Skills
0 91
+1 AG 0
+1 AV 0
+1 MA 0
+1 PA 0
+1 ST 0
Accurate +1 to Quick or Short pass 0
Always Hungry On TTM, 2+ to throw, on 1 roll again: 1 Eaten and Dead, ball bounces, 2+ Escape, Throw fumbled 0
Animal Savagery On Activation, 1-3 attact adjacent standing team-mate, knock down, then take action; 4+ normal. p81 1 * Animal Savagery: On Activation, 1-3 attact adjacent standing team-mate, knock down, then take action; 4+ normal. p81
Animosity (All Team-mates) Roll 2+ to Pass or Hand Off to (x), end activation on fail 0
Animosity (Big 'Un Blockers) Roll 2+ to Pass or Hand Off to (x), end activation on fail 0
Animosity (Dwarf/Halfling Team-mates) Roll 2+ to Pass or Hand Off to (x), end activation on fail 0
Animosity (Goblin Linemen) Roll 2+ to Pass or Hand Off to (x), end activation on fail 0
Animosity (Orc Linemen) Roll 2+ to Pass or Hand Off to (x), end activation on fail 0
Arm Bar If Marked oppo Falls on Dodge Jump or Leap 0
Ball & Chain Moves random by Throwin Template. P82 0
Big Hand May ignore Mark or Pouring penalties on Pickup 0
Block Player may ignore Both Down result 5 * Block: Player may ignore Both Down result
Bombardier May Throw Bomb. P83 0
Bone-Head On Activation, 2+ for normal, on 1 stand still, lose TZ and waste any 1/turn action declared 0
Brawler On Block (not Blitz) may re-roll single Both Down result 1 * Brawler: On Block (not Blitz) may re-roll single Both Down result
Break Tackle When Dodging, may add +1 if St 4- or +2 if 5+ 0
Cannoneer +1 to Long Pass or Long Bomb 0
Catch May re-roll failed Ag catching ball 0
Chainsaw On 2+, hit target; 1 Kicks Back hits user. Armour roll +3. If this player Knocked or Falls Down, Armour Roll +3 p84 0
Claws Armour roll on Oppo Knocked Down by Block from this player succeds on 8+ regardless 0
Cloud Burster When you do a Long Pass or Bomb and it's Interfered, you may force a re-roll 0
Dauntless On Block/Blitz, D6+player St; if more than target, player St = target. Multiple block eg Frenzy, roll for each 0
Defensive During Oppo's Turn (not yours), players you Mark can't use Guard 0
Dirty Player (+1) On Foul, may add (n) to either Armour or Injury roll 0
Dirty Player (+2) On Foul, may add (n) to either Armour or Injury roll 0
Disturbing Presence Any Pass or Throw x or Interfere or Catch within 3 squares takes -1 per DP 0
Diving Catch May try and catch scatter/deviate that lands in Tackle Zone. +1 to catch Accurate 0
Diving Tackle If player you Mark Dodges, declare skill, -2 from their result, you go Prone in the square they left 0
Dodge May re-roll failed Dodge, may convert ! Block result to Push 4 * Dodge: May re-roll failed Dodge, may convert ! Block result to Push
Dump-Off If targetted for Block or Special attack and carrying Ball, may Quick Pass first 0
Extra Arms Pickup, Catch, Interfere at +1 0
Fend May choose to disallow Pushing player to follow up. They may still move if Blitzing. Not vs chain, Ball, Juggernaut 0
Foul Appearance Block, Blitz or targetted Special on player fails on 1 0
Frenzy Must follow up, may Block a 2nd time, must follow up 2 * Frenzy: Must follow up, may Block a 2nd time, must follow up
Fumblerooskie If Moving or Blitzing with ball, may leave it behind in a vacated square. Doesn't bounce 0
Grab On Block/Blitz, prevents Side Step. If Block (not Blitz), may Push to any empty adjacent square 0
Guard May offer Off and Def assists regardless of being Marked 0
Hail Mary Pass On Pass or Throw Bomb, target can be any square. Roll, but never Accurate. Can't be Interfered. Not in Blizzard 0
Horns On Blitz, add +1 to St for the Block 0
Hypnotic Gaze Test Ag -1 per Mark to affect Marked player, who loses TZ until activated. May move before not after 0
Iron Hard Skin Ignore Claws 0
Juggernaut On Blitz may treat Both Down as Push. When Blitz, target may not Fend Stand Firm or Wrestle 0
Jump Up Stand up for free. Jump & Block - Ag +1, Fail remain Prone 0
Kick If nominated Kicker, may halve the D6 for Deviate, round down 1 * Kick: If nominated Kicker, may halve the D6 for Deviate, round down
Kick Team-Mate Kick Standing adjacent player with Right Stuff, as TTM p52. On fumble, kickee is Injured, inc Mighty Blow 0
Leader Gain a single Re-Roll while one Leader is on pitch. Immune to Master Chef. Not in Extra Time 1 * Leader: Gain a single Re-Roll while one Leader is on pitch. Immune to Master Chef. Not in Extra Time
Leap May Leap over any 1 adj square. Jumping Prone is at -1 0
Loner (3+) To use a team re-roll, roll (x), on failure RR is wasted 0
Loner (4+) To use a team re-roll, roll (x), on failure RR is wasted 1 * Loner (4+): To use a team re-roll, roll (x), on failure RR is wasted
Mighty Blow (+1) May modify Armour or Injury roll by (n). Not Stab or Chainsaw 3 * Mighty Blow (+1): May modify Armour or Injury roll by (n). Not Stab or Chainsaw
Mighty Blow (+2) May modify Armour or Injury roll by (n). Not Stab or Chainsaw 0
Mighty Blow (+3) May modify Armour or Injury roll by (n). Not Stab or Chainsaw 0
Monstrous Mouth May re-roll failed Catch. Immune from Strip Ball 0
Multiple Block Block not Blitz, may Block 2 players you Mark. St is -2 this Activation. Both happen even if TO. No Follow 0
Nerves of Steel May ignore Marking when Pass Catch or Interfere 0
No Hands May not pick up or catch the ball. If moved into Ball square, bounce and TO 0
On the Ball Free 3 square move when Oppo declares Pass. Each Drive Start after Step 2, one OtB may move 3 squares 1 * On the Ball: Free 3 square move when Oppo declares Pass. Each Drive Start after Step 2, one OtB may move 3 squares
Pass May re-roll failed Pass 2 * Pass: May re-roll failed Pass
Pile Driver When Knock Down, may do free Foul if standing and adjacent. Placed Prone after. 0
Plague Ridden 1/game, any DEAD player without Decay, Regen or Stunty add Rotter Lineman, may hire after. P85 0
Pogo Stick May Leap over any 1 adj square. May ingore Mark penalties at From/to square 0
Prehensile Tail Marked player Dodge Jump Leap from TZ, -1 to Ag 1 * Prehensile Tail: Marked player Dodge Jump Leap from TZ, -1 to Ag
Pro May re-roll one die on 3+. Not Armour Injury Casualty 0
Projectile Vomit Instead of Block; 2+ puke on target, 1 hit self. Make Armour Roll and Injury if broken 0
Really Stupid On Activation, 4+ for normal, on 1-3 stand still, lose TZ and waste any 1/turn action declared. +2 if adjacent to team mates without this trait 0
Regeneration After taking a Casualty, 4+ to discard casualty and move to the Reserve box 0
Right Stuff If ST is 3-, may be Thrown by a team-mate with Throw Team-Mate 0
Running Pass May keep moving after Pass if MA remains 0
Safe Pair of Hands If Knocked Down or Placed Prone (not Fall), may place ball adjacent 0
Safe Pass If Fumbled Pass, ball not dropped, no bounce or TO, keep ball, activation ends 0
Secret Weapon If on pitch at the end of a drive, will be Sent Off as p63 0
Shadowing If Marked player moves out of TZ, D6+MA-Oppo MA. On 6+ or Nat 6, move into vacated square 0
Sidestep If Pushed, may pick any empty adjacent square 2 * Sidestep: If Pushed, may pick any empty adjacent square
Sneaky Git Not sent off for Double on Foul, Activation continues 0
Sprint May GFI 3x instead of 2x 0
Stab Instead of Block/Blitz; roll Armour, and Injury if broken. May not move after if Blitzing 0
Stand Firm May choose not to be Pushed or Chain Pushed. Frenzy still gets a second Block 0
Strip Ball If Push Back Ball Carrier, ball bounces from target dest square 1 * Strip Ball: If Push Back Ball Carrier, ball bounces from target dest square
Strong Arm May add +1 to Throw Team-Mate 0
Stunty Ignore any -1 Mark penalties to Dodging unless has Bombadier, Swoop, Chainsaw. +1 to Intercept. Injure as Stunty 0
Sure Feet May re-roll failed GFI once/turn 1 * Sure Feet: May re-roll failed GFI once/turn
Sure Hands Re-roll failed Pickup. Prevents Strip Ball. 3 * Sure Hands: Re-roll failed Pickup. Prevents Strip Ball.
Swarming Between Kickoff Step 2 and 3, set up d3 extra players with this, not in Wide or on Scrim Line 0
Swoop If Thrown, player does not Scatter, place ThrowIn as desired and move d3 squares as rolled 0
Tackle Marked player dodging out of your TZ can't use Dodge. Blocked player can't use Dodge on ! Result 0
Take Root On Activation, 2+ for normal, on 1 'rooted', can't move, can perform action if doesn't require move - otherwise, if 1/turn action, is wasted 0
Tentacles If Marked player moves out of TZ, D6+MA-Oppo MA. On 6+ or Nat 6, player held, move ends 0
Thick Skull Treat 8 as Stunned, only 9 is a KO; Stunty is Stn 7 KO 8 0
Timmm-Ber! If MA 2-, add +1 to Stand Up roll p44 per Open Standing adjacent team-mate. Nat 1 always a fail 0
Two Heads Add +1 to Ag when Dodging 0
Unchannelled Fury On Activation, 4+ for normal, on 1-3 rage uselessly, waste any 1/turn action declared.  +2 if Block or Blitz 0
Very Long Legs Jump or Leap penalties reduced by 1 to min -1; +2 to Interfere; ignore Cloud Burster 0
Wrestle On Both Down, may place both Prone instead, no TO 0