skills-traits
Catch
Q: Can the Catch skill be used when attempting to catch a
Bomb? (p.75)
A: No, a Bomb is not a ball.
Q: What happens if a player already has the Catch skill or the
Monstrous Mouth skill and randomly rolls the other Skill?
(p.75 & 78)
A: If a player has the Monstrous Mouth skill and
subsequently rolls the Catch skill, then they should re-roll.
If a player has the Catch skill and subsequently rolls the
Monstrous Mouth skill, then they may not re-roll, as the
Monstrous Mouth skill provides an additional benefit.
Diving Catch
Additionally, this player may apply a +1 modifier to any attempt to catch an accurate pass if they occupy the target square.
Q: What happens if the ball lands in the Tackle Zones of multiple players from the same team with the Diving Catch skill? (p.75)
A: Each player may attempt to catch the ball, in an order chosen by the controlling coach.
Q: What happens if the ball lands in the Tackle Zones of multiple players from opposing teams with the Diving Catch skill? (p.75)
A: Each player may attempt to catch the ball, in an order chosen by the active team’s coach.
Q: If a player with the Diving Catch skill attempts to catch the
ball when it is landing in an adjacent square and fails, does the
ball bounce from the player who failed the catch, or from where
it was going to initially land? (p.75)
A: The ball will bounce from where it was initially going
to land.
Diving Tackle
A: Yes
Dodge
Q. Can the Dodge skill be used on moves outside of a player’s activation, such as those provided from On the Ball, or the Blitz result on the Kick-off Event table? (p.75)
A: No. The Dodge skill can only be used to re-roll a Dodge roll during that player’s activation during their own team turn.
Defensive
Jump Up
Q: Does a player who has the Jump Up skill still need to roll to stand up if they also have a Movement Allowance of 2 or less? (p.44 & 75)
A: No.
Q: If a player with the Animal Savagery trait also has the Jump Up skill, do they still get the +2 to the roll if they wish to attempt to make a Block action while prone? (p.75 & 81)
A: Yes.
Q: If a player has both the Jump Up skill and the Stab trait, can they use the Jump Up skill to allow them to make a Block action from Prone on a 2 + and then replace this Block action with a Stab Special action? (p.75 & 86)
A: Yes.
Leap
Q: If a player with the Leap skill or Pogo Stick trait has used all
of their Movement Allowance and is attempting to use the Leap
skill or Pogo Stick trait to jump over a square, what happens if
they fail the Rush roll? (p.75 & 85)
A: If the Rush fails, then the player will fall over in the square
they have moved into, do not roll the Agility test for the
jumping player.
Safe Pair of Hands
Q: If a player with the Safe Pair of Hands skill is targeted by a Block action performed by a player with the Strip Ball skill, and they suffer a Push Back result, can they still use Safe Pair of Hands? (p.75)
A: No.
Q: If a player with the Safe Pair of Hands skill is Knocked Down, and there are no empty squares for them to put the ball into, what happens? (p.75)
A: The Safe Pair of Hands skill cannot be used in this instance, and so the ball will bounce as normal.
Sidestep
Sneaky Git
Q: Can a player with the Sneaky Git skill that performs a Foul action still be Sent-off if it rolls a natural double on the Injury roll? (p.75)
A: Yes.
Sprint
Sure Feet
Q: Can the Sure Feet skill be used on moves outside of a player’s activation, such as those provided from the Blitz result on the Kick-off Event table? (p.75)
A: No. The Sure Feet skill can only be used during that player’s activation.
Block
Dauntless
Q: When a player with the Dauntless skill declares a Block
action, can they choose to not perform the Block action if they
do not roll the desired result for the Dauntless skill? (p.76)
A: No, they must still perform the Block action.
Dirty Player (+1)
Fend
Frenzy*
Q: If a player with the Frenzy skill performs a Block action
against a Rooted player and rolls a Push Back, does the player
with Frenzy still get to perform a second Block even though the
Rooted player cannot be pushed back? (p.77 & 87)
A: Yes.
Kick
Portal Navigator
Pro
- On a roll of 3+, the dice can be re-rolled.
- On a roll of 1 or 2, the dice cannot be re-rolled.
Once this player has attempted to use this Skill, they may not use a re-roll from any other source to re-roll this one dice.
Q: Can a player with the Pro skill use the re-roll outside of their activation – for example, to Catch or Intercept the ball? (p.77)
A: No. The Pro skill can only be used during that player’s activation.
Q: If a player has both the Pro and Brawler skills, can they re-roll a single Both Down result for the Brawler skill, and then use the Pro skill to attempt to re-roll another dice from the same dice pool? (p.77 & 80)
A: Yes, so long as the same dice isn’t re-rolled more than once.
Q: A player with both the Pro skill and Brawler skill performs
Block, rolls two Block Dice and rolls Both Down on both dice,
can the controlling coach choose to use Brawler on one of the
dice, and then subsequently attempt to use Pro on the other
dice that has not yet been rerolled? (p.77 & 80)
A: Yes, so long as the same dice is not re-rolled more
than once.
Q: Can the Pro skill be used to re-roll the dice when a player attempts to stand up? (p.44)
A: No.
Shadowing
Q: If a player attempts to Dodge away from a player with the Shadowing skill, which roll happens first: the Dodge roll or the roll for Shadowing? (p.77)
A: The Dodge roll will happen first, and once the Dodge has been resolved the opposing player may roll for Shadowing if they wish.
Strip Ball
Q: If a player with the Strip Ball skill rolls a Push Back result
against a player who is holding the ball, and that player is
pushed into the End Zone, do they score a touchdown as
described on page 64? (p.77)
A: No.
Sure Hands
Tackle
Wrestle
Big Hand
Claws
Q: Can a player with both the Claws and Mighty Blow ( +X) skills use them together to allow them to break an opposition player's armour on less than 8+ provided by the Claws skill? (p.78 & 80)
A: No.
Q: If a player has both the Mighty Blow (+X) skill and the Claws trait, they cannot use the Mighty Blow (+X) skill to modify the Armour roll due to Claws, but can they still use it to modify the Injury roll? (p.80)
A: Yes.
Disturbing Presence*
Extra Arms
Foul Appearance*
Q: If a player with the Foul Appearance skill is chosen as the target of a Blitz action, when do they roll to see if the action is wasted? (p.78)
A: As soon as the Blitz action is declared. This will mean that, if they fail, they will lose their entire action and will be unable to make either the Move action or Block action as part of the Blitz action.
Q: If a player with a Trait that requires them to roll a dice
to see if they can activate normally (such as Bone Head or
Unchanneled Fury) and wishes to declare a player with either
the Foul Appearance or Dump-off skills as the target of an
action, do they roll for their Trait or for the opposing player’s
Skill first? (p.78 & 79)
A: The player will first nominate the target of their action,
then roll for their Trait, and then the opposing player will use
their Skill.
Horns
Iron Hard Skin
Q: If a player with an AV of 8+ (or worse) randomly gains the Iron Hard Skin skill, does this count as them gaining a Skill they cannot use as the Skill will have no effect? (p.74)
A: Yes. They may re-roll.
Monstrous Mouth
Q: What happens if a player already has the Catch skill or the
Monstrous Mouth skill and randomly rolls the other Skill?
(p.75 & 78)
A: If a player has the Monstrous Mouth skill and
subsequently rolls the Catch skill, then they should re-roll.
If a player has the Catch skill and subsequently rolls the
Monstrous Mouth skill, then they may not re-roll, as the
Monstrous Mouth skill provides an additional benefit.
Prehensile Tail
Tentacles
Two Heads
Very Long Legs
Accurate
Cannoneer
Q: Does the Cannoneer skill still apply when a player makes a Hail Mary Pass? (p.79)
A: Yes.
Cloud Burster
Dump-Off
Q: When a player with the Dump-off skill is nominated as the target of a Blitz action, when do they make their Quick Pass action? (p.79)
A: As soon as they are nominated as the target of the Blitz action.
Q: Can a player with both the Dump-off and the Pass skills use the Pass skill when making a Pass action as part of the Dumpoff skill? (p.79)
A: Yes.
Q: Can a player with both the Bombardier trait and the Dumpoff skill use the Dump-off skill to perform a Throw Bomb Special action when they are chosen as the target of a Block Action? (p.79 & 83)
A: No.
Q: If a player with a Trait that requires them to roll a dice
to see if they can activate normally (such as Bone Head or
Unchanneled Fury) and wishes to declare a player with either
the Foul Appearance or Dump-off skills as the target of an
action, do they roll for their Trait or for the opposing player’s
Skill first? (p.78 & 79)
A: The player will first nominate the target of their action,
then roll for their Trait, and then the opposing player will use
their Skill.
Fumblerooskie
Hail Mary Pass
Q: Is a Hail Mary Pass treated as a Long bomb when determining any modifiers for testing for accuracy? (p.79)
A: Yes.
Q: Does the Cannoneer skill still apply when a player makes a Hail Mary Pass? (p.79)
A: Yes.
Q: If a player with the Fumblerooskie skill begins their Activation
without the ball, and then picks it up during their Activation, can
they still use the Fumblerooskie skill during their Activation?
(p.79)
A: Yes.
Give and Go
Leader
Q: If a player with the Leader re-roll is removed from the pitch before their Leader re-roll has been used, then the re-roll would be lost. If the player would subsequently return to the pitch (such as recovering from being KO’d), is the re-roll available again? (p.79)
A: Yes.
Nerves of Steel
On The Ball
Q: Can multiple players from the same team use the On The Ball skill in response to the same Pass action? If so, what happens if one of them Falls Over before the others have been able to use the On The Ball skill? (p.79)
A: Yes. However, if one player Falls Over before the others have been able to use the On The Ball skill then the sequence ends and no further players can move.
Pass
Portal Passer
Running Pass
Q: If a player with the Safe Pass skill and Running Pass skill
fumbles a Pass action, does their activation end or can they
make use of Running Pass? (p.79)
A: Their activation will end.
Safe Pass
Q: If a player with the Safe Pass skill and Running Pass skill
fumbles a Pass action, does their activation end or can they
make use of Running Pass? (p.79)
A: Their activation will end.
Wall Thrower
Arm Bar
Brawler
Q: Brawler states that a player can use this skill when making a Block action on its own (but not as part of a Blitz action). Can a player with this skill use it when it has an assist from a friendly player? (p.80)
A: Yes. The ‘on its own’ part simply means it can only be used as a regular Block action, and not part of another action that includes a Block (such as a Blitz action).
Q: A player with both the Pro skill and Brawler skill performs
Block, rolls two Block Dice and rolls Both Down on both dice,
can the controlling coach choose to use Brawler on one of the
dice, and then subsequently attempt to use Pro on the other
dice that has not yet been rerolled? (p.77 & 80)
A: Yes, so long as the same dice is not re-rolled more
than once.
Break Tackle
Grab
Q: Can a player with the Grab skill choose not to use it if they wish? (p.80)
A: Yes. Remember that only Skills and Traits marked with an * are compulsory.
Guard
Q: Can a player with the Guard skill still provide offensive and defensive assists when they have lost their Tackle Zone? (p.80)
A: No.
Juggernaut
Mighty Blow (+1)
Q: If a player with the Mighty Blow ( +X) skill makes a Block action, and chooses the Both Down result and is Knocked Down themselves, can they still apply the effects of Mighty Blow (+X)? (p.57 & 80)
A: No, as when the Armour roll is made for the opposition player, the player with Mighty Blow (+X) is Prone and so cannot use the skill.
Q: Can a player with both the Claws and Mighty Blow ( +X) skills use them together to allow them to break an opposition player's armour on less than 8+ provided by the Claws skill? (p.78 & 80)
A: No.
Q: If a player has both the Mighty Blow (+X) skill and the Claws trait, they cannot use the Mighty Blow (+X) skill to modify the Armour roll due to Claws, but can they still use it to modify the Injury roll? (p.80)
A: Yes.
Q: If a player that is performing a Block action against a player
with the Mighty Blow (+1) skill rolls the Player Down! result, can
the defending player use the Mighty Blow (+1) skill? (p.80)
A: No, as the player with the Mighty Blow (+1) skill has not
performed the Block action.
Multiple Block
Q: If a player with Multiple Block also has the Grab skill, can they place the second opposition player that they Blocked into the square that was initially occupied by the first opposition player that they Blocked? (p.80)
A: No, as both Block actions happen simultaneously.
Q: When a player with the Multiple Block skill declares two adjacent opposing players the target of their Block, do both opponents grant defensive assists to each other if there are no other players from the active team marking them? (p.81)
A: No.
Pile Driver
Q: Does the free Foul action from Pile Driver happen before or after making the Armour roll (and potentially an Injury roll) for the player being Knocked Down? (p.80)
A: After – so long as the player is still on the pitch of course!
Q: The Pile Driver skill states that the player performing the Block
action may then perform a ‘free’ Foul action against the Knocked
Down player. Does this ‘free’ Foul action mean that it does not
count towards the team’s one Foul action per turn, or does it
mean that the player can perform this action for free? (p.80)
A: This means that the player may perform this action for
free. This Skill cannot be used if the team has already used
their Foul action for that team turn, and if used will mean
that another player cannot also make a Foul action during the
same team turn.
Stand Firm
Strong Arm
Thick Skull
Animal Savagery*
- On a Roll of 1-3, this player lashes out at their team-mates:
- One Standing team-mate of your choice that is currently adjacent to this player is immediately Knocked Down by this player. This does not cause a Turnover unless the Knocked Down player was in possession of the ball. After making an armour roll (and possible Injury roll) against the Knocked Down player, this player may continue their activation and complete their declared action if able, Note that, if this player has any applicable Skills, the coach of the opposing team may use them when making an Armour roll (and possible Injury roll) against the Knocked Down player.
- If this player is not currently adjacent to any Standing team-mates, this player's 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.
Q: If a player with Animal Savagery knocks down a friendly
model, are they forced to use Claws, Piledriver, Mighty Blow
(X+) (or any other Skills that would affect Armour or Injury
rolls), or can they choose not to? (p.81)
A: The only Skills the opposing coach may choose for the
player with Animal Savagery to use are Claws and Mighty
Blow (+X). In this case, treat the Knock Down as being the
result of a Block action.
Q: If a player with Animal Savagery knocks down a teammate
that hasn’t yet activated during that team turn, can the
Knocked Down player still activate provided they haven’t been
Stunned or removed from the pitch? (p.81)
A: Yes.
Q: Will a Prone player that fails its roll for Animal Savagery still lash out against a team-mate?
A: Yes.
Q: If, during a Blitz kick-off event, a player with the Animal Savagery trait knocks down a player on their team as part of the Animal Savagery trait, will that cause the Blitz kick-off
event to immediately end? (p.41 & p.81)
A: No.
Q: If my player with Animal Savagery trait lashes out against my
own teammate and also has the Pile Driver skill, is my opponent
able to make me perform a foul against my own teammate?
(p.81)
A: No, they cannot force you to use the Pile Driver skill.
Animosity (X)*
Q: Does a player with the Animosity (X) trait make the roll to
see whether they can perform a Pass action or Hand-off action
to the relevant player at the start of their activation or just
before attempting the desired action? (p.81)
A: Animosity (X) states when they attempt to perform
the action, so the roll will be made immediately before
they attempt to perform the action, not at the start of
their activation.
Always Hungry*
- On a roll of 1, the team-mate has been eaten and is immediately removed from the Team Draft list. No apothecary can save them and no Regeneration attempts can be made. If the team-mate was in possession of the ball, it will bounce from the square the player occupies.
- On a roll of 2+, the team-mate squirms free and the Throw Team-mate action is automatically fumbled, as described on page 53.
Ball and Chain
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 Ball and 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 involuntary. Therefore, they may not attempt to pick the ball up and the ball will bounce.
If this player would move into a square that is occupied by a Standing player from either team, they must perform a Block action against that player, following the normal rules, but with the following exceptions:
- A Ball and Chain player ignores the Foul Appearance Skill
- A Ball and Chain player must follow-up if they push-back another player.
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 occupied 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.
A player with this Trait cannot also have the Diving Tackle, Frenzy, Grab, Leap, Multiple Block, On the Ball or Shadowing skills. This Trait must still be used if the player is Prone or has lost their Tackle Zone.
Q: What assists, if any, does a Ball & Chain player receive when they are forced to Block a friendly player as per the Ball & Chain Move Special action? (p.82)
A: None.
Q: Does a player with the Ball & Chain trait have to use their full Movement Allowance? (p.82)
A: No.
Q: If a player with the Ball & Chain trait performs a Block action against a team-mate as a result of the Ball & Chain
Move Special action, which coach chooses the result of the Block action? (p.82)
A: The coach of the player performing the Block action.
Q: If a player with the Foul Appearance skill is chosen as the
target of a Foul action, does the player that declared them
as the target of a Foul action have to make the roll for Foul
Appearance? (p.78)
A: No, as Foul Appearance only triggers when the player
is chosen as the target of either a Block action or a
Special action.
Q: If a player with the Ball & Chain trait moves into a square occupied by a Prone or Stunned player, does the resulting
Armour roll benefit from the Mighty Blow (+X) skill if applicable? (p.82)
No, as in this instance a Block action wasn’t made.
Q: Can a player with the Ball and Chain trait declare a Foul
action? (p.82)
A: No, the only action a player with the Ball and Chain trait
can perform is a ‘Ball & Chain Move’ special action.
Q: If a player with the Ball and Chain trait rolls the Piledriver skill
as a random Skill, can they re-roll it? (p.82)
A: Yes.
Q: Does a player with Ball and Chain trait generate Star Player
Points if they cause a Casualty as part of a Block action
performed during a ‘Ball & Chain Move’ Special action? (p.82)
A: Yes.
Q: Can a player with the Ball & Chain trait use the Brawler skill?
(p.82)
A: Yes
Q: If a player uses the Ball & Chain Move special action and
moves out of the Tackle Zone of a player with the Tentacles skill,
does the player with Tentacles get to use the Skill? (p.78 & 82)
A: No
Bloodlust (X+)
Q: Does the Running Pass skill allow a player with the Bloodlust
(X+) trait to continue moving after biting a Thrall and then
performing a Pass? (p.5)
A: Yes.
Q: If a player with the Bloodlust (X+) trait ends their activation
Prone, can they still bite a Thrall? (p.5)
A: No. A player with the Bloodlust (X+) trait must be standing
in order to bite a Thrall.
Q: What happens if a player with the Bloodlust (X+) trait fails
the Bloodlust roll and is then placed Prone as a result of the
Wrestle skill during a Block action? (p.5)
A: Then the player with the Bloodlust (X+) has been unable to
bite a Thrall, a Turnover is caused and the Vampire will lose
their Tackle Zone until they are next activated.
Q: What happens if a player with the Bloodlust (X+) trait fails the
Bloodlust roll and is forced to end their activation early? (p.5)
A: Then the player with the Bloodlust (X+) trait has been
unable to bite a Thrall, Turnover is caused and the Vampire
will lose their Tackle Zone until they are next activated and
will immediately drop the ball if they were holding it.
Q: If a player is bitten by a Vampire as a result of a failed
Bloodlust roll and becomes Stunned (even if already Stunned),
do they roll over and become Prone at the end of the turn in
which they were Stunned, or the following turn? (p.27)
A: At the end of the following turn.
Q: If a player with the Bloodlust (X+) trait begins their Activation
Prone, do they still need to roll for Bloodlust? (p.5)
A: Yes.
Q: If a player with the Bloodlust (X+) trait fails the roll for
Bloodlust, can they continue to Move after biting a Thrall in
order to score, make a Pass Action, or reposition? (p.5)
A: No. After a model has bitten a Thrall, they may Move
no further; unless they have a rule that specifically states
otherwise (such as Running Pass).
Q: What happens when a player with the Bloodlust (X+) trait
targets a player with the Foul Appearance skill and fails both the
Bloodlust roll and the Foul Appearance roll? (p.5)
A: The player must first take the Bloodlust roll; if this is
failed, they may choose to change their declared action to
a Move Action, in which case they will not need to roll for
Foul Appearance. If they do not, then they will need to roll
for Foul Appearance as normal; if this is failed, then their
action is wasted and their Activation will end. This will
result in a Turnover if they are unable to bite an adjacent
Thrall Teammate.
Bombardier
A Bomb can be thrown and caught, and the throw interfered with, just like a ball, using the rules for Pass action as described on page 48, with the following exceptions:
- A player 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 fail to catch a Bomb, it will come to rest on the ground in the square that player occupies.
- If 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 opposite 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.
- On a 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.
When a Bomb comes to rest on the ground, in either an occupied square, in a square occupied by a player that failed to catch the Bomb or in a square occupid by a Prone or Stunned player, it will explode immediately:
- If the Bomb explodes in an occupied square, that player is automatically hit by the explosion.
- Roll a D6 for each player (from either team) that occupies a square adjacet 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 Placed Prone.
- An Armour roll (and possibly an Injury roll as well) is made against any player hit by the explosion, even if they were already Prone or Stunned.
You may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll been made.- If the player performing the Throw Bomb Special action is hit by their bomb and Placed Prone, either as the result of a Fumbled throw or by being hit by the explosion, then a Turnover is caused.
Q: If a player Deflects a Bomb, but fails to convert it into an Interception, will it scatter from the square they are in or will they drop it? (p.83)
A: It will scatter from the square they are in, in the same manner as a Deflected ball.
Q. What happens when the player with Bombardier trait and the Safe Pass skill fumbles a throw when making a Throw Bomb Special Action?
A: The bomb will not be dropped and will not explode in the player's hands. The player's activation will still end.
Q. Can a Player who made a Throw Bomb Special action still use the Running Pass skill to move after throwing the bomb? (p.79 & 83)
A: Yes.
Q. When using Bombardier trait, can a re-roll be used when determining if a bomb that is caught explodes?
A: No.
Q: Do Skills that apply to the ball, but are not part of a Pass action (such as Fumblerooskie), also apply to a bomb? (p.83)
A: No, because a bomb is not a ball.
Q: Can a player use a re-roll of any kind (Team Re-roll, Pro, etc.) to re-roll to see if a bomb that was caught will explode? (p.83)
A: No.
Q: If a player making a Throw Bomb Special action fumbles
the Bomb, does this cause a Turnover? (p.83)
A: No.
Bone Head*
- On a roll of 1, 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 2+, this player continues their activation as normal and completes their declared action.
Chainsaw*
To perform a Chainsaw Attack Special action, roll a D6:
- On a roll of 2+, the nominated target is hit by Chainsaw!
- On a roll of 1, the Chainsaw will violently 'kick-back' and hit the player wielding it. This will result in a Turnover.
- 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 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 this player Fails Over or is Knocked Down, the opposing coach may add +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 is applied, +3 is added to the Armour roll. If a Both Down result is applied, +3 is added to both Armour rolls.
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 roll is made against the player hit by the Chainsaw. adding +3 to the score.
Q: Can a player with the Chainsaw trait choose to perform a standard Block action instead of a Chainsaw Attack Special action? (p.84)
A: Yes.
Q: When a player with the Chainsaw trait uses their chainsaw as part of a Foul action, will they still be subjected to the same offensive assists and defensive assists as a normal Foul action? (p.84)
A: Yes.
Decay*
Drunkard*
Hypnotic Gaze
To perform a Hypnotic Gaze Special action, nominate a single Standing opposition player that has not lost their Tackle Zone and that this player is Marking. Then make an Agility test for this player, applying a -1 modifier for every player (other than the nominated player) that is Marking this player. If the test is passed, the nominated player loses their Tackle Zone until they are next activated.
This player may move before performing this Special action, following all of the normal movement rules. However, once this Special action has been performed, this player may not move further and their activation comes to an end.
Q: If a model with the Animal Savagery trait wishes to use
the Hypnotic Gaze trait, will the bonus +2 to their Animal
Savagery roll as if they were performing a Block or a Blitz
action? (p.81 & 85)
A: No.
Q: Can a player with the Hypnotic Gaze trait perform the
Hypnotic Gaze Special action in the same activation in which
they declared a Block action, Blitz action, Foul action or Pass
action? (p.85)
A: No. Hypnotic Gaze is a Special action, and therefore must
be declared at the start of a player’s activation like all other
actions (p.42). The Hypnotic Gaze Special action allows a
player to move before they perform the Hypnotic Gaze Special
action if they wish.
Q: Does a player who has lost their Tackle Zone as a result of
the Hypnotic Gaze trait have to drop the ball? (p.85)
A: No.
Q: Does a player with the Hypnotic Gaze trait, who targets
a player with the Foul Appearance skill, need to roll for Foul
Appearance before performing the Hypnotic Gaze special
action? (p.85)
A: Yes.
Q: Does a player that declared a Hypnotic Gaze Special action have to declare the target of the Hypnotic Gaze when they are activated before they move? (p.85)
A: Yes.
Hit and Run
Q: Can the Hit and Run trait be used as part of a Blitz action?
(p.5)
A: Yes, as Hit and Run can be used during a Block action.
A Blitz action contains a Block action.
Q: Can Hit and Run be used after a Block performed by a
player with the Frenzy skill resulting in a Push Back, in order
to move away from the targeted player and not perform the
second Block? (p.5)
A: No. Frenzy requires the player to have to follow up and
perform the second Block. Hit and Run may be used after
this second Block as normal, if applicable.
Q: Does a player with the Hit and Run trait move their one free
square before or after following up as part of a Block or Blitz
action? (p.5)
A: After following up.
Q: If a player uses the Hit and Run trait to move out of the
Tackle Zone of a player with the Tentacles skill, does the player
with Tentacles get to use the Skill? (p.5)
A: No.
Kick Team-mate
However, if the Kick Team-mate Special action is fumbled, the kicked player is automatically removed from play and an injury roll is made against them, treating a Stunned result as a KO'd result (note that, if the player that performed this action also has the Mighty Blow (+x) skill, the coach of the opposing team may use that Skill on this Injury roll). If the kicked player was in possession of the ball when removed from play, the ball will bounce from the square they occupied.
Q: If a player makes a superb Kick Team-mate Special action, does it generate Star Player Points like a Throw Team-mate Special action? (p.70)
A: No.
Loner (X+)*
Q: Can a player use a Team re-roll to re-roll a failed Loner (X+)
roll? (p.85)
A: No.
My Ball
No Hands*
Q: Can a player with the No Hands trait attempt to interfere
with a Pass action in order to automatically fail and force the
ball to bounce? (p.85)
A: No.
Q: Can a player with the No Hands trait open a Chest? (p.71, dungeon bowl)
A: No.
Plague Ridden
Pogo Stick
Q: Does a player with the Pogo Stick trait still suffer the -1
modifier to their Agility test when attempting to Leap away
from a player with the Prehensile Tail mutation? (p.85)
A: No, a player with the Pogo Stick trait ignores all negative
modifiers applied for being Marked when attempting to Leap.
Q: Does a player with the Pogo Stick trait still suffer the -2
modifier to their Agility test when attempting to Leap away
from a player who uses the Diving Tackle skill? (p.85)
A: No, a player with the Pogo Stick trait ignores all negative
modifiers applied for being Marked when attempting to Leap.
Q: If a player with the Leap skill or Pogo Stick trait has used all
of their Movement Allowance and is attempting to use the Leap
skill or Pogo Stick trait to jump over a square, what happens if
they fail the Rush roll? (p.75 & 85)
A: If the Rush fails, then the player will fall over in the square
they have moved into, do not roll the Agility test for the
jumping player.
Projectile Vomit
To perform a Projectile Vomit Special action, roll a D6:
- On a roll of 2+, this player regurgitates acidic bile onto the nominated target.
- On a roll of 1, this player belches and snorts, before covering itself in acid bile.
- In either case, an armour roll is made against the 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.
- If the armour of the playerhit is not broken, this Trait has no effect.
Pick-Me-Up
Q: Does a Prone player on a Norse team roll a D6 for each
Beer Boar they are in range of as per the Pick-me-up trait, or
only a single D6 regardless of the number of Beer Boars they
are in range of? (p.5)
A: Just one D6.
Q: If a Beer Boar stands up as a result of another Beer Boar’s
Pick-me-up trait, can other team-mates now benefit from its
own Pick-me-up trait? (p.5)
A: No.
Really Stupid*
- 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.
Regeneration
Q: If a player suffers a Casualty, and then rolls a 4+ for their
Regeneration trait allowing them not to suffer the Casualty,
does the player that inflicted the Casualty still gain Star Player
Points for inflicting a Casualty? (p.86)
A: Yes.
Q: Can a team re-roll be used to re-roll a Regeneration roll under any circumstances? (p.86)
A: No.
Right Stuff*
Secret Weapon*
Q: The Secret Weapon trait states that at the end of a drive in which they participated they will be Sent-off for committing a Foul. Does this mean that you can Argue the Call in this instance? (p.86)
A: Yes.
Q: During the End of Drive Sequence, what happens first: players are Sent-off for the Secret Weapon trait, or any end of drive weather effects (such as Sweltering Heat)? (p.66)
A: During the End of Drive Sequence, Secret Weapons are always Sent-off before any other effects.
Stab
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 of a Blitz action, the player cannot continue moving after using it.
Q. Can the Stab trait be used in conjunction with the Multiple Block skill to make two Stab Special actions?
A: Yes.
Q: If a player has both the Frenzy skill and the Stab trait, if they declare a Block action which results in a Pushed Back result when they follow up and have to perform a second Block action, can they then use the Stab trait to replace the second Block action with the Stab Special action? (p.77 & 86)
A: Yes.
Stunty*
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, player 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. This Trait may still be used if the player is Prone, Stunned, or has lost their Tackle Zone.
Swarming
When using Swarming, a coach may not set up more players with the Swarming trait onto the pitch than the number of friendly players with the Swarming trait that were already set up. So, if a team had 2 players with the Swarming trait already set up on the pitch, and then rolled for 3 more players to enter the pitch via Swarming, only a maximum of 2 more Swarming players could be set up on the pitch.
Swoop
Take Root*
- 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.
Q. Can a player that has been Rooted as per the Take Root trait use a skill such as Pile Driver or Wrestle in order to place themselves Prone and therefore no longer be rooted?
Q: Can a Prone player who becomes Rooted still stand up?
(p.87)
A: Yes.
A: Yes.
Titchy*
Throw Team-mate
Q: If a thrown player lands in an occupied square and then subsequently bounces into another occupied square, is the player that is in the new occupied square also Knocked Down? (p.54)
A: Yes.
Timmm-ber!
Q: Can any of the Passing skills that are used when performing a Pass action also be used when performing a Throw Team-mate action? (p.79)
A: No.
Trickster
Q: When a player uses the Trickster trait, does the player being
removed from the pitch and then placed again count as the
player moving? (p.5)
A: No; it is a placement not a movement. As such, any rules
that interact with a player moving, such as the Shadowing or
Tentacles skills, will not come into effect.
Q: If a player uses the Trickster trait and places themselves in a
square containing the ball, do they attempt to pick it up? (p.5)
A: No; it is a placement not a movement. As such, the ball
will immediately bounce in the same manner as if the player
had been pushed back.
Unchannelled Fury*
- 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.