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.