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General |
Block |
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Survive both downs |
Dauntless |
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Roll D6 + ST > oppST to block with equal strength |
Dirty Player |
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+1 to fouls (armour or injury) |
Fend |
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Prevent follow up |
Frenzy |
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Mandatory 2nd block on push, follow up mandatory |
Kick |
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Can halve kick scatter |
Kick-Off Return |
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Move 3 squares at kick off |
Pass Block |
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Move 3 squares when oppponent passes |
Pro |
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Re-roll any roll on 4+ |
Shadowing |
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2D – MA + oppMA <=7 to follow |
Strip Ball |
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Pushes dislodge ball |
Sure Hands |
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Re-roll pick ups; negates strip ball |
Tackle |
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Negates dodge skill |
Wrestle |
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On both down, place both players prone, ignore block |
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Agility |
Catch |
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Re-roll catches |
Diving Catch |
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+1 to catch accurate passes; may catch a ball if landing in an adjacent square (excludes bounces) |
Diving Tackle |
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-2 to dodge rolls; tackler placed prone in vacated square |
Dodge |
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Re-roll dodge rolls; survive push-pow |
Jump Up |
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No stand up penalty; may block from prone on agility roll + 2 |
Leap |
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Jump 2 squares after making an agility roll |
Side Step |
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Choose any available square when pushed or knocked over |
Sneaky Git |
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Ignore doubles on unsuccessful foul armour rolls |
Sprint |
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Go for it an extra square |
Sure Feet |
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Re-roll go for its |
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Passing |
Accurate |
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+1 to passes |
Dump-Off |
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Can quick pass when blocked |
Hail Mary Pass |
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Pass anywhere on 2+; can’t be intercepted; never accurate |
Leader |
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Extra re-roll per half |
Nerves of Steel |
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Ignore tackle zones for pass/catch rolls |
Pass |
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Re-roll failed passes |
Safe Throw |
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Make agility roll to ignore interception; keep hold of ball for non-1 fumbles |
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Strength |
Break Tackle |
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Dodge with ST instead of AG; once per turn only |
Grab |
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Place opponent anywhere; negates side step |
Guard |
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Always count as assisting |
Juggernaut |
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On blitz only; both down as push; negates stand firm, fend and wrestle |
Mighty Blow |
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+1 to armour or injury roll |
Multiple Block |
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Block 2 guys, treat them as +2 ST each |
Piling On |
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Re-roll armour/injury rolls; player placed prone |
Stand Firm |
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Resist pushes, even when knocked over |
Strong Arm |
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+1 to pass rolls, except quick pass |
Thick Skull |
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KO only on a 9 |
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Mutations |
Big Hand |
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Ignore tackle zones and rain for pick up rolls |
Claws |
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Treat opponents as AV7 when blocking |
Disturbing Presence |
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-1 to pass/catch rolls within 3 squares |
Extra Arms |
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+1 to pick up, catch, and intercept rolls |
Foul Appearance |
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2+ roll required by attackers on blocks |
Horns |
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+1 to strength on blitzes |
Prehensile Tail |
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-1 to players dodging out |
Tentacles |
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2D – ST + oppST <= 5 to hold opponent |
Two Heads |
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+1 to dodge rolls |
Very Long Legs |
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+1 to intercept and leap rolls; cancels safe throw |
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Extraordinary |
Always Hungry |
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2+ to attempt TTM; on 1, 2+ to avoid being eaten |
Animosity |
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2+ to pass/hand ball |
Ball & Chain |
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Mayhem! Scatter to move; auto block |
Blood Lust |
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2+ to avoid bloodlust; on bloodlust, either bite team mate (injury roll, badly hurt only) or fly away |
Bombardier |
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Bombs away! Doesn’t count as a pass |
Bone-Head |
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2+ to act; if failed, tackle zone lost |
Chainsaw |
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2+ to use chainsaw; armour roll + 3 instead of block dice; if failed, chainsaw hits self |
Decay |
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Roll twice on the injury table |
Fan Favourite |
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+1 FAME |
Hypnotic Gaze |
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Agility roll to hypnotize, -1 modifier per tackle zone |
Loner |
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4+ to use rerolls |
No Hands |
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No ball allowed |
Nurgle’s Rot |
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Raise killed opponent as a rotter |
Really Stupid |
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2+ to act; 4+ if no team mate to help; if failed, tackle zone lost |
Regeneration |
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Heal on 4+ |
Right Stuff |
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Can be thrown |
Secret Weapon |
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Banned after play |
Stab |
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Armour roll instead of block dice; injury roll ignores niggles |
Stakes |
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+1 to armour roll when stabbing undead |
Stunty |
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No tackle zone modifiers when dodging; -1 to passing rolls; on injury, 7 is KO, 9 badly hurt |
Take Root |
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2+ to avoid take root; on 1, stuck until knocked over |
Throw Team-Mate |
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Only quick or short pass; -1 modifier; no turnover on fumble |
Titchy |
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+1 to dodges; no -1 modifier to opposing dodges |
Wild Animal |
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2+ to act on block/blitz, 4+ otherwise; always has tackle zone |