Skills Descriptions
* Always Hungry: On TTM, 2+ to throw, on 1 roll again: 1 Eaten and Dead, ball bounces, 2+ Escape, Throw fumbled
* Animosity (All Team-mates): Roll 2+ to Pass or Hand Off to (x), end activation on fail
* Animosity (Big 'Un Blockers): Roll 2+ to Pass or Hand Off to (x), end activation on fail
* Block: Player may ignore Both Down result
* Cannoneer: +1 to Long Pass or Long Bomb
* Diving Tackle: If player you Mark Dodges, declare skill, -2 from their result, you go Prone in the square they left
* Dodge: May re-roll failed Dodge, may convert ! Block result to Push
* Guard: May offer Off and Def assists regardless of being Marked
* Leader: Gain a single Re-Roll while one Leader is on pitch. Immune to Master Chef. Not in Extra Time
* 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
* Nerves of Steel: May ignore Marking when Pass Catch or Interfere
* 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
* Projectile Vomit: Instead of Block; 2+ puke on target, 1 hit self. Make Armour Roll and Injury if broken
* 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
* Regeneration: After taking a Casualty, 4+ to discard casualty and move to the Reserve box
* Right Stuff: If ST is 3-, may be Thrown by a team-mate with Throw Team-Mate
* Sidestep: If Pushed, may pick any empty adjacent square
* Sneaky Git: Not sent off for Double on Foul, Activation continues
* Stunty: Ignore any -1 Mark penalties to Dodging unless has Bombadier, Swoop, Chainsaw. +1 to Intercept. Injure as Stunty
* Sure Hands: Re-roll failed Pickup. Prevents Strip Ball.
* Tackle: Marked player dodging out of your TZ can't use Dodge. Blocked player can't use Dodge on ! Result
These are short memnonics and not definitive descriptions!