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+. Once/activation |
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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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Decay |
If a casualty is
inflicted, he must add +1 to the roll on the dedicated table. |
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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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Drunkard |
-1 Penalty to GFI |
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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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Animosity (Dwarf/Halfling
Team-mates) |
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Monstrous Mouth |
May re-roll failed
Catch. Immune from Strip Ball |
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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 |
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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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Pick-Me-Up |
At end of Oppo team
turn, each Prone within 3 squares stands up on 5+ |
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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 (Quick only) 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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