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.