Skills & Traits

Category: Traits

Animal Savagery*
Traits
When this player is activated, after declaring their Action they must roll a D6, applying a +2 modifier if you declared a Block or Blitz Action. On a 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. 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 4+, this player continues their activation as normal and completes their declared Action.
Animosity (X)*
Traits
When this player wishes to perform a Hand-off Action to a team-mate with a specific Keyword, or attempts to perform a Pass Action and the target square is occupied by a team-mate with that Keyword, roll a D6. On a 1, this player refuses to perform the Action and their activation comes to an end. There is also a variant "Animosity (all) Trait" where this applies to all team-mates.
Always Hungry*
Traits
When this player performs a Throw Team-mate Action, roll a D6. On a 1, this player will attempt to eat their team-mate. Roll another D6: on a 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 2+, the team-mate squirms free and the Throw Team-mate Action is automatically fumbled, causing a Turnover.
Ball & Chain*
Traits
When this player is activated, their only action is a "Ball & Chain Special Action." There is no limit to how many players can declare this action per turn. To perform the action, the Throw-in Template is positioned over the player, facing one of the two End Zones or either Sideline. A D6 is rolled, and the player moves into the square indicated by the template. Players moving in this manner do not need to make an Agility Test to Dodge away from another player's Tackle Zone; they automatically pass. Opposition players cannot use Shadowing or Tentacles skills against a player performing a Ball & Chain Action. If the move takes the player off the pitch, they risk Injury by the Crowd. If the move takes the player into a square containing a Standing player (from either team), they automatically perform a Block Action against that player. This Block Action ignores the Foul Appearance skill. If the target is a team-mate, the player's Coach chooses which result to apply after the Block Dice are rolled. If the move takes the player into a square containing a Prone or Stunned player, that player is Pushed Back, and an Armour Roll is made against them. If the move takes the player into a square containing the ball, the ball immediately Bounces, and this does not cause a Turnover. A player performing a Ball & Chain Special Action can move a number of squares up to their Movement Allowance (MA). They may Rush as normal. However, if they roll a 1 during a Rush, they move into the square as normal first (performing any Block Actions, Pushing Back, or causing the ball to Bounce), before Falling Over in the square they have moved into. If this player is Knocked Down, Falls Over, or is Placed Prone for any reason, an Injury Roll is immediately made for them, treating any result of Stunned as Knocked-out instead. A player with the Ball & Chain Trait cannot have any of the following skills: Diving Tackle, Eye Gouge, Frenzy, Grab, Hit & Run, Leap, Multiple Block, On the Ball, Shadowing, Steady Footing.
Bloodlust (X+)*
Traits
When this player is activated, they must roll a D6 after declaring their action. They add 1 to the roll if they declared a Block or Blitz Action. If the result is equal to or higher than a number in brackets, they activate normally. If the player rolls lower than the bracketed number or a natural 1, they can still activate normally but may change their declared action to a Move Action. If they declared a once-per-turn action (like a Blitz), it still counts. At the end of their activation, this player may bite an adjacent Thrall Lineman teammate regardless of the Thrall Lineman's status. If they bite a Thrall, immediately make an Injury Roll for the Thrall Lineman, treating any Casualty as Badly Hurt, which does not cause a Turnover unless the Thrall Lineman was holding the ball. If the player doesn't bite a Thrall Lineman, a Turnover is caused, the player becomes Distracted, drops the ball if holding it, and no Touchdown is scored if in the opposing End Zone. If a player who failed the Bloodlust roll wants to perform a Pass Action, Hand-off Action, or score, they must bite a Thrall Lineman first.
Bombardier
Traits
When this player is activated, they can declare a Throw Bomb Special Action, and only one player can declare this action per turn. A Throw Bomb Special Action is performed like a Pass Action, following all usual rules, but it is not a Pass Action itself. Skills or Traits that apply to Pass Actions also apply to Throw Bomb Special Actions, except for On the Ball. A player declaring this action cannot perform a Move Action before throwing the bomb. If a bomb lands on the ground, it explodes in that square. If fumbled by the thrower or dropped by a catcher, it explodes in that player's square without bouncing. When a bomb explodes, any player in its square is hit. Additionally, a D6 is rolled for each adjacent player, and on a 4+, they are hit. Any Standing player hit is immediately Knocked Down. An Armour Roll is made for any Prone or Stunned players hit. If a player successfully Catches or Intercepts a thrown bomb, they must immediately throw it again, following the same rules for a Throw Bomb Special Action.
Bone Head*
Traits
Whenever this player is activated, after declaring their Action they must roll a D6. On a 2+, the player may perform the declared Action as normal. On a 1, the player becomes Distracted.
Breathe Fire
Traits
When this player is activated, they can declare a Breathe Fire Special Action; there is no limit to the number of players that can declare this Special Action each Turn. When a player makes a Breathe Fire Special Action, they may choose one Standing opposition player they are Marking and roll a D6, applying a -1 modifier if the target has an ST of 5 or higher. On a 1, this player is immediately Knocked Down. On a 2-3, nothing happens. On a 4+, the opposition player is immediately Placed Prone. If the roll is a natural 6, the opposition player is Knocked Down instead. After the Breathe Fire Special Action has been resolved, this player's activation immediately ends. This player may use the Breathe Fire Special Action to replace the Block Action made as part of a Blitz Action if they wish, though their activation will still end as soon as they have performed the Breathe Fire Special Action.
Chainsaw*
Traits
When this player is activated, they can declare a Chainsaw Attack Special Action; there is no limit to the number of players that can declare this Special Action each Turn. When a player performs a Chainsaw Attack Special Action, roll a D6. On a 2+, this player may immediately make an Armour Roll against one adjacent Standing opposition player, applying a +3 modifier to the Armour Roll. On a 1, the Chainsaw will Kick-back and this player is Knocked Down instead. If this player is Knocked Down or Falls Over for any reason, regardless of how it occurred, then a +3 modifier is applied when the opposition Coach makes an Armour Roll for this player. This +3 modifier must always be applied. Should they wish, this player may also use their chainsaw when performing a Foul Action, in which case they may apply a +3 modifier when making the Armour Roll for the opposition player. They will still need to roll for Kick-back as normal. This player may use the Chainsaw Attack Special Action to replace the Block Action made as part of a Blitz Action if they wish, though their activation will still end as soon as they have performed the Chainsaw Attack Special Action.
Decay*
Traits
Apply a +1 modifier to any Casualty Roll made against this player.
Drunkard*
Traits
This player applies a -1 modifier to test whenever they attempt to Rush.
Hypnotic Gaze
Traits
When this player is activated, they can declare a Hypnotic Gaze Special Action; there is no limit to the number of players that can declare this Special Action each Turn. When a player declares a Hypnotic Gaze Special Action they are first allowed to make a Move Action, though they cannot continue to move after the Hypnotic Gaze Special Action has been attempted. When a player performs a Hypnotic Gaze Special Action, they select a Standing opposition player adjacent to them and roll a D6. On a 1-2, nothing happens and this player's activation immediately ends. On a 3+, the selected opposition player becomes Distracted and this player's activation immediately ends.
Kick Team-mate
Traits
When this player is activated, they can declare a Kick Team-mate Special Action; only one player can declare this Special Action each Turn. A Kick Team-mate Special Action works exactly the same as a Throw Team-mate Action, with the following exceptions: Performing a Kick Team-mate Special Action does not count as a team's Throw Team-mate Action for the Turn, and so a team can perform both a Kick Team-mate Special Action and a Throw Team-mate Action in the same Turn if they wish. However, if a Kick Team-mate Special Action results in a Fumbled Throw, immediately make an Injury Roll for the team-mate being kicked, treating any result of Stunned as Knocked Out. If the kicked player was holding the ball, it will Bounce from the square they were in. Any Skills or Traits that come into play when a player performs a Throw Team-mate Action will also apply to a Kick Team-mate Special Action. This player will also gain Star Player Points in the same manner as a Throw Team-mate Action.
Loner (X+)*
Traits
When this player uses a Team Re-roll, they must roll a D6. If the roll is equal to or higher than the number in brackets, they can use the re-roll normally. If lower, they cannot re-roll, and the Team Re-roll is lost.
My Ball*
Traits
A player with this Trait cannot willingly give up the ball, meaning they cannot declare Pass Actions, Hand-off Actions, or use other Skills/Traits to relinquish possession. They can only lose possession by being Knocked Down, Placed Prone, Falling Over, or by the effect of an opposing model's Skill, Trait, or special rule.
No Ball*
Traits
A player with this Trait can never have possession of the ball. If required to attempt to Catch or Pick-up the Ball, they automatically fail as if rolling a natural 1. A player with this Trait cannot attempt to Intercept a Pass.
No Hands*
Traits
This player is unable to take possession of the ball. They may not attempt to pick it up, to catch it, or attempt to interfere with a pass. Any attempt to do so will automatically fail, causing the ball to bounce. Should this player voluntarily move into a square in which the ball is placed, they cannot attempt to pick it up. The ball will bounce and a Turnover is caused as if this player had failed an attempt to pick up the ball.
Pick-Me-Up
Traits
At the end of each opposition's Turn, roll a D6 for each Prone team-mate within 3 squares of one or more Standing players with this Trait. On a 5+, the Prone player immediately stands up. If a player stands up this way, they cannot use this Trait during the same Turn.
Plague Ridden
Traits
Once per game, when a player with this Trait causes a Casualty against an opposition player as a result of a Block Action, and that player suffers a Dead result on their Casualty Roll and is not saved by an Apothecary, you may immediately add one new Lineman player from your team's Team Roster to your Reserves Box. This may cause your team to have more than 16 players for the remainder of the game. During the Post-game Sequence, this player may be hired in the same manner as any Journeymen players. This Trait cannot be used against Big Guy players, or any player with the Decay, Regeneration or Stunty Traits.
Pogo
Traits
During their movement, a player with this Trait can attempt to Pogo over a single adjacent square regardless of what is in the square. Pogoing works the same way as Jumping, as described on page 56, with the exception that the Pogoing player may ignore all negative modifiers they would receive by Jumping. A player with this Trait cannot also have the Leap Skill.
Projectile Vomit
Traits
When this player is activated, they can declare a Projectile Vomit Special Action; there is no limit to the number of players that can declare this Special Action each Turn. When this player performs a Projectile Vomit Special Action, select a Standing opposition player adjacent to this player and roll a D6. On a 2+, this player vomits on their target; make an Armour Roll for the selected player. This Armour Roll cannot be modified in any way. If the player's armour is broken, make an Injury Roll for them, otherwise nothing happens. On a 1, this player covers themselves in acidic bile; make an Armour Roll for this player. This Armour Roll cannot be modified in any way. If this player's armour is broken, make an Injury Roll for them, otherwise nothing happens. This player may use the Projectile Vomit Special Action to replace the Block Action made as part of a Blitz Action if they wish, though their activation will still end as soon as they have performed the Projectile Vomit Special Action.
Really Stupid*
Traits
Whenever this player is activated, after declaring their Action, they must roll a D6. They may apply a +2 modifier to the roll if they have any Standing team-mates who are not Distracted, and do not have the Really Stupid Trait, adjacent to them. On a 4+, the player may perform the declared Action as normal. On a 1-3, this player becomes Distracted.
Regeneration
Traits
Whenever this player suffers a Casualty, before making the Casualty Roll for them, roll a D6. On a 1-3, this player suffers the Casualty; make the Casualty Roll as normal. On a 4+, this player regenerates and ignores the Casualty (though any Star Player Points earned for causing the Casualty are still earned) and is instead placed in their team's Reserves Box.
Right Stuff*
Traits
This player can be thrown by a team-mate with the Throw Team-mate Trait, even if this player is Prone.
Secret Weapon*
Traits
At the end of a Drive in which this player took part, even if they are not on the pitch at the end of the Drive, they are Sent-off for committing a Foul.
Stab
Traits
When this player is activated, they can declare a Stab Special Action; there is no limit to the number of players that can declare this Special Action each Turn. When this player performs a Stab Special Action, select a Standing opposition player adjacent to this player and make an Armour Roll for the selected player. This Armour Roll cannot be modified in any way. If the player's armour is broken, make an Injury Roll for them, otherwise nothing happens. This player may use the Stab Special Action to replace the Block Action made as part of a Blitz Action if they wish, though their activation will still end as soon as they have performed the Stab Special Action.
Stunty*
Traits
When this player attempts to Dodge, they do not suffer any negative modifiers to their Agility Test for being Marked by opposition players. Additionally, this player applies a -1 modifier to the Agility Test when attempting to Intercept the ball. A player with this Trait is more prone to injury and so if an Injury Roll is made for them, roll on the Stunty Injury Table instead.
Swoop
Traits
When this player is thrown by a Throw Team-mate Action, they may choose not to Scatter before landing as normal. If they do, position the Throw-in Template over this player so it faces one of the two End Zones or either Sideline. Roll a D6 to determine the direction this player will travel, and then a second D6 to determine how many squares in that direction this player will travel. Additionally, if they choose not to Scatter as normal, this player may re-roll the Agility Test when attempting to land.
Take Root*
Traits
Whenever this player is activated, after declaring their Action, if they are Standing they must roll a D6. On a 2+, the player may perform the declared Action as normal. On a 1, the player becomes Rooted. Whilst Rooted, a player cannot perform Move Actions, may not Follow-up after performing a Block Action, cannot be Pushed Back, and may not leave their current square for any reason, with the exception of being Knocked Out or suffering a Casualty. A Rooted player will immediately stop being Rooted at the end of a Drive, or if they are ever Knocked Down or Placed Prone.
Titchy*
Traits
A player with this Trait may apply a +1 modifier to the Agility Test when attempting to Dodge. However, when an opposition player attempts to Dodge into a square within this player's Tackle Zone, this player will not apply a -1 modifier to the opposition player's Agility Test for Marking the opposition player.
Throw Team-Mate
Traits
This player may declare the Throw Team-mate Action as described on page 76.
Timmm-Ber!
Traits
If this player has an MA of 2 or less and attempts to stand up, apply a +1 modifier to the roll for standing up for each Open Standing team-mate adjacent to this player. A roll of a natural 1 will still fail as normal.
Trickster
Traits
Whenever an opposition player attempts to perform a Block Action against this player, or a Special Action that targets this player directly (with the exception of a Block Action caused by the Ball & Chain Special Action), this player may use this Trait. Before determining how many dice are rolled, this player may be removed from the pitch and placed in any other unoccupied square adjacent to the player performing the Action. The Action then takes place as normal. If the player using this Trait is holding the ball and places themselves in the opposition End Zone, the Action will still be fully resolved before any touchdown is resolved. If this player uses this Trait to be placed on the ball, they may attempt to pick it up before any dice are rolled.
Unchannelled Fury*
Traits
Whenever this player is activated, after declaring their Action, they must roll a D6. They may apply a +2 modifier to the roll if they have declared a Block Action or a Blitz Action. On a 4+, the player may perform the declared Action as normal. On a 1-3, this player rages incoherently but nothing really happens. Their activation immediately ends.
Unsteady*
Traits
This player may not declare Secure the Ball Actions.
Hatred (X)*
Traits
Whenever this player performs a Block Action against a player with the same keyword as that shown in brackets, this player may re-roll a single Player Down result.
Insignificant*
Traits
When creating a Team Draft List, you may not include more players with this Trait than players without this Trait.