In Progress
Page 82
BALL& CHAIN
When this player is activated, the only action they may
cerform is a 'Ball & & Chain Move' Special action. There Is
ne limit to how many players with this Trait may perform
this Special action each team turn.
would move from into either a team, square they that is must peror
this player
by Standing player
against that player, following the normal
a rules, Block but action with the
following exceptions:
A Ball & Chain player ignores the Foul Appearance skill
A Ball Chain player must follow-up if they push- back
another player.
When this player performs this Special action:
Place the Throw-in template over the player, facing
towards either End Zone or either sideline as
you wish.
Roll a D6 and move the player one square in the
direction indicated.
A player with a Ball & Chain automatically passes any
Agility tests they may be required to make in order to
Dodge, regardless of any modifiers.
If this movement takes the player off the pitch, they
risk Injury by the Crowd
If this movement takes the player into a square in
which the ball is placed, the player is considered to
have moved involuntarily. Therefore, they may not
attempt to pick the ball up and the ball will bounce.
If this player moves into a square that is ocupied
by a Prone or Stunned player from either team, for any
reason, that player is immediately pushed back and an
Armour roll is made against them.
This player may Rush. Declare that the player will Rush
before placing the Throw-in template and rolling the D6
to determine direction:
If this player Rushes into an unoccupied square, move
them as normal and roll a D6:
On a roll of 2+, this player moves without mishap.
On a roll of 1 (before or after modification), the
player Falls Over.
If this player Rushes into a square that is occupied by
a standing player from either team, roll a D6:
On a roll of 2+, this player moves without mishap
and will perform a Block action against the player
occupying the square as described previously.
On a roll of 1 (before or after modification), the
player occupying the square is pushed back and
this player will Fall Over after moving into the
vacated square
Repeat this process for each square the
player moves.
If this player ever Falls Over, is Knocked Down or s
Placed Prone, an Injury roll is immediately made against
them (no Armour rollis required), treating a Stunned
result as a KO'd result.
A player with this Trait cannot also have
the Diving Tackle, Frenzy, Grab,
Leap, Multiple Block, On the Ball
or Shadowing skils.
Page 83
BOMBARDIER
if they are Standing, this player can pertorm # 'Throw
When activated and
Team-mate action, sO does not action is neither Pass action nor. Throw
Bomb Special action. This Special
prevent another player pertorming one of
those actions during the same team turn, Mowevet, only a single player with
this Trait may-perform this Special action each team turn.
A Bomb can be thrown and caught, and the throw interfered with. just like
ball, using ine rules for Pass actions as described on page 48, with the
following eNee ons:
A plaver may not stand up or move before performing a Throw
Bomb action.
Bombs do not bounce and can come to rest on the ground in an occupied
square. Should a player fail1 to catch Bomb, it will come to rest on the
ground in the square that player occupies.
a Bomb is fumbled , it will explode immediately in the square occupied
by the player attempting to throw it.
If a Bomb comes to rest on the ground in an empty square or is caught by
an opposition player, no Turnover is caused
A player that is in possession of the ball can still catch a Bomb,
Any Skills that can be used when performing a Pass action can also be
used when performing a Throw Bomb Special action, with the exception of
On the Ball.
If a Bomb is caught by a player on either team, roll a D6:
On roll of. 4+, the Bomb explodes immediately as described below.
On a roll of 1-3, that player must throw the Bomb again immediately.
This throw takes place out of the normal sequence of play.
Should a Bomb ever leave the pitch, it explodes in the crowd with no
effect (on the game) before the crowd can throw it back.
When a Bomb comes to rest on the ground, in either an unoccupied square,
in a square occupied by a player that failed to catch the Bomb or in a square
occupied by a Prone or Stunned player, it will explode immediately:
If the Bomb explodes in an occupied square, that player is automaticaly
hit by the explosion.
Roll a D6 for each player (from either team) that occupies a square
adjacent to the one in which the Bomb exploded:
On a roll of 4+, the player has been hit by the explosion.
On a roll of 1-3, the player manages to avoid the explosion.
Any Standing players hit by the explosion are Knocked Down.
An Armour roll (fand possibly an Injury roll as wellis made against any
You may any uie explosion, even if they were wveu is made against
player hit by the explosion even they were already Prone or Stunned.
may apply 9 +1 modifier to either the Armour roll or Injury roll.
This modifier may be applied after the roll has been made.
Page 84
BONE HEAD*
When this player is activated, even if they are Prone ot
have lost their Tackle Zone, immediately after declaring
the action they will perform but before pertorming the
action, roll a D6;
CHAINSAW*
Instead of performing a Block action (on its own or
as part of a Blitz action), this player may perform a
Chainsaw Attack Special action, Exactly as described for
a Block action, nominate a single Standing player to be
the target of the Chainsaw Attack Special action. There is
no limit to how many players with this Trait may perform
this Special action each teamn turn.
On a roll of of 1, this player forgets what they are doing
and theit activation ends immediately. Additionally,
this player loses theit Tackle Zone until they are
next activated
On a roll of 2+, this player continues their activation
as normal and completes their declared action.
To perform a Chainsaw Attack Special action, roll a D6.
On a roll of 2-+, the nominated target is hit by
a Chainsaw!
On a roll of 1, the Chainsaw will violently 'kick-back
and hit the player wielding it.
In either case, an Armour roll is made against the
player hit by the Chainsaw, adding +3 to the result.
If the armour of the player hit is broken, they become
Prone and an Injury roll is made agal inst them. This
Injury roll cannot be modified in any way.
If the armour of the player hit is not broken, this Trait
has no effect.
If you declared that this player would perform an
action which can only be performed once per team turn
and this player's activation ended before the action could
be completed, the action is considered to have been
performed and no other player on your team may perform
the same action this team turn.
This player can only use the Chainsaw once per
turn (i.e., a Chainsaw cannot be used with Frenzy or
Multiple Block) and if used as part of a Blitz action, this
player cannot continue moving after using it.
If this player Falls Over or is Knocked Down, the
opposing coach may add 4+3 to the Armour roll made
against the player.
If an opposition player performs a Block action targeting
this player and a Player Down! or a POW! result
applied, +3 is added to the Armour roll. If a Both
Down result is applied, +3 is added to both
Armour rolls
O
Finally, this player may use their Chainsaw
when they perform a Foul action. Roll a D6 for
kick-back as described above. Once again, an
Armour rollis made against the player hit by the
Chainsaw, adding +3 to the score.
DECAY*
If this player suffers a Casualty
result on the Injury table, there is
a +1 modifier applied to all rolls
made against this player on the
Casualty table
84
Page 86
REGENERATION
After a Casualty roll has been made against this player,
roll D6. on a roll of 4+, the Casualty roll is discarded
without effect and the player 6 placed the Reserves
in
box rather than the Casualty box of their team dugout.
On a roll of 1-3, however, the result of the Casualty rollis
applied as normal.
PROJECTILE VOMIT
Instead of performing a Block action (on its own of
as part ot a Blitz action), this player may perlorm a
'Projectite Vomit' Special action, Exactly as described for
a Block action, nominate a single Standing player to be
the target of the Projectile Vomit Special action. There is
no limit to how many players with this Trait may perform
this Special action each team turn.
RIGHT STUFF
If this player also has a Strength characteristic of 3 or
less, they can be thrown by a team-mate with the Throw
Team-mate skill, as described on page 52.
To pertorm a Projectile Vomit Special action, roll a D6:
On a roll of 2+, this player regurgitates acidic bile
onto the nominated target.
In On ar covering either O itself case, i in this acidic Armour bile. rolli is made against
player belches and snorts, before
roll
1,
the
r
an
player hit by the Projectile Vomit. This Armour roll
cannot be modified in any way.
If the armour of the player hit is broken, they become
Prone and an Injury roll is made against them. This
Injury roll cannot be modified in any way.
in
If the armour of the player hit is not broken, this Trait
has no effect.
SECRET WEAPON*
When a drive in which this player took part ends, even if
this player was not on the pitch at the end of the drive.
this player will be Sent-off for committing a Foul, as
described on page 63.
STAB
Instead of performing a Block action (on its own or as
part of a Blitz action), this player may perform a 'Stab'
Special action. Exactly as described for a Block action,
nominate a single Standing player to be the target of
A player can only perform this Special action once
the Stab Special action. There is no limit to how many
per turn (i.€., Projectile Vomit cannot be used with Frenzy
players with this Trait may perform this Special action
or Multiple Block).
each team turn.
REALLY STUPID*
When this player is activated, even if they are Prone or
have lost their Tackle Zone, immediately after declaring
the action they will perform but before performing the
this action, player rolla a is D6, currently applying adjacent 0 +2 O one modifier C orf t to more the dice Standing roll if
team-mates that do not have this Trait:
To perform a Stab Special action, make an unmodified
Armour roll against the target:
If the Armour of the player hit is broken, they become
Prone and an Injury roll is made against them. This
Injury roll cannot be modified in any way.
If the Armour of the player hit is not broken, this Trait
has no effect.
If Stab is used as part Or a Blitz action, the player
cannot continue moving after using it.
On a roll of 1-3, this player forgets what they
are doing and their activation ends immediately.
Additionally, this player loses their Tackle Zone until
they are next activated
On a roll of 4+, this player continues their activation
as normal and completes their declared action.
STUNTY*
When this player makes an Agility test in order to Dodge,
in
they ignore any -1 modifiers for being Marked in the
square they have moved into, unless they also have
either the Bombardier trait, the Chainsaw trait or the
Swoop trait.
Note that if you declared that this player would
perform an action which can only be performed once per
team turn and this player's activation ended before the
action could be completed, the action is considered to
have been performed and no other player on your team
may perform the same action this team turn.
However, when an opposition player attempts to
interfere with a Pass action performed by this player, that
player may apply a +1 modifier to their Agility test.
Finally, players with this Trait are more prone to
injury. Therefore, when an Injury roll is made against this
player, roll 2D6 and consult the Stunty Injury table, on
page 60
Page 87
SWARMING
THROW TEAM- MATE
During each Start of Drive sequence aftet Step 2 but
ths player also has a Strength characteristi of. 5or
before Step 3, you may remove D3 players with this Tralt
ore, thay may perform a Throw Tearn-mate action, as
from the Reserves box of your dugout and sel them up
described on page 52, allowing themn to throw a team-
on the pitch, allowing you to set up more than the usual
mate with the Right Stuff trait,
11 players. These extra players may not be placed on the
Line of Scrimmage or in a Wide Zone.
TIMMM-BERI
If this player has a Movement Allowance of 2 or less,
apply a +1 modifier to the dice roll when they atternigt
to stand up (as described on page 44) for each Open,
Standing team-mate they are currently adjacent to.
A natural 1 is always a failure, no matter how many
team-mates are helping.
SWOOP
H this player is thrown by a team-mate, as described
page 52, they do not scatter before landing as they
normally would. Instead, you may place the Throw
in template over the player, facing towards either End
Zone or either sideline as you wish. The player then
moves from the target square D3 squares in a direction
determined by rolling a D6 and referring to the
Throw-in template
UNCHANNELLED FURY*
When this player is activated, even if they are Prone or
if
have lost their Tackle Zone, immediately after declaring
the action they will perform but before performing the
action, roll a D6, applying a +2 modifier to the dice roll
if you declared the player would perform a Block or Blitz
action (or a Special action granted by a Skill or Trait that
can be performed instead of a Block action):
TAKE ROOT
When this player is activated, even if they are Prone or
have lost their Tackle Zone, immediately after declaring
the action they will perform but before performing the
action, roll a D6:
On a roll of 1, this player becomes 'Rooted:
A Rooted player cannot move from the square
they currently occupy for any reason, voluntarily or
otherwise, until the end of this drive, or until they
are Knocked Down or Placed Prone
A Rooted player may perform any action available
to them provided they can do so without moving.
For example, a Rooted player may perform a Pass
action but may not move before making the pass,
and so on.
On a roll of 2+, this player continues their activation
as normal.
On a roll of 1-3, this player rages incoherently
at others but achieves little else. Their activation
ends immediately.
On a roll of 4+, this player continues their activation
as normal and completes their declared action.
If you declared that this player would perform an
action which can only be performed once per team tumn
and this player's activation ended before the action could
be completed, the action is considered to have been
performed and no other player on your team may perform
the same action this team turn.
If you declared that this player would perform
any action that includes movement (Pass, Hand-off,
Blitz or Foul) prior to them becoming Rooted, they may
complete the action if possible. If they cannot, the action
's considered to have been performed and no other
player on your team may perform the same action this
team turn.
TITCHY'
This player may apply a +1 modifier to any Agility tests
they make in. order to Dodge. However, if an opposition
player dodges into a square within count the Tackle Marking Zone of
the
this player, this player does not count as
moving player for the purposes of calculating Agility
test modifiers.