Skills
When this player makes a Quick or Short pass, they add +1 to the passing roll.
When attempting to throw a team-mate, roll a D6. On a 1, they attempt to eat the team-mate instead.
When this player activates, roll a D6 unless they are making a block or blitz without moving first. On 1-3, they lash out at a team-mate.
When handing off or passing to certain team-mates, roll a D6. On a 1, the action fails.
When handing off or passing to any team-mate, roll a D6. On a 1, the action fails.
When handing off or passing to Big Un Blocker team-mates, roll a D6. On a 1, the action fails.
When handing off or passing to Dwarf and Halfling team-mates, roll a D6. On a 1, the action fails.
When handing off or passing to Dwarf and Human team-mates, roll a D6. On a 1, the action fails.
When handing off or passing to Goblin Linemen, roll a D6. On a 1, the action fails.
When handing off or passing to Orc Lineman team-mates, roll a D6. On a 1, the action fails.
When an opposing player is Knocked Down as the result of failing a Dodge, Leap, or Jump roll while in this player's tackle zone, this player may apply a +1 modifier to either the Armour roll or the Injury roll.
This player moves randomly. At the start of their activation, roll a D6 for each square of movement. They block any player they enter the square of. Sent off at the end of a drive.
This player ignores any modifier(s) for attempting to pick up the ball.
When this player performs a block, they may choose not to be Knocked Down when a Both Down result is applied.
When this player activates, roll a D6. On a 1, they must bite a team-mate or lose their action. On 2+ they act normally.
When this player activates, roll a D6. On 1-2, they must bite a team-mate or lose their action. On 3+ they act normally.
This player can throw a bomb instead of the ball once per team turn. The bomb scatters and Knocks Down any player in the square.
When this player activates, roll a D6. On a 1, they stand doing nothing and lose their tackle zone until next activation.
When this player performs a block and rolls Both Down, they may re-roll one Block Die.
Once per team turn, when making a dodge roll, this player may apply a +1 modifier for each point of ST above 3, to a maximum of +3.
Instead of a block, this player may perform a Breathe Fire Special action on an adjacent standing opponent. Roll a D6: on a 2+, make an unmodified Armour roll against the target.
When this player throws a team-mate and the result is Superb, the thrown player does not scatter upon landing.
When this player makes a Long pass or Long Bomb, they add +1 to the passing roll.
This player may re-roll any failed Agility test when attempting to catch the ball.
Instead of a block, this player may make a Chainsaw Attack Special action. Roll a D6: on a 2+, make an unmodified Armour roll with a +3 modifier against an adjacent opponent. On a natural 1, the player is Knocked Down themselves.
When this player makes a block that Knocks Down the target, any Armour roll of 8+ breaks armour regardless of the actual AV.
When this player performs a Pass action, opposition players may not attempt to intercept the pass.
When this player performs a block against an opponent with higher ST, roll a D6 and add your ST. If the total exceeds the opponent's ST, use that value for the block.
When this player suffers a Casualty, the coach must apply an additional +1 to the Casualty roll.
While this player is Marking an opposition player, that opposition player cannot use the Guard or Put the Boot In skills.
When this player commits a foul, they may apply a +1 modifier to either the Armour roll or the Injury roll.
When this player commits a foul, they may apply a +2 modifier to either the Armour roll or the Injury roll.
Any opponent attempting to pass, catch, or intercept within three squares of this player applies a -1 modifier.
This player may attempt to catch a ball that lands in an adjacent empty square, and adds +1 to any catch roll when in the target square of a Pass action.
When an opposing player attempts to dodge out of your tackle zone, you may place your player prone to apply a -2 modifier to their dodge roll.
Once per team turn, re-roll a failed dodge roll. Additionally, this player may ignore the first tackle skill used against them when dodging.
This player applies a -1 modifier to the D6 roll whenever they attempt to Rush.
When this player is targeted by a block while carrying the ball, they may immediately make a Quick pass before the block is resolved.
This player gets a +1 modifier when attempting to pick up, catch, or intercept the ball.
When an opposing player is pushed back as the result of a block by this player, the pushed player cannot provide assists until after their next activation.
When an opponent follows up a block against this player, the opponent may not follow up.
When an opposing player declares a block against this player, roll a D6. On a 1, the block is not made and the opponent's action ends.
This player must always follow up after making a block. Additionally, if this player performs a Blitz action, they must make a second block against the same target if able.
When this player is activated, they may choose to place the ball on the ground in their current square. This does not cause a Turnover.
After making a completed Quick pass or hand-off, this player's activation does not end. They may continue to move with any remaining Movement Allowance.
When this player makes a block that pushes the target, they may choose any unoccupied square adjacent to the target as the push destination. The target cannot use Sidestep.
This player can provide Offensive and Defensive Assists when a player performs a Block action, regardless of how many opposing players are in their tackle zone.
When this player makes a pass, they may throw the ball to any square on the pitch regardless of range. The pass is never accurate and always scatters from the target square.
When this player blocks a Big Guy, they may re-roll a single Block die.
When this player blocks a Dwarf, they may re-roll a single Block die.
When this player blocks a Troll, they may re-roll a single Block die.
When this player blocks an Undead player, they may re-roll a single Block die.
After making a block or Stab Special action, if this player is still standing, they may immediately move one square, ignoring tackle zones.
When this player performs a Blitz action, they get +1 ST for any blocks made during that action.
This player may perform a Hypnotic Gaze Special action targeting an adjacent standing opponent. Roll a D6: on a 3+, the target becomes Distracted and loses their tackle zone.
This player cannot assist blocks, either offensively or defensively. A team may not have more players with Insignificant on the pitch than players without it.
The Claws skill cannot modify Armour rolls against this player.
When this player makes a Blitz action, they may treat a Both Down result as a Push result. Additionally, Fend, Stand Firm, and Wrestle skills cannot be used against this player during a Blitz.
If this player is prone, they may stand up for free without using any MA. Additionally, they may attempt to block an adjacent opponent while prone as a Blitz action.
When this team kicks off, if this player is on the pitch and not in a Wide Zone, the ball deviates D3 squares instead of D6 squares.
This player may kick an adjacent team-mate with Right Stuff, causing them to be launched like a thrown team-mate.
If one or more players with Leader are on the pitch at the start of a half, the team gains a single extra team re-roll for that half.
During their activation, this player may attempt to leap over adjacent squares. They make an Agility test, and may reduce any negative modifiers by 1.
When this player is thrown and lands on an opposing player, they may apply a +1 modifier to either the Armour roll or Injury roll against that player.
When this player commits a foul without any offensive assists, they may re-roll a failed Armour roll.
This player cannot use team re-rolls unless they first roll a 3+ on a D6.
This player cannot use team re-rolls unless they first roll a 4+ on a D6.
This player cannot use team re-rolls unless they first roll a 5+ on a D6.
When this player makes a block that Knocks Down the target, they may add +1 to either the Armour roll or the Injury roll, but not both.
When this player makes a block that Knocks Down the target, they may add +2 to either the Armour roll or the Injury roll, but not both.
Instead of performing a Block action, this player may perform a Chomp Special action against an adjacent standing opponent. Roll a D6 adding this player's ST. If the total equals or exceeds the opponent's AV, they are Placed Prone.
When this player performs a block, they may choose to block two adjacent opponents instead of one. Their ST is reduced by 2 for both blocks.
This player may not willingly give up possession of the ball. They may not hand off or pass the ball while carrying it.
This player may ignore any modifier(s) for being in an opponent's tackle zone when making a pass, catch, or intercept attempt.
This player cannot pick up, carry, or catch the ball. If they intercept or catch a ball, it bounces from their square.
This player cannot pick up, carry, catch, or intercept the ball.
This player may move up to 3 squares when the opposing coach declares a pass. Additionally, this player may add +1 to any attempt to intercept.
This player may re-roll a failed passing attempt once per team turn.
At the end of the opposition's team turn, this player may choose a Prone team-mate within 3 squares. Roll a D6: on a 5+, the chosen team-mate stands up.
When this player Knocks Down an opponent with a block, they may immediately commit a free foul against the Knocked Down player. This player is then Placed Prone and their activation ends immediately.
Once per game, if an opponent is killed as a result of a block by this player, they may be replaced by a Rotter Lineman.
During movement, this player may attempt to leap over adjacent squares as if they had the Leap skill, ignoring all negative modifiers. They may also use it during Blitz actions.
Opposing players attempting to dodge out of this player's tackle zone suffer an additional -1 modifier.
Once per team turn, this player may attempt to use a Professional re-roll. Roll a D6: on a 3+, they may re-roll one dice roll. This does not count as a team re-roll.
Instead of a block, this player may perform a Projectile Vomit Special action on an adjacent standing opponent. Roll a D6: on a 2+, make an unmodified Armour roll against the target.
This player may perform a Punt Special action. After completing their move, they may kick the ball using a special template. A punted ball cannot be intercepted.
This player can provide Offensive Assists when a team-mate performs a Foul action, regardless of how many opposing players are in their tackle zone.
After committing a Foul action, this player's activation does not end. They may continue to move with any remaining Movement Allowance.
When this player activates, roll a D6. On a 1, or on 1-3 if not adjacent to a team-mate without Really Stupid, they stand doing nothing and lose their tackle zone.
When this player suffers a casualty, roll a D6. On a 4+, they are only Badly Hurt and can be placed in the Reserves.
This player can be thrown by a team-mate with Throw Team-mate.
After making a Quick pass, this player may continue their activation and move further.
When this player is Knocked Down, roll a D6. On a 4+, the player that Knocked them Down is also Knocked Down. However, this player is then placed in the KO'd box.
If this player is Knocked Down while carrying the ball, they may place the ball in any adjacent square rather than it bouncing.
If this player fumbles a pass, the ball is not turned over. Instead, it bounces from the player's square.
This player must be Sent Off at the end of any drive in which they took part.
When an opposing player voluntarily moves out of this player's tackle zone, roll a D6. On a 4+, this player may immediately move into the vacated square.
When this player is pushed back by a block, they choose the square they're pushed to, not the opposing coach.
When this player commits a foul, they are not sent off for rolling doubles on the Armour or Injury roll unless the roll also breaks armour or causes injury.
When this player rushes (Goes For It), they may attempt to move one additional square beyond the normal two rush attempts.
Instead of a block, this player may perform a Stab Special action against an adjacent standing opponent. Make an unmodified Armour roll against the target.
When this player would be pushed back as the result of a block, they may choose not to be pushed back.
When this player would be Knocked Down or would Fall Over, roll a D6. On a 6, this player is not Knocked Down and may continue their activation.
When this player makes a block that pushes the target, and the target is carrying the ball, the target drops the ball in the square they are pushed to (even if not Knocked Down).
When this player performs a Throw Team-mate action, they may apply a +1 modifier to the Passing Ability test.
This player may ignore tackle zones when dodging (apply +1 to dodge). However, they apply a -1 to any intercept attempt. This player uses the Stunty Injury table.
Once per team turn, this player may re-roll a failed Rush (Going For It) roll.
This player may re-roll a failed pick-up attempt. Additionally, the Strip Ball skill cannot be used against this player.
During setup, up to two extra players with Swarming may be placed on the pitch, exceeding the normal limit of 11.
When this player is thrown, they may choose to deviate rather than scatter on landing, and may re-roll the landing roll.
When an opposing player in this player's tackle zone attempts to dodge, the opposing player cannot use the Dodge skill to re-roll the failed dodge.
When this player activates, roll a D6. On a 1, they take root and may not move from their square (but can still block, pass, etc.) for the rest of the drive.
When this player is pushed back as the result of a block, their coach may force the opposing player to follow up.
When an adjacent opponent attempts to dodge or move away, this player may use Tentacles. Roll a D6 adding this player's ST and subtracting the opponent's ST. On a 6+, the opponent's movement ends.
When making an Injury roll against this player, a result of 8 is treated as Stunned rather than KO'd. This player is only KO'd on a result of 9 or higher.
This player may throw an adjacent team-mate with Right Stuff instead of making a pass.
If this player has a MA of 2 or less, when standing up they get +1 for each adjacent open standing team-mate.
This player applies +1 to any dodge roll. However, this player does not apply -1 to opponents dodging into their tackle zone.
Once per team turn, when an opposing player declares a Block or Special action against this player, this player may be placed in an adjacent unoccupied square before the action is resolved.
This player gets +1 to any dodge roll they make.
When this player activates except to block or blitz without moving, roll a D6. On 1-3, they lash out at an adjacent team-mate or stand doing nothing.
This player may not perform a Secure the Ball action.
This player gets +1 to any Leap attempt and +2 to any attempts to intercept a pass. This player ignores the Cloud Burster skill.
This player earns Star Player Points when a Special action they perform causes an opposing player to be removed as a Casualty.
When this player blocks or is blocked, instead of a Both Down result, both players may be placed prone. Neither is considered Knocked Down.
