Skills & Traits

Category: All

Catch
Agility
This player may re-roll any failed Agility Test when attempting to Catch the ball.
Diving Catch
Agility
This player may attempt to Catch the ball if it lands in a square in their Tackle Zone as a result of a Pass, Throw-in or Kick-off. They may not use this Skill to attempt to Catch the ball if it lands in a square in their Tackle Zone as a result of a Bounce. Additionally, this player may apply a +1 modifier to their Agility Test when attempting to Catch the ball as part of a Pass Action if they are in the target square.
Diving Tackle
Agility
When an opposition player attempts to leave this player's Tackle Zone as a result of a Dodge, Leap or Jump, after the Agility Test has been rolled and any modifiers and re-rolls have been applied, this player may use this Skill. Immediately apply a -2 modifier to the opposition player's Agility Test and place this player Prone in the square the opposition player vacated. If a player tries to leave the Tackle Zone of multiple players with this Skill at the same time, only one of those players may use this Skill.
Dodge
Agility
Once per Turn, this player may re-roll a single Agility Test when attempting to Dodge. Additionally, this Skill will impact the Stumble result when an opposition player performs a Block Action against this player, as described on page 62.
Defensive
Agility
During your opponent's Turns, opposition players Marked by this player cannot use the Guard or Put the Boot In Skills.
Hit And Run
Agility
When a player with this Skill performs a Block Action or a Stab Special Action, after fully resolving the Action, they may immediately move one free square ignoring Tackle Zones, so long as they are still Standing. The player must ensure that after this free move they are not Marked by or Marking any opposition players. A player with this Skill cannot also have the Frenzy Skill.
Jump Up
Agility
This Skill can be used whilst a player is Prone. A Prone player with this Skill can stand up for free without having to spend 3 squares of movement to do so. Additionally, a Prone player with this Skill can declare a Block Action whilst Prone. If they do, they must make an Agility Test, applying a +1 modifier to the result. If the Agility Test is passed, they may immediately stand up and perform the Block Action. If the Agility Test is failed, then the player remains Prone and their activation immediately ends.
Leap
Agility
During their Move Action, a player with this Skill can attempt to Leap over a single adjacent square regardless of what is in the square. Leaping works the same way as Jumping, as described on page 56, with the exception that the Leaping player may reduce the negative modifiers they would receive by Leaping by 1, to a minimum of -1. A player with this Skill cannot also have the Pogo Trait.
Safe Pair Of Hands
Agility
If this player would be Knocked Down, Fall Over or be Placed Prone whilst in possession of the ball then, before they become Prone, they may place the ball in any adjacent unoccupied square to the square they will become Prone in instead of Bouncing the ball as normal.
Sidestep
Agility
Whenever this player is Pushed Back for any reason, then instead of the opposing Coach choosing where this player is Pushed Back to, this player's Coach may choose any adjacent unoccupied square for this player to be Pushed Back into instead. If there are no adjacent unoccupied squares, then this Skill cannot be used.
Sprint
Agility
When this player performs a Move Action they may attempt to Rush one additional time than they would normally be allowed to.
Sure Feet
Agility
Once per Turn, this player may re-roll a single D6 when attempting to Rush.
Dirty Player
Devious
When this player performs a Foul Action, they may apply a +1 modifier to either the Armour Roll or Injury Roll. This modifier may be applied after the roll has been made.
Eye Gouge
Devious
When an opposition player is Pushed Back by this player, the opposition player cannot provide Offensive or Defensive Assists until after they are next activated.
Fumblerooski
Devious
When this player performs a Move Action whilst they are in possession of the ball, they may choose to place the ball on the ground in any square they move out of during their Move Action. This will not cause a Turnover.
Lethal Flight
Devious
When this player is thrown as part of a Throw Team-mate Action, if they land in a square that contains an opposition player, including if they Bounce into a square containing an opposition player, and the opposition player is Knocked Down, then they may apply a +1 modifier to either the Armour Roll or Injury Roll. This modifier may be applied after the roll has been made. If an opposition player suffers a Casualty as a result of being Knocked Down by the thrown player with this Skill, then this player will count as having caused that Casualty and will receive Star Player Points as appropriate. A player without the Right Stuff Trait cannot have this Skill.
Lone Fouler
Devious
When this player performs a Foul Action, if there are no players providing an Offensive or Defensive Assist, then this player may re-roll a failed Armour Roll.
Pile Driver
Devious
When an opposition player is Knocked Down by this player during a Block Action, this player may perform a free Foul Action against the opposition player so long as they are still Standing and are still Marking the opposition player. This player is then Placed Prone and their activation immediately ends.
Put The Boot In
Devious
This player can provide Offensive Assists when a team-mate performs a Foul Action regardless of how many opposition players are Marking this player.
Quick Foul
Devious
This player's activation does not end after performing a Foul Action, and they may continue with their Move Action with any movement they have remaining.
Saboteur
Devious
When this player is Knocked Down as a result of an opposition player's Block Action, before the Armour Roll is made, they may roll a D6. On a 1-3, nothing happens and the Armour Roll is made as normal. On a 4+, this player's sabotaged weapon goes off and the opposition player is also Knocked Down, though this will not cause a Turnover unless the opposition player was holding the ball. If this player's sabotaged weapon goes off, then they are automatically Knocked Out and the Armour Roll is not made for them. A player without the Secret Weapon Trait cannot have this Skill.
Shadowing
Devious
Each time an opposing player attempts to Dodge out of a square within this player's Tackle Zone, this player may use this Skill. When this player uses this Skill, roll a D6. On a 1-3, nothing happens. On a 4+, this player is immediately placed into the square that the opposition player vacated. This player may only use this Skill a number of times per Turn equal to their MA. If a player tries to leave the Tackle Zone of multiple players with this Skill at the same time, only one of those players may use this Skill.
Sneaky Git
Devious
This player is not Sent-off when performing a Foul Action if a natural double is rolled for the Armour Roll, so long as the target player's Armour is not broken. If the target player's Armour is broken, this player will still be sent off as normal.
Violent Innovator
Devious
If an opposition player suffers a Casualty as a result of a Special Action this player performed, this player will earn Star Player Points for causing a Casualty as appropriate. A player can only have this Skill if they have a Trait that allows them to perform a Special Action.
Block
General
A player with this Skill may choose not to be Knocked Down when a Both Down result is applied during a Block Action that they are part of.
Dauntless
General
When a player with this Skill performs a Block Action against an opposition player with a higher Strength Characteristic (before any modifiers are applied to either player), this player may roll a D6 and add their own Strength Characteristic. If the result is higher than the opposition player's unmodified Strength Characteristic, then this player increases their unmodified Strength Characteristic to match that of the opposition player for the duration of the Block Action. Modifiers are then applied as normal. If this player also has a Skill that allows them to perform multiple Block Actions, such as the Frenzy Skill, then they must make a separate roll for each Block Action.
Fend
General
When a player with this Skill is Pushed Back as a result of a Block Action performed against them, then the opposition player may not Follow-up. This Skill cannot be used against a player with the Ball & Chain Trait or against a player with the Juggernaut Skill that is performing a Blitz Action.
Frenzy*
General
Every time this player performs a Block Action, if the target is Pushed Back, then this player must Follow-up if able. Additionally, if after the target is Pushed Back they are still Standing, then this player must perform a second Block Action targeting the same opposition player and must again Follow-up if the target is Pushed Back. If this player is performing a Blitz Action, performing a second Block Action will also cost the player a square of movement. If this player has no movement left, then they must Rush. If this player cannot Rush then they cannot perform the second Block Action. A player with this Skill cannot have the Grab, Hit & Run or Multiple Block Skills.
Kick
General
If this player is nominated as the kicking player, then when kick Deviates this player's Coach may choose for it to only Deviate D3 squares rather than the usual D6.
Pro
General
During this player's activation, they may attempt to re-roll a single dice. This can be a dice rolled on its own, as part of a multiple dice roll or as a dice pool. To use this Skill, the player must roll a D6: on a 3+ the dice may be re-rolled, on a 1-2 the dice may not be re-rolled. The Skill cannot be used to re-roll a dice made as part of an Armour Roll, Injury Roll, Casualty Roll, a roll made outside of the player's activation, or any dice roll not made on the player's behalf (such as Argue the Call or if the Crowd Takes Action). Once a player has attempted to use this Skill, they cannot use a re-roll from any other source to re-roll the dice.
Steady Footing
General
Whenever this player would be Knocked Down or Fall Over, roll a D6. On a 6, this player does not get Knocked Down or Fall Over. If this happens during their activation, they may continue their activation as normal and no Turnover will be caused.
Strip Ball
General
When this player performs a Block Action against an opposition player holding the ball, if the opposition player is Pushed Back then they will drop the ball in the square they are Pushed Back into, at which point it will Bounce from that square. This Bounce will happen before the opposition player becomes Prone (if applicable) but after this player chooses to Follow-up.
Sure Hands
General
This player may re-roll the D6 when attempting to pick up the ball, though not when making a Secure the Ball Action. Additionally, the Strip Ball Skill cannot be used against this player.
Tackle
General
When an opposition player attempts to Dodge away from a square in this player's Tackle Zone, they cannot use the Dodge Skill. Additionally, when this player performs a Block Action against an opposition player, the opposition player does not count as having the Dodge Skill if a Stumble result is selected.
Taunt
General
When a player with this Skill is Pushed Back as a result of a Block Action performed against them, this player's Coach may choose to make the opposition player Follow-up. This Skill cannot be used against an opposition player with the Take Root Trait that has become Rooted.
Wrestle
General
When this player performs a Block Action, or is the target of a Block Action, if the Both Down result is selected then this player can choose to use this Skill. If they do, both players in the Block Action are Placed Prone, regardless of any other Skills they may possess.
Big Hand
Mutation
This player ignores all negative modifiers when attempting to pick up the ball.
Claws
Mutation
Whenever an Armour Roll is made for an opposition player that has been Knocked Down by this player during a Block Action, even if this player is also Knocked Down, then any roll of a natural 8+ on the Armour Roll will break the opposition player's armour regardless of their actual Armour Value.
Disturbing Presence*
Mutation
Any opposition player that performs a Pass Action, Throw Team-mate Action or a Throw Bomb Special Action, or attempts to Intercept or Catch the ball, applies a -1 modifier to the Passing Ability Test or Agility Test for each player on your team with this Skill within 3 squares of them.
Extra Arms
Mutation
This player applies a +1 modifier to the Agility Test whenever they attempt to Catch, Pick Up or Intercept the ball.
Foul Appearance*
Mutation
Whenever an opposition player attempts to perform a Block Action against this player, or a Special Action that targets this player directly, they must roll a D6 before any other dice are rolled. On a 2+, the Block Action continues as normal. On a 1, the Block Action is immediately cancelled and the opposition player's activation immediately ends.
Horns
Mutation
Whenever this player declares a Blitz Action, then they apply a +1 modifier to their Strength Characteristic for any Block Actions performed during that Blitz Action.
Iron Hard Skin
Mutation
Opposition players cannot apply any modifiers when making an Armour Roll against this player. Additionally, the Claws Skill cannot be used against this player.
Monstrous Mouth
Mutation
When this player is activated, they can declare a Chomp Special Action. There's no limit to how many players can declare this per turn. When declaring a Chomp Special Action, the player selects one Standing opposition player they are Marking and rolls a D6. On a 1-2, nothing happens. On a 3+, the opposition player is Chomped. While Chomped, the opposition player cannot leave their square as long as this player remains Marking them. This condition ends if the player stops Marking the opposition player. This player can use the Chomp Special Action to replace a Block Action during a Blitz Action. The Strip Ball Skill cannot be used against this player.
Prehensile Tail
Mutation
When an opposition player attempts to Dodge, Jump or Leap away from a square in this player's Tackle Zone, they apply an additional -1 modifier to the Agility Test. If a player tries to leave the Tackle Zone of multiple players with this Skill at the same time, only one of those players may use this Skill.
Tentacles
Mutation
When an opposition player attempts to Dodge, Jump or Leap away from a square in this player's Tackle Zone, this player may use this Skill. When a player uses this Skill they roll a D6 and add their Strength Characteristic to the roll; they then subtract the Strength Characteristic of the opposition player from the result. If the result is 6 or higher, or the roll is a natural 6, then the opposition player does not leave the square they attempted to leave and their activation comes to an end. If the result is 5 or lower, or the roll is a natural 1, this Skill has no effect. If a player tries to leave the Tackle Zone of multiple players with this Skill at the same time, only one of those players may use this Skill.
Two Heads
Mutation
This player may apply a +1 modifier to the Agility Test whenever they attempt to Dodge.
Very Long Legs
Mutation
This player may apply a +1 modifier to the Agility Test whenever they attempt to Leap or Jump, and may apply a +2 modifier to the Agility Test whenever they attempt to Intercept the ball. Additionally, this player ignores the Cloud Burster Skill.
Accurate
Passing
When this player performs a Pass Action which is a Quick Pass or a Short Pass, this player may apply a +1 modifier to the Passing Ability Test.
Cannoneer
Passing
When this player performs a Pass Action which is a Long Pass or a Long Bomb, this player may apply a +1 modifier to the Passing Ability Test.
Cloud Burster
Passing
When this player performs a Pass Action, opposition players may not attempt to Intercept the ball.
Dump-Off
Passing
Whenever an opposition player attempts to perform a Block Action against this player, or a Special Action that targets this player directly, this player may use this Skill. When they do, this player may immediately perform a Quick Pass before the Action targeting them is resolved. This Quick Pass cannot cause a Turnover, but otherwise follows all the normal rules for making a Quick Pass. Once the Quick Pass has been resolved, the Action targeting this player continues.
Give And Go
Passing
If this player performs a Pass Action that is a Quick Pass, or performs a Hand-off Action, then, so long as a Turnover isn't caused, their activation does not end once the Pass or Hand-off is resolved. Instead, they may continue with their Move Action using any movement they have remaining.
Hail Mary Pass
Passing
When this player performs a Pass Action or a Throw Bomb Special Action, they may declare any square on the pitch as the target square rather than using the Range Ruler. Make a Passing Ability Test as normal treating the throw as a Long Bomb, and treating any result of an Accurate Pass as an Inaccurate Pass. A Hail Mary Pass cannot be Intercepted.
Leader
Passing
A team that has one or more players with this Skill on the pitch at the start of a half may gain a single extra Team Re-roll – this is called a Leader Re-roll. A team can only use a Leader Re-roll if they have a player with the Leader Skill on the pitch, and if all players with this Skill are removed from play, either as a Casualty or by being Sent-off, before the Leader Re-roll is used then it is lost. A Leader Re-roll follows all of the usual rules for standard Team Re-rolls, with the exception that it cannot be lost as a result of a Halfling Master Chef.
Nerves Of Steel
Passing
Allows a player to ignore modifiers for being Marked when making an Agility Test to Catch the ball, or when making a Passing Ability Test to Pass the ball.
On The Ball
Passing
When an opposition player performs a Pass Action (after target square declared but before Passing Ability Test), this player may move up to 3 squares (following Move Action rules, but cannot Rush). If they Fall Over, the move ends. Multiple players with this Skill can use it, but one at a time; if one Falls Over, others cannot move. During the Start of Drive Sequence (after Kick Deviates but before Kick-off Event), a single Open player on the receiving team with this Skill may move up to 3 squares (following Move Action rules, but cannot Rush). Cannot be used if a Touchback is caused or to move into the opposition half. If they Fall Over, the move ends.
Pass
Passing
Allows a player to re-roll any failed Passing Ability Test when performing a Pass Action.
Punt
Passing
This player may declare a Punt Special Action; only a single player may declare a Punt Special Action each Turn. When a player declares a Punt Special Action they are first allowed to make a Move Action, though they cannot continue to move after the Punt Special Action has been resolved. If after their Move Action this player is in possession of the ball, they can Punt it downfield. 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 the ball is kicked, and then a second D6 to determine how many squares in that direction the ball will travel. If this player has the Kick Skill, they may re-roll either one or both of these dice - though they must decide whether to re-roll the direction or not before rolling for the distance. If the ball lands in a square containing a player, then they must attempt to Catch the ball, otherwise it will Bounce. When performing a Punt Special Action, no Turnover is caused if the ball comes to rest on the ground; however, if after the Punt Special Action is resolved the ball is in possession of an opposition player, or in the crowd, a Turnover is caused.
Safe Pass
Passing
If this player rolls a natural 1 when making a Passing Ability Test, then it will not result in a Fumbled Pass. Instead, the player retains possession of the ball and their activation immediately ends. No Turnover is caused.
Arm Bar
Strength
When an opposing player Falls Over while attempting to Dodge, Leap, or Jump from this player's Tackle Zone, this player may apply a +1 modifier to Armour or Injury Rolls. This modifier may be applied after the roll has been made. If an opposition player suffers a Casualty as a result, this player will count as having caused that Casualty and will receive Star Player Points as appropriate. If multiple players with this Skill are involved, only one player with this Skill can use it.
Brawler
Strength
When this player declares a Block Action, they may re-roll a single Both Down result.
Break Tackle
Strength
Once per Turn, when this player attempts to Dodge, they may apply a +1 modifier to the Agility Test if they have a Strength Characteristic of 3 or lower, a +2 modifier to the Agility Test if they have a Strength Characteristic of 4, or a +3 modifier to the Agility Test if they have a Strength Characteristic of 5 or higher.
Bullseye
Strength
When this player performs a Throw Team-mate Action, if the result of the throw is a Superb Throw then the thrown player will not Scatter before landing and will instead land in the target square. A player without the Throw Team-mate Trait cannot have this Skill.
Grab
Strength
When this player declares a Block Action, if the opposition player is Pushed Back, then this player's Coach may choose any unoccupied square adjacent to the target for them to be Pushed Back into. If there are no adjacent unoccupied squares, then this Skill cannot be used. Additionally, when this player performs a Block Action, opposition players cannot use the Sidestep Skill. A player with this Skill cannot have the Frenzy Skill.
Guard
Strength
This player can provide Offensive and Defensive Assists when a player performs a Block Action regardless of how many opposition players are Marking this player.
Juggernaut
Strength
When this player declares a Blitz Action, they may treat any result of Both Down as Pushed Back during any Block Actions they perform during that Blitz Action. Additionally, when this player performs a Block Action as part of a Blitz Action, opposition players cannot use the Fend, Stand Firm or Wrestle Skills.
Mighty Blow
Strength
When this player Knocks Down an opposition player during a Block Action, even if this player is also Knocked Down, they can apply a +1 modifier to either the Armour Roll or Injury Roll, after the roll has been made.
Multiple Block
Strength
Allows a player to perform two Block Actions targeting different opposition players they are Marking. This reduces their Strength Characteristic by 2 for the duration of the Block Actions. These actions resolve simultaneously, even if one results in a Turnover. The player cannot Follow-up. This skill cannot be combined with the Frenzy Skill.
Stand Firm
Strength
When this player would be Pushed Back during a Block Action, including during a Chain Push, they can choose to not be Pushed Back and instead remain in their current square. Using this Skill will not prevent a player with the Frenzy Skill from performing a second Block Action, so long as this player is still Standing.
Strong Arm
Strength
When this player performs a Throw Team-mate Action, this player may apply a +1 modifier to the Passing Ability Test. A player without the Throw Team-mate Trait cannot have this Skill.
Thick Skull
Strength
When an Injury Roll is made for this player, they will only be Knocked-out on the roll of a 9; a roll of an 8 will be treated as a Stunned result. If this player also has the Stunty Trait, then they will only be Knocked-out on the roll of an 8; a roll of a 7 will be treated as a Stunned result.
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.