Skills |
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0 |
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92 |
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+1 AG |
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0 |
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+1 AV |
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0 |
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+1 MA |
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0 |
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+1 PA |
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0 |
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+1 ST |
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0 |
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Accurate |
+1 to Quick or Short pass |
0 |
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Always Hungry |
On TTM, 2+ to throw, on 1 roll again: 1 Eaten and Dead, ball bounces, 2+ Escape, Throw fumbled |
0 |
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Animal Savagery |
On Activation, 1-3 attact adjacent standing team-mate, knock down, then take action; 4+ normal.
p81 |
1 |
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* Animal Savagery: On Activation,
1-3 attact adjacent standing team-mate, knock down, then take action; 4+
normal. p81
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Animosity (All Team-mates) |
Roll 2+ to Pass or Hand Off to (x), end activation on fail |
0 |
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Animosity (Big 'Un Blockers) |
Roll 2+ to Pass or Hand Off to (x), end activation on fail |
0 |
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Animosity (Dwarf/Halfling Team-mates) |
Roll 2+ to Pass or Hand Off to (x), end activation on fail |
0 |
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Animosity (Goblin Linemen) |
Roll 2+ to Pass or Hand Off to (x), end activation on fail |
0 |
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Animosity (Orc Linemen) |
Roll 2+ to Pass or Hand Off to (x), end activation on fail |
0 |
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Arm Bar |
If Marked oppo Falls on Dodge Jump or Leap |
0 |
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Ball & Chain |
Moves random by Throwin Template. P82 |
0 |
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Big Hand |
May ignore Mark or Pouring penalties on Pickup |
0 |
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Block |
Player may ignore Both Down result |
4 |
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* Block: Player may ignore Both Down
result
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Bombardier |
May Throw Bomb. P83 |
0 |
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Bone-Head |
On Activation, 2+ for normal, on 1 stand still, lose TZ and waste any 1/turn action declared |
0 |
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Brawler |
On Block (not Blitz) may re-roll single Both Down result |
1 |
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* Brawler: On Block (not Blitz) may
re-roll single Both Down result
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Break Tackle |
When Dodging, may add +1 if St 4- or +2 if 5+. Once/activation |
0 |
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Cannoneer |
+1 to Long Pass or Long Bomb |
0 |
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Catch |
May re-roll failed Ag catching ball |
0 |
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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 |
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Claws |
Armour roll on Oppo Knocked Down by Block from this player succeds on 8+ regardless |
0 |
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Cloud Burster |
When you do a Long Pass or Bomb and it's Interfered, you may force a re-roll |
0 |
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Dauntless |
On Block/Blitz, D6+player St; if more than target, player St = target. Multiple block eg Frenzy,
roll for each |
0 |
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Defensive |
During Oppo's Turn (not yours), players you Mark can't use Guard |
0 |
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Dirty Player (+1) |
On Foul, may add (n) to either Armour or Injury roll |
0 |
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Dirty Player (+2) |
On Foul, may add (n) to either Armour or Injury roll |
0 |
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Disturbing Presence |
Any Pass or Throw x or Interfere or Catch within 3 squares takes -1 per DP |
0 |
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Diving Catch |
May try and catch scatter/deviate that lands in Tackle Zone. +1 to catch Accurate |
0 |
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Diving Tackle |
If player you Mark Dodges, declare skill, -2 from their result, you go Prone in the square they
left |
0 |
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Dodge |
May re-roll failed Dodge, may convert ! Block result to Push |
4 |
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* Dodge: May re-roll failed Dodge,
may convert ! Block result to Push
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Dump-Off |
If targetted for Block or Special attack and carrying Ball, may Quick Pass first |
0 |
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Extra Arms |
Pickup, Catch, Interfere at +1 |
0 |
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Fend |
May choose to disallow Pushing player to follow up. They may still move if Blitzing. Not vs
chain, Ball, Juggernaut |
0 |
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Foul Appearance |
Block, Blitz or targetted Special on player fails on 1 |
0 |
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Frenzy |
Must follow up, may Block a 2nd time, must follow up |
2 |
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* Frenzy: Must follow up, may Block
a 2nd time, must follow up
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Fumblerooskie |
If Moving or Blitzing with ball, may leave it behind in a vacated square. Doesn't bounce |
0 |
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Grab |
On Block/Blitz, prevents Side Step. If Block (not Blitz), may Push to any empty adjacent square |
0 |
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Guard |
May offer Off and Def assists regardless of being Marked |
0 |
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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 |
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Horns |
On Blitz, add +1 to St for the Block |
0 |
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Hypnotic Gaze |
Test Ag -1 per Mark to affect Marked player, who loses TZ until activated. May move before not
after |
0 |
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Iron Hard Skin |
Ignore Claws |
0 |
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Juggernaut |
On Blitz may treat Both Down as Push. When Blitz, target may not Fend Stand Firm or Wrestle |
0 |
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Jump Up |
Stand up for free. Jump & Block - Ag +1, Fail remain Prone |
0 |
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Kick |
If nominated Kicker, may halve the D6 for Deviate, round down |
1 |
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* Kick: If nominated Kicker, may
halve the D6 for Deviate, round down
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Kick Team-Mate |
Kick Standing adjacent player with Right Stuff, as TTM p52. On fumble, kickee is Injured, inc
Mighty Blow |
0 |
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Leader |
Gain a single Re-Roll while one Leader is on pitch. Immune to Master Chef. Not in Extra Time |
0 |
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Leap |
May Leap over any 1 adj square. Jumping Prone is at -1 |
0 |
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Loner (3+) |
To use a team re-roll, roll (x), on failure RR is wasted |
0 |
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Loner (4+) |
To use a team re-roll, roll (x), on failure RR is wasted |
1 |
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* Loner (4+): To use a team re-roll,
roll (x), on failure RR is wasted
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Mighty Blow (+1) |
May modify Armour or Injury roll by (n). Not Stab or Chainsaw |
3 |
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* Mighty Blow (+1): May modify
Armour or Injury roll by (n). Not Stab or Chainsaw
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Mighty Blow (+2) |
May modify Armour or Injury roll by (n). Not Stab or Chainsaw |
0 |
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Mighty Blow (+3) |
May modify Armour or Injury roll by (n). Not Stab or Chainsaw |
0 |
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Monstrous Mouth |
May re-roll failed Catch. Immune from Strip Ball |
0 |
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Multiple Block |
Block not Blitz, may Block 2 players you Mark. St is -2 this Activation. Both happen even if TO.
No Follow |
0 |
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Nerves of Steel |
May ignore Marking when Pass Catch or Interfere |
0 |
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No Hands |
May not pick up or catch the ball. If moved into Ball square, bounce and TO |
0 |
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On the Ball |
Free 3 square move when Oppo declares Pass. Each Drive Start after Step 2, one OtB may move 3 squares |
0 |
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Pass |
May re-roll failed Pass |
2 |
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* Pass: May re-roll failed
Pass
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Pile Driver |
When Knock Down, may do free Foul if standing and adjacent. Placed Prone after. |
0 |
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Plague Ridden |
1/game, any DEAD player without Decay, Regen or Stunty add Rotter Lineman, may hire after. P85 |
0 |
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Pogo Stick |
May Leap over any 1 adj square. May ingore Mark penalties at From/to square |
0 |
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Prehensile Tail |
Marked player Dodge Jump Leap from TZ, -1 to Ag |
1 |
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* Prehensile Tail: Marked player
Dodge Jump Leap from TZ, -1 to Ag
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Pro |
May re-roll one die on 3+. Not Armour Injury Casualty |
0 |
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Projectile Vomit |
Instead of Block; 2+ puke on target, 1 hit self. Make Armour Roll and Injury if broken |
0 |
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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 |
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Regeneration |
After taking a Casualty, 4+ to discard casualty and move to the Reserve box |
0 |
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Right Stuff |
If ST is 3-, may be Thrown by a team-mate with Throw Team-Mate |
0 |
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Running Pass |
May keep moving after Pass (Quick only) if MA remains |
0 |
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Safe Pair of Hands |
If Knocked Down or Placed Prone (not Fall), may place ball adjacent |
0 |
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Safe Pass |
If Fumbled Pass, ball not dropped, no bounce or TO, keep ball, activation ends |
0 |
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Secret Weapon |
If on pitch at the end of a drive, will be Sent Off as p63 |
0 |
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Shadowing |
If Marked player moves out of TZ, D6+MA-Oppo MA. On 6+ or Nat 6, move into vacated square |
0 |
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Sidestep |
If Pushed, may pick any empty adjacent square |
2 |
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* Sidestep: If Pushed, may pick any
empty adjacent square
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Sneaky Git |
Not sent off for Double on Foul, Activation continues |
0 |
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Sprint |
May GFI 3x instead of 2x |
0 |
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Stab |
Instead of Block/Blitz; roll Armour, and Injury if broken. May not move after if Blitzing |
0 |
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Stand Firm |
May choose not to be Pushed or Chain Pushed. Frenzy still gets a second Block |
0 |
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Strip Ball |
If Push Back Ball Carrier, ball bounces from target dest square |
1 |
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* Strip Ball: If Push Back Ball
Carrier, ball bounces from target dest square
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Strong Arm |
May add +1 to Throw Team-Mate |
0 |
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Stunty |
Ignore any -1 Mark penalties to Dodging unless has Bombadier, Swoop, Chainsaw. +1 to Intercept.
Injure as Stunty |
0 |
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Sure Feet |
May re-roll failed GFI once/turn |
2 |
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* Sure Feet: May re-roll failed GFI
once/turn
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Sure Hands |
Re-roll failed Pickup. Prevents Strip Ball. |
2 |
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* Sure Hands: Re-roll failed Pickup.
Prevents Strip Ball.
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Swarming |
Between Kickoff Step 2 and 3, set up d3 extra players with this, not in Wide or on Scrim Line |
0 |
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Swoop |
If Thrown, player does not Scatter, place ThrowIn as desired and move d3 squares as rolled |
0 |
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Tackle |
Marked player dodging out of your TZ can't use Dodge. Blocked player can't use Dodge on ! Result |
0 |
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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 |
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Tentacles |
If Marked player moves out of TZ, D6+MA-Oppo MA. On 6+ or Nat 6, player held, move ends |
0 |
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Thick Skull |
Treat 8 as Stunned, only 9 is a KO; Stunty is Stn 7 KO 8 |
0 |
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Timmm-Ber! |
If MA 2-, add +1 to Stand Up roll p44 per Open Standing adjacent team-mate. Nat 1 always a fail |
0 |
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Two Heads |
Add +1 to Ag when Dodging |
0 |
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Unchannelled Fury |
On Activation, 4+ for normal, on 1-3 rage uselessly, waste any 1/turn action declared. +2 if Block or Blitz |
0 |
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Very Long Legs |
Jump or Leap penalties reduced by 1 to min -1; +2 to Interfere; ignore Cloud Burster |
0 |
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Wrestle |
On Both Down, may place both Prone instead, no TO |
0 |
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