prayer-to-nuffle

The coach Underdog team may roll once on the Prayer to Nuffle table for every full 50,000 gp of difference in CTV.
Roll a D16 and consult the table below. Re-rolling any duplicates results.

1d16 result:
1
Treacherous Trapdoor

Until the end of this half, every time any player enters a Trapdoor square, for any reason, roll a D6. On a roll of 1, the trapdoor falls open and the player is immediately removed from play. Treat them exactly as if they had been pushed into the crowd. If the player was in possession of the ball it bounces from the trapdoor square.

1d16 result:
2
Friends with the Ref

Until the end of this drive, you may treat a roll of 5 or 6 on the Argue the Call table as a "Well, When You Put it like That..." result and a roll of 2-4 as an "I Don't Care!" result.

1d16 result:
3
Stiletto

Randomly select one player on your team that is available to play during this drive and that does not have the Loner (X+) trait. Until the end of this drive, that player gains the Stab trait.

1d16 result:
4
Iron Man

Choose one player on your team that is available to play during this drive and that does not have the Loner (X+) trait. Until the end of this game, that player improves their AV by 1, to a maximum of 11+.

1d16 result:
5
Knuckle Dusters

Choose one player on your team that is available to play during this drive and that does not have the Loner (X+) trait. Until the end of this drive, that player gains the Mighty Blow (+1) skill.

1d16 result:
6
Bad Habits

Randomly select D3 opposition players that are available to play during this drive and do not have the Loner (X+) trait. Until the end of this drive, those players gain the Loner (2+) trait.

1d16 result:
7
Greasy Cleats

Randomly select one opposition player that is available to play during this drive. That player has had their boots tampered with! until the end of this drive, their MA is reduced by 1.

1d16 result:
8
Blessed Statue of Nuffle

Choose one player on your team that is available to play during this drive and that does not have the Loner (X+) trait. Until the end of this game, that player gains the Pro skill.

1d16 result:
9
Moles under the Pitch

Until the end of this half, apply a -1 modifier every time any player attempts to Rush an extra square (-2 should it occour that both coaches have rolled this result).

1d16 result:
10
Perfect Passing

Until the end of this game, any player on your team that makes a completion earns 2 SPP, rather than the usual 1 SPP.

1d16 result:
11
Fan Interaction

Until the end of this drive, if a player on your team causes a Casualty by pushing an opponent into the crowd, that player will earn 2 SPP exactly as if they had caused a Casualty by performing a Block action.

1d16 result:
12
Necessary Violence

Until the end of this drive, any player on your team that causes a Casualty earns 3 SPP, rather than the usual 2 SPP.

1d16 result:
13
Fouling Frenzy

Until the end of this drive, any player on your team that causes a Casualty with a Foul action earns 2 SPP exaclty as if they had caused a Casualty by performing a Block action.

1d16 result:
14
Throw a Rock

Until the end of this drive, should an opposition player Stall, at the end of their team turn you may roll a D6. On a roll of 5+, an angry fan throws a rock at that player. The player is immediately Knocked Down.

1d16 result:
15
Under Scrutiny

Until the end of this half, any player on the opposing team that commits a Foul action is automatically seen by the referee, even if a natural double is not rolled.

1d16 result:
16
Intensive Training

Randomly select one player on your team that is available to play during this drive and that does not have the Loner (X+) trait. Until the end of this game, that player gains a Single Primary skill of choice.