Unusual balls

Unusual balls

D16 Unusual ball
1
Explosive Ball
A token is placed on the scoring track at the coach's discretion. After each turn of the 2 teams, he rolls 1D6. On 1, the fuse goes out, the ball becomes normal; on 2-5, the cursor moves 1 square to 0; on 6, it moves 2 squares towards 0. When the cursor reaches 0, the balloon explodes. Roll 1D6 for each player adjacent to the ball, they are 'Tackled' on 4+. The ball carrier is 'Tackled', players already 'Knocked Down' or 'Stunned' must also make an AR roll. After the explosion a ball is sent to the same square, it ricochets before landing.
2
Demonic Ball
Before attempting to Pick Up, roll 1D6. On 1-2, the player refuses to pick it up (Bounce, no TO, attempt to Catch as normal). If at the end of the ball carrier's movement, no pass is made, roll 1D6. On 1, the player must make a pass (to an empty square, if no teammate is in range). As soon as the ball remains on an empty square, roll 1D6. On 6, the ball returns to normal.
3
Stuffed Snacks
+1 for Pick Up. Players of the kicking team get 'Strip Ball' if they block (even during a Blitz) the ball carrier. After TD, roll 1D6. On 1, the player that has scored misses the next drive.
4
Draconic Egg
If the ball is on the ground at the start of a turn, it bounces (usual rules). After a touchdown, roll a D6. On 1, the player that has scored is 'Tackled', and suffers an AR (and possible Injury) roll with a +1 modifier to the AR or Injury roll (as per the result of the die).
5
If the ball is on the ground at the start of a turn, it bounces with -1 on attempts to Catch on that bounce (classic bounce management). -1 modfifier for picking up the ball. If this ball goes out of play, a normal ball is used instead for the rest of the match.
6
When deflecting, 1D3 spaces instead of 1D6. Do not bounce on a result of 8 on kick. Long Bombs and Hopeless Passes impossible. Players who are "Knocked Down" or "Stunned" suffer an AR roll if the ball falls on their square. Players failing to Catch (on a Pass or Interception) must roll 1D6. If the result is equal to or greater than (or on a natural 6) the strength, he is "Tackled" and suffers 1 armor roll and possible Injury roll.
7
No bounces on empty squares. If a player rolls a natural 1 (after any re-roll) to catch this ball, he suffers 1 armor test. If he fails, he is "Knocked Down" and suffers an unmodifiable Injury roll.
8
Greedy Nurgling
If a player attempts to Pick Up the ball, roll 1D6. On 1-2, he refuses and the ball bounces (can then be caught normally). If the ball is on the ground at the start of a turn, it bounces with -1 on attempts to Catch on that bounce (classic bounce management). If 1 player is activated while carrying the ball, roll 1D6. On 1, the player reduces his Movement by -1 during his team turn.
9
The carrier becomes really stupid. If he was already, nothing happens.
10
-2 modifier on all pass tests. The kicker cannot be send off at the kick-off.
11
The ball carrier can choose a skill held by a teammate in the Wounded & Killed Box when he activates it or when he enters possession of the ball (no Traits or Mutations). He can use this skill during his team turn and as long as he is carrying the ball. If the box is empty, he receives Disturbing Presence.
12
At the start of the turn, roll 1D6 for the ball carrier. On 1, the ball bounces without turnover (Classic Bounce).
13
At the beginning of a turn, if the ball is carried by a player of the receiving team, the coach rolls 1D6. On 1, the ball bounces without TO (Classic Bounce).
14
Snotling Ball-Suit
On each team turns, the team's coach may activate the ball and take a move action (1D3 without a going for it) unless the ball is carried. If it is carried by a player of the receiveing team, he must pass an roll with a +1 modifier to keep the ball (which loses its activation). Otherwise, the ball bounces, using 1M and being able to continue its movement. This movement is done square by square using the template facing one of the 4 edges of the field (all Dodge checks are successful). If the Snotling moves onto a square occupied by a player, that player must attempt to Catch it. If it goes into the crowd, it is send back as normal. Must be carried to score.
15
Limping Squig
At the start of each team's turn, roll a D6 for the ball carrier. On 1, the ball Bounces without turnover (Classic Bounce). If not carried, it Bounces 1D3 times, with the possibility of being caught by players who have not lost their tackle zone. If unsuccessful, Bounce ignoring the D3 result. After a touchdown,, roll 1D6. On 1, the player that scores suffers a -1 modifier to all agility tests for the remainder of the game.
16
On a result of 1 natural (after any Reroll) for Pick Up, Receive or Intercept, the player suffers a mutation until the end of the game phase. Roll 1D6. 1: the player is tackeld and suffers a +1 armor or Injury Roll; 2: No hands; 3: Bone Head; 4: -1 Movement (min 1) and +1 AV(max 11+); 5: Foul Appearance; 6: Iron Skin and +AV(max 11+).