Skill |
Details |
Override Value |
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NB if additions go past 150, change present checker and formula on
Skill Descriptions |
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+1 AG |
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40000 |
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+1 AV |
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10000 |
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+1 MA |
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20000 |
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+1 PA |
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20000 |
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+1 ST |
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80000 |
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Accurate |
+1 to Quick or Short
pass |
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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 |
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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 |
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Animosity (Big
'Un Blockers) |
Roll 2+ to Pass or
Hand Off to (x), end activation on fail |
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Animosity
(Dwarf/Halfling Team-mates) |
Roll 2+ to Pass or
Hand Off to (x), end activation on fail |
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Animosity
(Goblin Linemen) |
Roll 2+ to Pass or
Hand Off to (x), end activation on fail |
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Animosity (Orc
Linemen) |
Roll 2+ to Pass or
Hand Off to (x), end activation on fail |
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Arm Bar |
If Marked oppo Falls
on Dodge Jump or Leap |
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Ball &
Chain |
Moves random by
Throwin Template. P82 |
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Big Hand |
May ignore Mark or
Pouring penalties on Pickup |
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Block |
Player may ignore
Both Down result |
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Bombardier |
May Throw Bomb. P83 |
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Bone-Head |
On Activation, 2+ for
normal, on 1 stand still, lose TZ and waste any
1/turn action declared |
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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+ |
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Cannoneer |
+1 to Long Pass or
Long Bomb |
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Catch |
May re-roll failed Ag
catching ball |
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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 |
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Claws |
Armour roll on Oppo
Knocked Down by Block from this player succeds on
8+ regardless |
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Cloud Burster |
When you do a Long
Pass or Bomb and it's Interfered, you may force a
re-roll |
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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 |
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Defensive |
During Oppo's Turn
(not yours), players you Mark can't use Guard |
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Dirty Player
(+1) |
On Foul, may add (n)
to either Armour or Injury roll |
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Dirty Player
(+2) |
On Foul, may add (n)
to either Armour or Injury roll |
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Disturbing
Presence |
Any Pass or Throw x
or Interfere or Catch within 3 squares takes -1
per DP |
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Diving Catch |
May try and catch
scatter/deviate that lands in Tackle Zone. +1 to
catch Accurate |
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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 |
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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 |
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Extra Arms |
Pickup, Catch,
Interfere at +1 |
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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 |
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Foul
Appearance |
Block, Blitz or
targetted Special on player fails on 1 |
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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 |
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Grab |
On Block/Blitz,
prevents Side Step. If Block (not Blitz), may Push
to any empty adjacent square |
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Guard |
May offer Off and Def
assists regardless of being Marked |
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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 |
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Horns |
On Blitz, add +1 to
St for the Block |
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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 |
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Iron Hard Skin |
Ignore Claws |
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Juggernaut |
On Blitz may treat
Both Down as Push. When Blitz, target may not Fend
Stand Firm or Wrestle |
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Jump Up |
Stand up for free.
Jump & Block - Ag +1, Fail remain Prone |
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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 |
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Leader |
Gain a single Re-Roll
while one Leader is on pitch. Immune to Master
Chef. Not in Extra Time |
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Leap |
May Leap over any 1
adj square. Jumping Prone is at -1 |
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Loner (3+) |
To use a team
re-roll, roll (x), on failure RR is wasted |
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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 |
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Mighty Blow
(+2) |
May modify Armour or
Injury roll by (n). Not Stab or Chainsaw |
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Mighty Blow
(+3) |
May modify Armour or
Injury roll by (n). Not Stab or Chainsaw |
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Monstrous
Mouth |
May re-roll failed
Catch. Immune from Strip Ball |
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Animosity (Dwarf/Halfling Team-mates) |
Multiple Block |
Block not Blitz, may
Block 2 players you Mark. St is -2 this
Activation. Both happen even if TO. No Follow |
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Nerves of
Steel |
May ignore Marking
when Pass Catch or Interfere |
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No Hands |
May not pick up or
catch the ball. If moved into Ball square, bounce
and TO |
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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 |
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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. |
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Plague Ridden |
1/game, any DEAD
player without Decay, Regen or Stunty add Rotter
Lineman, may hire after. P85 |
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Pogo Stick |
May Leap over any 1
adj square. May ingore Mark penalties at From/to
square |
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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 |
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Projectile
Vomit |
Instead of Block; 2+
puke on target, 1 hit self. Make Armour Roll and
Injury if broken |
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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 |
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Regeneration |
After taking a
Casualty, 4+ to discard casualty and move to the
Reserve box |
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Right Stuff |
If ST is 3-, may be
Thrown by a team-mate with Throw Team-Mate |
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Running Pass |
May keep moving after
Pass if MA remains |
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Safe Pair of
Hands |
If Knocked Down or
Placed Prone (not Fall), may place ball adjacent |
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Safe Pass |
If Fumbled Pass, ball
not dropped, no bounce or TO, keep ball,
activation ends |
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Secret Weapon |
If on pitch at the
end of a drive, will be Sent Off as p63 |
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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 |
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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 |
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Sprint |
May GFI 3x instead of
2x |
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Stab |
Instead of
Block/Blitz; roll Armour, and Injury if broken.
May not move after if Blitzing |
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Stand Firm |
May choose not to be
Pushed or Chain Pushed. Frenzy still gets a second
Block |
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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 |
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Stunty |
Ignore any -1 Mark
penalties to Dodging unless has Bombadier, Swoop,
Chainsaw. +1 to Intercept. Injure as Stunty |
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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. |
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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 |
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Swoop |
If Thrown, player
does not Scatter, place ThrowIn as desired and
move d3 squares as rolled |
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Tackle |
Marked player dodging
out of your TZ can't use Dodge. Blocked player
can't use Dodge on ! Result |
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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 |
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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 |
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Thick Skull |
Treat 8 as Stunned,
only 9 is a KO; Stunty is Stn 7 KO 8 |
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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 |
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Two Heads |
Add +1 to Ag when
Dodging |
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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 |
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Very Long Legs |
Jump or Leap
penalties reduced by 1 to min -1; +2 to Interfere;
ignore Cloud Burster |
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Wrestle |
On Both Down, may
place both Prone instead, no TO |
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