked Down", or without tackle zone), roll 1D6. On 1-3, can do nothing. Apply +2 to the roll if non really stupid team-mates are adjacent. If unsuccessful, the player loses his tackle zones. If it is a single Action (Pass, Blitz, ThrowTeammate...) the Action is lost for the team.

Regeneration

After suffering a casualty, can roll 1D6, On 4+, the player goes back to reserve.

Right Stuff

Allows the player to be launched if his strength is 3 or less.

Secret Weapon

The player is kicked out at the end of a Phase in which he is participating, whether he is still on the field or not.

Stab

Instead of Blocking (even during a Blitz), make an AR roll without a modifier. If the test is successful, the victim is "knocked down" and suffers an Injury roll. If this skill is used during a blitz, the player cannot continue the movement.

Stunty

Ignores "Marking" modifiers when dodging (unless Bomber, Chainsaw or Swoop). An opponent attempting to Interfere with a Minus Pass receives +1 to his agility roll. Injury rolls are made on a dedicated table.

Swarming

During each Start of Drive sequence, after Step 2 but before Step 3, you may remove D3 players with this Trait from the Reserves box of your dugout and set them up on the pitch, allowing you to set up more than the usual 11 players. These extra players may not be placed on the Line of Scrimmage or in a Wide Zone. Swarming players must be set up in their team's half. When using Swarming, a coach may not set up more players with the Swarming trait onto the pitch than the number of friendly players with the Swarming trait that were already set up. So, if a team had 2 players with the Swarming trait already set up on the pitch, and then rolled for 3 more players to enter the pitch via Swarming, only a maximum of 2 more Swarming players could be set up on the pitch.

Swoop

Use the kick back template instead of the Random Direction template when this player is thrown (he does not bounce before landing), then he moves 1D3 squares in the determined direction.

Take Root

Before any action (even if "Knocked Down", or without a tackle zone), roll 1D6. On 1, cannot move until the end of the Phase or if he is subsequently "Tackled" or "Knocked Down". Can only perform actions if he can do so without moving. If it is a single Action (Pass, Blitz, Throw Teammate...) the Action is lost for the team if it cannot be performed without moving.

Throw Team-mate

If ST is5 or more, allows the player to throw a right stuff team-mate.

Timmm-ber!

If the player has M2 or less, each standing and unmarked team-mate adjacent to him offers +1 for rolls to get up. A natural 1 is always a failure.

Titchy

Apply +1 to all dodge rolls. Do not apply the -1 "mark" on opponents entering his tackle zone when dodging.

Trickster

When this player is about to be hit by a Block action or a Special action that replaces a Block action (with the exception of a Block action caused by the Ball & Chain Move Special action), before determining how many dice are rolled, they may be removed from the pitch and placed in any other unoccupied square adjacent to the player performing the Block action. The Block action then takes place as normal. If the player using this Trait is holding the ball and places themselves in the opposition End Zone, the Block action will still be fully resolved before any touchdown is resolved.

Unchannelled Fury

Before taking any action (even if "Knocked Down", or without tackle zone), roll 1D6. On 1-3, can do nothing. If it is a single Action (Pass, Blitz, Throw Teammate's) the Action is lost for the team. Add +2 to the die if it is a Blitz, a Block or a Special Action replacing the Block.