Skills

Traits & Extraordinary Skills

Always Hungry Active

Whenever this player performs a Throw Team-mate Action, before making the Passing Ability Test, they must roll a D6. On a 2+, they may continue with the Throw Team-mate Action as normal. On a 1, the player will attempt to eat their team-mate - they must roll a further D6. On a 2+, the team-mate will squirm free and the Throw Team-mate Action will automatically result in a Fumbled Throw. On a 1, the player will eat their team-mate - immediately remove them from your Team Draft List. No Apothecary can be used to try to save them, and no Regeneration rolls can be made. If the team-mate was in possession of the ball, it will bounce from the square this player occupies. A turnover is then caused.

Animal Savagery Passive

Whenever this player is activated, after declaring their action they must roll a D6. They may apply a +2 modifier to the roll if they have declared a Block Action or a Blitz Action. On a 4+, the player may perform the declared action as normal. On a 1-3, this player lashes out at one of their team-mates. Choose one Standing team-mate adjacent to this player; the chosen player is immediately Knocked Down. This will not cause a Turnover unless the player was holding the ball. If this player has either the Claws or Mighty Blow Skill, then they must use them when making the Armour Roll for the Knocked Down player. If this player rolls a 1-3 and there are no Standing team-mates adjacent to them, then they are Distracted.

Animosity (x) Active

Whenever this player attempt to perform a Pass Action or a Hand-off Action to a team-mate with the same Keyword as the one shown in brackets, roll a D6. On a 1, the player refuses to perform the action and their activation immediately ends. Some players may have the Animosity (all) Trait, in which case they will apply this rule to all of their team-mates, regardless of the Keywords they have.

Ball and Chain Active

"When this player is activated, the only action they can announce is a special Ball and Chain action; there is no limit to the number of players who can announce this special action per turn. When a player performs a Ball and Chain special action, place the return template on that player, facing one of the end zones or one of the touchlines, then roll a D6 and move that player to the square indicated by the template. A player who moves in this way does not have to make an agility test to dodge out of the tackle zone; they automatically succeed. Opposing players cannot use the Pursuit or Tentacles skills against a player performing a Ball and Chain action. If this movement takes the player off the field, they risk being injured by the crowd. If this movement takes the player to a square occupied by a standing player (regardless of team), they make a block against that player; this blocking action ignores the Repulsion skill. If it is a teammate, then that player's coach chooses the result to apply. If this move takes the player to a square occupied by a prone or stunned player, that player is pushed back and an armor roll is made against them. If this move takes the player to a square containing the ball, the ball immediately bounces. This does not cause a turnover. A player who performs a special Ball and chain action can move a number of square equal to or less than their movement. They can go for it normally, but if they roll a 1, they first move to the square by blocking, pushing a player, or bouncing the ball, if applicable, before falling onto the square they moved to. If this player is tackled, falls, or is knocked down for any reason, immediately roll for injury, treating any Stunned result as KO instead. A player with this trait cannot have any of the following skills: Diving Tackle, Eye Gouged, Frenzy, Grab, Hit-and-Run, Leap, Multiple Block, On the Ball, Shadowing, Steady Footing.

Bloodlust (x+) Passive

Whenever this player is activated, 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 to or higher than 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 their activation as normal though they may change their declared action to a Move Action if they wish. If the pl1ayer declared an Action that can only be performed once per Turn (such as a Blitz Action), this will still count as the one Blitz Action for the Turn. At the end of their activation, this player may bite an adjacent Thrall Lineman team-mate regardless of the status of the Thrall Lineman. If they do, immediately make an Injury Roll for the Thrall Lineman, treating any Casualty result as Badly Hurt; this will not cause a Turnover unless the Thrall Lineman was holding the ball. If this player does not bite a Thrall Lineman for any reason, then a Turnover is caused. This player becomes Distracted, and will immediately drop the ball if they were holding it. If this player was in the opposing End Zone, no Touchdown is scored. If a player who failed this roll wants to perform a Pass Action, Hand-off Action, or score, then they must bite a Thrall Lineman before they perform the Action or score.

Bombardier Active

When this player is activated, they can declare a Throw Bomb Special Action; only one player can declare this Special Action each Turn. When a player performs a Throw Bomb Special Action they throw a bomb in the same manner as when a player performs a Pass Action, following all the usual rules for a Pass Action. Though this is not a Pass Action itself, any Skills or Traits that come into play when a player performs a Pass Action will also apply to a Throw Bomb Special Action, with the exception of the On the Ball Skill. A player that declared a Throw Bomb Special Action may not perform a Move Action before throwing the bomb. If at any point a bomb comes to rest on the ground then it will immediately explode in that square. Should a bomb be Fumbled by the thrower, or dropped when a player attempts to Catch it, then it will not Bounce and will instead explode in that player's square. When a bomb explodes, any player in the square it exploded in is hit by the explosion. Additionally, roll a D6 for each player adjacent to the square in which the bomb exploded. On a 4+, they are hit by the explosion. Any Standing player that is hit by the explosion is immediately Knocked Down. Additionally, make an Armour Roll for any Prone or Stunned players hit by the explosion. If a player successfully Catches or Intercepts a thrown bomb, the player that caught the bomb must immediately throw it again, following all the same rules for making a Throw Bomb Special Action as described above. If the explosion knocks down a player on your own team (including the Bomma itself or teammates within the blast radius), it immediately results in a turnover.

Bone Head Passive

Whenever this player is activated, after declaring their Action they must roll a D6. On a 2+, the player may perform the declared Action as normal. On a 1, the player becomes Distracted.

Breathe Fire Active

When this player is activated, they can declare a Breathe Fire Special Action; there is no limit to the number of players that can declare this Special Action each Turn. When a player performs 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 an ST of 5 or higher. On a 1, this player is immediately Knocked Down. On a 2−3, nothing happens. On a 4+, the opposition player is immediately Placed Prone. If the roll is a natural 6, the opposition player is Knocked Down instead. After the Breathe Fire Special Action has been resolved, this player's activation immediately ends. This player may use the Breathe Fire Special Action to replace the Block Action made as part of a Blitz Action if they wish, though their activation will still end as soon as they have performed the Breathe Fire Special Action.

Chainsaw Active

When this player is activated, they can declare a Chainsaw Special Action; there is no limit to the number of players that can declare this Special Action each Turn. When a player performs a Chainsaw Attack Special Action, roll a D6. On a 2+, this player may immediately make an Armour Roll against one adjacent Standing opposition player, applying a +3 modifier to the Armour Roll. On a 1, the Chainsaw will Kick-back and this player is Knocked Down instead. If this player is Knocked Down or Falls Over for any reason, regardless of how it occurred, then a +3 modifier is applied when the opposition Coach makes an Armour Roll for this player. This +3 modifier must always be applied. Should they wish, this player may also use their Chainsaw when performing a Foul Action, in which case they may apply a +3 modifier when making the Armour Roll for the opposition player. They will still need to roll for Kick-back as normal. This player may use the Chainsaw Attack Special Action to replace the Block Action made as part of a Blitz Action if they wish, though their activation will still end as soon as they have performed the Chainsaw Attack Special Action.

Decay Passive

Apply a +1 modifier to any Casualty Roll made for this player.

Drunkard Active

This player applies a −1 modifier to test whenever they attempt to Rush.

Hatred (x) Active

Each time this player blocks a player with the same keyword as the one in parentheses, that player may reroll a Skull result.

Hypnotic Gaze Active

When this player is activated, they can declare a Hypnotic Gaze Special Action; there is no limited to the number of players that can declare this Special Action each Turn. When a player declares a Hypnotic Gaze Special Action they are allowed to make a Move Action, though they cannot continue to move after the Hypnotic Gaze Special Action has been attempted. When a player performs a Hypnotic Gaze Special Action they select a Standing opposition player adjacent to them and roll a D6. On a 1-2, nothing happens and this player's activation immediately ends. On a 3+, the selected opposition plaer becomes Distracted and this player's activation immediately ends.

Insignificant Passive

When creating a Team Draft List, you may not include more players with this Trait than players without this Trait.

Kick Team-mate Active

Once per team turn, in addition to another player performing either a Pass or a Throw Team-mate action, a single player with this Trait on the active team can perform a 'Kick Team-mate' Special action and attempt to kick a Standing Team-mate with the Right Stuff trait that is in a square adjacent to them. To perform a Kick Team-mate Special action, follow the rules for Throw Team-mate actions. However, if the Kick Team-mate Special action is fumbled, the kicked player is automatically removed from play and an Injury roll is made against them, treating a Stunned result as a KO'd result (note that, if the player that performed this action also has the Mighty Blow (+X) skill, the coach of the opposing team may use that Skill on this Injury roll). If the kicked player was in possession of the ball when removed from play, the ball will bounce from the square they occupied.

Loner (x+) Passive

Whenever this player wishes to use a Team Re-roll, they must roll a D6. If they roll equal to or higher than the number shown in brackets, then they may use the Team Re-roll as normal. If they roll lower than the number shown in brackets, then they may not re-roll the dice and the Team Re-roll is lost just as if it had been used.

My Ball Passive

This player with this Trait may not willingly give up the ball when in possession of it, and so may not declare 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 ball is by being Knocked Down, Placed Prone, Falling Over or by the effect of a Skill, Trait, or special rule of an opposing model.

No Ball Passive

A player with this Trait may never have possession of the ball. If this player would be required to attempt to Catch or Pick-up the ball, they will automatically fail to do so as if they had rolled a natural 1. A player with this Trait may not attempt to Intercept a Pass.

Pick-me-up Active

At the end of each of the opposition's Turns, roll a D6 for each Prone team-mate within 3 squares of one or more Standing players with this Trait. On a 5+, the Prone player with this Trait may immediately Stand up. Should a player with this Trait Stand up as a result of a team-mate using this Trait, they may not also use this Trait during the same Turn.

Plague Ridden Passive

Once per game, when a player with this Trait causes a Casualty against an opposition player as a result of a Block Action, and that player suffers a Dead result on their Casualty Roll and is not saved by an Apothecary, you may immediately add one new Lineman player from your team's Team Roster to your Reserves Box. This may cause your team to have more than 16 players for the remainder of the game. During the Post-game Sequence, this player may be hired in the same manner as any Journeymen players. This Trait cannot be used against Big Guy players, or any player with the Decay, Regeneration or Stunty Traits.

Pogo Stick Active

During their movement, a player with this Trait can attempt to Pogo over a single adjacent square regardless of what is in the square. Pogoing works the same way as Jumping, as described on page 56, with the exception that the Pogoing player may ignore all negative modifiers they would receive by Jumping. A player with this Trait cannot also have the Leap Skill.

Projectile Vomit Active

When this player is activated, they can declare a Projectile Vomit Special Action; there is no limit to the number of players that can declare this Special Action each Turn. When this player performs a Projectile Vomit Special Action, select a Standing opposition player adjacent to this player and roll a D6. On a 2+, this player vomits on their target; make an Armour Roll for the selected player. This Armour Roll cannot be modified in any way. If the player's Armour is broken, make an Injury Roll for them, otherwise nothing happens. On a 1, this player covers themselves in acidic bile; make an Armour Roll for this player. This Armour Roll cannot be modified in any way. If this player's Armour is broken, make an Injury Roll for them, otherwise nothing happens. This player may use the Projectile Vomit Special Action to replace the Block Action made as part of a Blitz Action if they wish, though their activation will still end as soon as they have performed the Projectile Vomit Special Action.

Really Stupid Passive

Whenever this player is activated, after declaring their Action, they must roll a D6. They may apply a +1 modifier to the roll if they have any Standing team-mates who are not Distracted, and do not have the Really Stupid Trait, adjacent to them. On a 4+, the player may perform the declared Action as normal. On a 1-3, this player becomes Distracted.

Regeneration Passive

Whenever this player suffers a Casualty, before making the Casualty Roll for them, roll a D6. On a 1-3, this player suffers the Casualty as normal. On a 4+, this player Regenerates and ignores the Casualty (though any Star Player Points earned for causing the Casualty are still earned) and is instead placed in their team's Reserves Box.

Right Stuff Passive

This player can be thrown by a team-mate with the Throw Team-mate Trait, even if this player is Prone.

Secret Weapon Passive

At the end of a Drive in which this player took part, even if they are not on the pitch at the end of the Drive, they are Sent-off for committing a Foul.

Stab Active

When this player is activated, they can declare a Stab Special Action; there is no limit to the number of players that can declare this Special Action each Turn. When this player performs a Stab Special Action, select a Standing opposition player adjacent to this player and make an Armour Roll for the selected player. This Armour Roll cannot be modified in any way. If the player's Armour is broken, make an Injury Roll for them, otherwise nothing happens. This player may use the Stab Special Action to replace the Block Action made as part of a Blitz Action if they wish, though their activation will still end as soon as they have performed the Stab Special Action.

Stunty Passive

When this player attempts to Dodge, they do not suffer any negative modifiers to their Agility Test for being Marked by opposition players. Additionally, this player applies a -1 modifier to the Agility Test when attempting to Intercept the ball. A player with this Trait is more prone to injury and so if an Injury Roll is made for them, roll on the Stunty Injury Table instead.

Swoop Passive

When this player is thrown by a Throw Team-mate Action, they may choose not to Scatter before landing as normal. If they Do, position the Throw Template over this player so it faces one of the two End Zones or either sideline. Roll a D6 to determine the direction this player will travel, and then a second D6 to determine how many squares in that direction this player will travel. Additionally, if they choose not to Scatter as normal, this player may re-roll the Agility Test when attempting to land.

Take Root Passive

Whenever this player is activated, after declaring their Action, if they are Standing they must roll a D6. On a 2+, the player may perform the declared Action as normal. On a 1, the player becomes Rooted. While Rooted, a player cannot perform Move Actions, may not Follow-up after performing a Block Action, cannot be Pushed Back, and may not leave their current square for any reason, with the exception of being Knocked Out or suffering a Casualty. A Rooted player will immediately stop being Rooted at the end of a Drive, or if they are ever Knocked Down or Placed Prone.

Throw Team-mate Passive

This player may declare the Throw Team-mate Action.

Timmm-ber! Passive

If this player has an MA of 2 or less and attempts to stand up, apply a +1 modifier to the roll for standing up for each Open Standing team-mate adjacent to this player. A roll of a natural 1 will still fail as normal.

Titchy Passive

A player with this Trait can apply a +1 modifier to the Agility test when attempting to dodge. However, when an opposing player attempts to dodge into a square within this player's tackle zone, this player does not apply the -1 modifier to the opposing player's Agility test.

Trickster Active

Whenever an opposition player attempts to perform a Block Action against this player, or a Special Action that targets this player directly (with the exception of a Block Action caused by the Ball & Chain Special Action), this player may use this Trait. Before determining how many dice are rolled, this player may be removed from the pitch and placed in any other unoccupied square adjacent to the player performing the Action. The 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 Action will still be fully resolved before any touchdown is resolved. If this player uses this Trait to be placed on the ball, they may attempt to pick it up before any dice are rolled.

Unchannelled Fury Passive

Whenever this player is activated, after declaring their Action, they must roll a D6. They may apply a +2 modifier to the roll if they have declared a Block Action or a Blitz Action. On a 4+, the player may perform the declared Action as normal. On a 1-3, this player rages incoherently but nothing really happens. Their activation immediately ends.

Unsteady Passive

This player may not declare Secure the Ball Actions.