Skills
0 38
+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 0
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 7 * 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 0
Break Tackle When Dodging, may add +1 if St 4- or +2 if 5+. Once/activation 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 2 * Claws: Armour roll on Oppo Knocked Down by Block from this player succeds on 8+ regardless
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 3 * Dodge: May re-roll failed Dodge, may convert ! Block result to Push
Drunkard -1 Penalty to GFI 0
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 2 * Foul Appearance: Block, Blitz or targetted Special on player fails on 1
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 2 * Guard: May offer Off and Def assists regardless of being Marked
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 0
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 0
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 0
Mighty Blow (+1) May modify Armour or Injury roll by (n). Not Stab or Chainsaw 0
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 2 * No Hands: May not pick up or catch the ball. If moved into Ball square, bounce and TO
On the Ball Free 3 square move when Oppo declares Pass. Each Drive Start after Step 2, one OtB may move 3 squares 0
Pass May re-roll failed Pass 0
Pick-Me-Up At end of Oppo team turn, each Prone within 3 squares stands up on 5+ 0
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 0
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 10 * 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 0
Running Pass May keep moving after Pass (Quick only) 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 2 * Stand Firm: May choose not to be Pushed or Chain Pushed. Frenzy still gets a second Block
Strip Ball If Push Back Ball Carrier, ball bounces from target dest square 0
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 0
Sure Hands Re-roll failed Pickup. Prevents Strip Ball. 0
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 2 * Tackle: Marked player dodging out of your TZ can't use Dodge. Blocked player can't use Dodge on ! Result
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 2 * Thick Skull: Treat 8 as Stunned, only 9 is a KO; Stunty is Stn 7 KO 8
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