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The following pages feature the complete list of Skills and Traits available to players. Be they Skills a player starts with, or Skills gained during the course of a league, all players will have a degree of access to General, Agility, Strength and Passing skills, and many will have access to Mutations. Traits are more unique, the result of a player's nature rather than something they can learn.

SKILL USE

Players that are Standing and have not lost their Tackle Zone can use their Skills or Traits at any time, not just during their own activation. Players that are Prone or Stunned, or that have lost their Tackle Zone for any reason, cannot use any Skills or Traits unless otherwise stated in the Skill or Trait description:

  • You can choose to use a Skill or Trait that modifies a dice roll after the dice roll has been made.
  • All bonuses and/or modifiers from Skills or Traits can be combined.
  • Unless the description states otherwise, a Skill or Trait can be used by more than one player per team turn.
  • Unless the description states otherwise, a Skill or Trait can be used multiple times during each team turn.
  • Unless a Skill or Trait is marked with an asterisk (*), its use is not compulsory (i.e., you do not have to use that Skill or Trait if you do not wish to). However, the use of a Skill or Trait marked with an asterisk (*) is compulsory.

SKILL CATEGORIES

Random Selection

1st D6 2nd D6 Agility General Mutations Passing Strength
1-3 1 Catch Block Big Hand Accurate Arm Bar
1-3 2 Diving Catch Dauntless Claws Dump-off Brawler
1-3 3 Diving Tackle Dirty Player (+1) Disturbing Presence* Fumblerooskie Break Tackle
1-3 4 Dodge Fend Extra Arms [Give and Go] Grab
1-3 5 Defensive Frenzy* Foul Appearance* Leader Guard
1-3 6 Jump Up [Portal Navigator] Horns Nerves of Steel Juggernaut
4-6 1 Leap Pro Iron Hard Skin On the Ball Mighty Blow (+1)
4-6 2 Safe Pair of Hands Shadowing Monstrous Mouth Pass Multiple Block
4-6 3 Sidestep Strip Ball Prehensile Tail [Portal Passer] Pile Driver
4-6 4 Sneaky Git Sure Hands Tentacles Running Pass Stand Firm
4-6 5 Sprint Tackle Two Heads Safe Pass Strong Arm
4-6 6 Sure Feet Wrestle Very Long Legs [Wall Thrower] Thick Skull
TRAITS
Animal Savagery* Hypnotic Gaze Projectile Vomit Take Root*
Animosity* Kick Team-mate Really Stupid* Throw Team-mate
Always Hungry* Loner (X+)* Regeneration Timmm-ber!
Bombardier No Hands* Right Stuff* Titchy*
Bone Head* Plague Ridden Stab Unchannelled Fury*
Decay* Pogo Stick Stunty*

afilLITY SKILLS carcH.-- This player may re-roll a failed Vilify test when attempting to catch the ball.

*njyiNG CATCH *

This player may attempt to catch the ball if a pass or bounce off the wall causes it to land in a square within their Tackle Zone after scattering or deviating. This Skill does not allow this player to attempt to catch the ball if it bounces into a square within

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**DEFENSIVE **

During your opponent's team turn (but not during your own team turn), any opposition players being Marked by this player cannot use the Guard skill.

JUMP UP

If this player is Prone they may stand up for free (i.e., standing up does not cost this player three (3) squares of their Movement Allowance, as it normally would).

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SAFE PAIR OF HANDS

If this player is Knocked Down or Placed Prone (but not if they Fall Over) whilst in possession of the ball, the ball does not bounce. Instead, you may place the ball in an unoccupied square adjacent to the one this player occupies when they become Prone.

SIDESTEP

If this player is pushed back for any reason, they are not moved into a

square chosen by the opposition

Additionally, this player may apply a +1 modifier to any attempt to catch an accurate pass if they occupy the target square.

DIVING TACKLE

Should an active opposition player that is attempting to Dodge, Jump or Leap in order to vacate a square in which they are being Marked by this player pass their Agility test, you may declare that this player will use this Skill. Your opponent must immediately subtract 2 from the result of the Agility test. This player is then Placed Prone in the square vacated by the opposition player.

If the opposition player was being Marked by more than one player with fbs Skill, only one player may use it.

QQDGE

nce per team turn, during their Ration, this player may re-roll a 3iled Agility test when attempting to bodge.

Additionally, this player may to use this Skill when they the target of a Block action and tumble result is applied against as described on page 49.

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Additionally, if this player is Prone when activated, they may attempt to Jump Up and perform a Block action. This player makes an Agility test, applying a +1 modifier. If this test is passed, they stand up and may perform a Block action. If the test is failed, they remain Prone and their activation ends.

LEAP

During their movement, instead of jumping over a single square that is occupied by a Prone or Stunned player, as described on page 37, a player with this Skill may choose to Leap over any single adjacent square, including unoccupied squares and squares occupied by Standing players.

Additionally, this player may reduce any negative modifier applied to the Agility test when they attempt to Jump over a Prone or Stunned player, or to Leap over an empty square or a square occupied by a Standing player by 1, to a minimum of-1.

this Skill cannot

A player with jt

also have the Pogo

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coach. Instead you may choose any unoccupied square adjacent to this player. This player is pushed back into that square instead. If there are no unoccupied squares adjacent to this player, this Skill cannot be used.

SNEAKY G/T

When this player performs a Foul action, they are not Sent-off for committing a Foul should they roll a natural double on the Armour roll - they will, however, still be Sent-off if they roll a natural double on the subsequent Injury roll.

Additionally, the activation of this player does not have to end once the Foul has been committed. If you wish and if this player has not used their full Movement Allowance, they may continue to move after committing the Foul.

GENERALi'ZZZI BLOCK---- Afpplied during a Block W5su ignore it and not be

Knocked Down, as desc

zz:--

than the target's Strength characteristic, this player increases their Strength characteristic to be equal to that ot the target of the Block action, before counting offensive or defensive assists, for the duration of this Block action.

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**niRTYPLAYER (+1) ZLLL ** when this player commits a Foul action, either the Armour roll or Injury roll made against the victim may be modified by the amount shown in brackets. This modifier may be applied after the roll has been made.

If this player has another Skill that allows them to perform more than one Block action, such as Frenzy, they must make a Dauntless roll before each separate Block action is performed.

m r bac still scor Bloc

A also ।

FEN 0 --

result of any block dice result being applied against them, they may choose to prevent the player that pushed them back from following up. However, the player that pushed them back may continue to move as part of a Blitz action if they have Movement Allowance remaining or by Rushing. r

\Skill cannot be used when Mayer is chain-pushed, or against a player with the hlo

that performedI th B as Part of a Blitz. Block action

FRENZY*'

a Blitz action th'pS0Wn ras Wo1 the target is h m toHow-up if are able. if thPe taXtbaCk and 'f they * being pushed h ?"" Stan*8 Player was ah, ack' and 'f this

WionagaSr"13 TtollowJ ' * Sametarget, pushed back 8 P * \e target is

Of their Movem ne square Player has no m A"Wance' 'f this left to perf Movement Allowance toy must p a second Block action Cannot Rush t0 d0 50 lfthey

Secnd Biocl 6y cannt perform a action.

in Nte that if

PossessiOn nf MPPOSitlon p'ayer tyou Pushed "S\< andis lnthV?UChdown wi" be Ck action aSe' the second " ls not performed.

al

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PRO --

Me may have been rolled Th'S 5inSte dice roll, as part p, "" as a dice roll or as n t * a mult,P*

Part of an Arm * 3S ro as roll. Roll a D6:Ur' n\Ury r Casualty

MUTATIONS

big hand

This player may ignore any modifiertslfor being Marked when they attempt to pick up the ba .

CLAWS

When you make an Armour roll against an opposition player that was Knocked Down as the result of a Block action performed by this player, a roll of 8+ before applying any modifiers will break their armour, regardless of their actual Armour Value.

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FOUL APPEARANCE*

When an opposition player declares a Block action targeting this player (on its own or as part of a Blitz action), or any Special action that targets this player, their coach must first roll a D6, even if this player has lost their Tackle Zone. On a roll of 1, the player cannot perform the declared action and the action is wasted.

HORNS

When this player performs a Block action as part of a Blitz action (but not on its own), you may apply a

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This player

an opposition player they are Marking voluntarily moves out of square within this player's Tackle" Zone. Roll a D6, adding the ST of this player to the roll and then subtracting the ST of the opposite player. If the result is 6 or higher, or if the roll is a natural 6, the opposition player is held firmly in place and their movement comes to an end. If, however, the result is 5 or lower, or if the roll is a natural 1, this Skill has no further effect.

DISTURBING PRESENCE*

When an opposition player performs either a Pass action, a Throw Team-mate action or a Throw Bomb Special action, or attempts to either interfere with a pass or to catch the

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+1 modifier to this player's Strength characteristic. This modifier is applied before counting assists, before applying any other Strength modifiers and before using any other Skills or Traits.

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A player may use this Skill any number of times per turn, during either team's turn. If an opposition player is being Marked by more than one player with this Skill, only one

The Claws skill cannot be used when making an Armour roll against this player.

This player may re-roll any failed attempt to catch the ball. In addition, the Strip Ball skill cannot be used against this player.

PREHENSILETAIL

When an active opposition player attempts to Dodge, Jump or Leap m order to vacate a square in which they are being Marked by this player, ere is an additional -1 modifier applied to the active player's Agility test.

Ma TPPSitl0" player is being this Mutar mre *han n\<! P'ayer Wi,h '.tn. only one player may

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player may use it.

TWO HEADS

This player may apply a +1 modifier to the Agility test when they attempt to Dodge.

VERYLONGLEGS

This player may reduce any negative modifier applied to the Agility test when they attempt to Jump over a Prone or Stunned player (or to Lea over an empty square or a squar occupied by a Standing pl3 if this player has the Leap ski by 1, to a minimum of -1-

Additionally, this player may apply a +2 attempts to interfere wi they make.

player performs a Pass action, you may apply an additional + 1

modifier to the Passing Ability test.

DUMP-OFF

If this player is nominated as the target of a Block action (or a Special action granted by a Skill or Trait that can be performed instead of a Block action) and if they are in possession of the ball, they may immediately perform a Quick Pass action, interrupting the activation of the opposition player performing the Block action (or Special action) to do so. This Quick Pass action cannot cause a Turnover, but otherwise all of the normal rules for passing the ball apply. Once the Quick Pass action is resolved, the active player performs the Block action and their team turn continues.

FUMBLEROOSKIE

When this player performs a Move or Blitz action whilst in possession of the ball, they may choose to 'drop' the ball. The ball may be placed ln any square the player vacates during their movement and does nt bounce. No Turnover is caused.

jjVEANP GO

'this player performs a Hand-off action, their activation does not have to end once the Hand-off is resolved, t you wish and if this player has not eiru" Movement Allowance, -y may continue to move after ing the Hand-off.

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NERVES OF STEEL

This player may ignore any modifier(s) for being Marked when they attempt to perform a Pass action, attempt to catch the ball or attempt to interfere with a pass.

ON THE BALL

This player may move up to three squares (regardless of their MA), following all of the normal movement rules, when the opposition coach declares that one of their players is going to perform a Pass action. This move is made after the range has been measured and the target square declared, but before the active player makes a Passing Ability test Making this move interrupts the activation the opposition Player perform, ?

the Pass action. A player may se this Skill when an OPPOS

a Turnover is caused.

This player may re-roll a ming a Kilifv tPSL vvlici । r Passing Ability a Pass action.

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po RTALPASSER

During its activation, when this Player teleports using a Portal, it may declare a Pass action after determining which Portal it is teleporting to. This Skill may be used even if the player did not declare a Pass action at the beginning of their activation.

RUNNING PASS

If this player performs a Pass action, their activation does not have to end once the pass is resolved. If you

wish and if this player has not used

their full Movement Allowance, they

may continue to move after resolving

Should this player fumble a Pass

action, the ball is not dropped, does

not bounce from the square this

player occupies, and no Turnover is caused. Instead, this player retains

possession of the ball and their

WALL THROWER

when this player throws the ball

at the wall, they may apply an additional +1 modifier when testing

for the accuracy of the pass.

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STRENGTHSKILL5

4!-Lr5ieriisO*'*

when attempting to Dodge, ump Leap out of a square in which they were being Marked by this player, either the Armour roll or Injury ml - This modifier may be applied after the roll has been made and may be applied even if this player is now Prone.

If the opposition player was being Marked by more than one player with this Skill, only one player may use it.

BRAWLER

When this player performs a Block action on its own (but not as part of a Blitz action), this player may re-roll a single Both Down result.

BREAK TACKLE

Once during their activation, after making an Agility test in order to Dodge, this player may modify the dice roll by +1 if their Strength characteristic is 4 or less, or by +2 if their Strength characteristic is 5 or more.

so have the Frenzy skill.

fcofc'

and defensive assists regardless of how many opposition players are Marking them.

JUGGERNAUT. --

When this player performs a Block action as part of a Blitz action (but not on its own), they may choose to treat a Both Down result as a Push Back result. In addition, when this player performs a Block action as part of a Blitz action, the target of the Block action may not use the Fend, Stand Firm or Wrestle skills.

MIGHTY BLOW (+1) Z

When an opposition player is Knocked Down as the result of a Block action performed by this player (on its own or as part of a Blitz action), you may modify either the Armour roll or Injury roll by the amount shown in brackets. This modifier may be applied after the roll has been made.

This Skill cannot be used with the Stab trait.

STAND FIRM this player may choose not to be pushed back, either as the result of a Block action made against them or by a chain-push. Using this Skill does not prevent an opposition piayer with the Frenzy skill from performing a second Block action if this player is still Standing after the first.

STRONG ARM

This player may apply a +1 modifier to any Passing Ability test rolls they make when performing a Throw Team-mate action.

A player that does not have the Throw Team-mate trait cannot have this Skill.

THICK SKULL

When an Injury roll is made against this player (even if this player is Prone, Stunned or has lost their Tackle Zone), they can only be KO'd on a roll of 9, and will treat a roll of 8 as a Stunned result. If this player also has the Stunty trait, they can only be KO'd on a roll of 8, and will treat a roll of 7 as a Stunned result. All other results are unaffected.

" this player is activated, even if they are Prone or ht'lost their Tackle Zone, immediately after declaring faction they will perform but before performing the action, roll a D6, applying a +2 modifier to the dice roll J you declared the player would perform a Block or Blitz action (or a Special action granted by a Skill or Trait that can be performed instead of a Block action):

, 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 opposition 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.

If you declared that this player would perform an action which can only be performed once per team turn and this player's activation ended before the action could J- completed, the action is considered to have been Performed and no other player on your team may perform e same action this team turn.

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A NIM OSITYTxJ*

the S onl . " 'n " * of me ski on this player's profile. This may be defined y position or race. For example, a player might have Animosity towards a single player type, In which case that player type will be listed in brackets. Other players may have Animosity towards all their team-mates, in which case they will have Animosity (all team-mates).

When this player wishes to perform a Hand-off action to a team-mate of the type listed, or attempts to perform a Pass action and the target square is occupied by a team­mate of the type listed, this player may refuse to do so. Roll a D6. On a roll of 1, this player refuses to perform the action and their activation comes to an end.

ALWAYS HUNGRY

If this player wishes to perform a Throw Team-mate action, roll a D6 after they have finished moving, but before they throw their team-mate. On a roll of 2+, continue with the throw as normal. On a roll of 1, this player will attempt to eat their team-mate.

Roll another D6:

. On a roll of 1, the team-mate has been eaten and

""S''""--"-

thiS PlTf 2+ team-mate squirms free and the

Team mate action is automaticaiiyfumhied, as described on page 45.

SGMBARDlflL-- :--

«!., v-jivateTaTiif they are S this player can perfo -nlr,lw r mb' Special action. This Special action is neither a Pass nor a Throw Team mate action, so does not prevent another player performing one of those ,. ns during the same team turn. However, only a single player with this

Xay Sr-pecial action each team turn.

A Bomb can be thrown and caught, and the throw interfered with, just like a ball, using the Pass actions as described on page 40, 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 the 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 opposition 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 ofOn the Ball.

If a Bomb is caught by a player in either team, roll a D6:

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.

Should the Bomb land on a Portal, the Bomb will explode mid-teleporta and will have no effect on the game.

in a square occiinRO n the ground- In either an unoccupied square, occupied bv a Pm V player that failed to catch the Bomb or in a square ne or Stunned player, it will explode immediately:

hit by the explosion \ * occuP'ed square, that player Is automatically adjacent to the nnof t'T rom either team) that occupies a square ' n a roll of 4 + ," T" the Bb exploded:

On a roll of 1-3't? payer is hit by the explosion.

Any Standing players h t manages to avoid the explosion.

An Armour roll (and 1 . y fe exPlosion are Knocked Down.

Player hit by the exnlnSSl an ,njury ro* as well) is made against any You may apply a rn0' Were a*ready Prone or Stunned- This modifier may be e'er tde Armour roll or Injury roll-* ybeappiled after the roH has been made

g 0 N E HEAD this player is activated, even if they are Prone or i\t their Tackle Zone, immediately after declaring tpe action they will perform but before performing the action, roll a D6:

. 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.

lEKTEAArMATE --

ng either a Pass or a Throw Tea

a single player with this Trait on the active team can

kick Standing team-mate with the Right Stuff trait that IS in a square adjacent to them.

To perform a Kick Team-mate Special action, follow the rules for Throw Team-mate actions as described on page 44.

If you declared that this player would perform an action which can only be performed once per team turn and this player's activation ended before the action could be completed, the action is considered to have been performed and no other player on your team may perform the same action this team turn.

DECAY*

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 opposition 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.

If this player suffers a Casualty result on the Injury table, there is a +1 modifier applied to all rolls made against this player on the Casualty table.

HYPNOTIC GAZE

During their activation, this player may perform a 'Hypnotic Gaze' Special action. There is no limit to how many players with this Trait may perform this Special action each team turn.

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.

LONER (X+)* --

If this player wishes to use a team re-roll, roll a

If you roll equal to or higher than the target number shown in brackets, this player may use the team re-ro as normal. Otherwise, the original result stands withou being re-rolled but the team re-roll is lost just as i i been used.

NO HANDS rTsiorTofthrbaO This player is unable to a ep . or attempt may not attempt to pic i to do s0 wjii to interfere with a pass, y e. Should this

automatically fall. s «b hieh the ball is player voluntarily move itup The w, ii

Pla"d' ,hayaCaTu"nover is caused as If this player had bounce and £D the ball. failed

This player may move before performing this P achon, following all of the normal movement rules, owever, once this Special action has been pe or 15 Player may not move further and their activa cmesto an end.

PLAGUE RIDDEN

Once per game, if an opposition player with a Strength characteristic of 4 or less that does not have the Decay, Regeneration or Stunty traits suffers a Casualty result of 15-16, DEAD as the result of a Block action performed or a Foul action committed by a player with this Trait that belongs to your team, you may choose to use this Trait. If you do, that player does not die; they have instead been infected with a virulent plague!

If you are playing a College of Life team, a new 'Rotter Lineman' player, drawn from the College of Life roster, can oe placed immediately in the Reserves box of your team's dugout (this may cause a team to have more than 16 players for the remainder of this game). During step 4 of the post-game sequence, this player may be permanently hired, exactly as you would a Journeyman player that had played for your team (see page 60)

POGO STICK

D t7

square that is occupied by a Prone or Stunned

ribed on page 37, a player with this Trait nay choose to Leap over any single adiaront ' including unocnmiL. y g adJacent square, Standing players. q2 and Squares occupied by

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PROJECTILE VOMIT --

Instead of performing a Block action (orHtTown-- as part of a Blitz action), this player may perform a 'Projectile Vomit' Special action. Exactly as described for a Block action, nominate a single Standing player to be the target of the Projectile Vomit Special action. There is no limit to how many players with this Trait may perform this Special action each team turn.

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 acidic 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 player hit is not broken, this Trait has no effect.A player can only perform this Special action once per turn (i.e., Projectile Vomit cannot be used with Frenzy or Multiple Block).

***REALLY STUPID *


When this player is activated, even if they are Prone or have lost their Tackle Zone, immediately after deca' g the action they will perform but before performing the action, roll a D6, applying a +2 modifier to the dice this player is currently adjacent to one or more Standi - team-mates that do not have this Trait:

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 u they are next activated. .On a roll of 4+, this player continues their acti as normal and completes their declared action-

'' a ShnnDiaT 8n A8"ity test tosquare or a square r ' Leap over an

that would normally

'eaped from and/or for being Mark 7" iUmped or he jumped or ieaped jntQ8 Marked ln 'he square they

A player with this **Trait **

Leap skill. 1 cannot also have the

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Note that if you declared that this player wou perform an action which can only be performed team turn and this player's activation ended be o \ action could be completed, the action is conide f71 have been performed and no other player on yu

may perform the same action this team turn.

regeneration

Tcasiiaityroll has been made against this player, 10ll a D6. On a roll of 4+, the Casualty roll is discarded without effect and the player is placed in the Reserves box rather than the Casualty box of their team dugout.

On a roll of 1-3, however, the result of the Casualty roll is applied as normal.

RIGHT STUFF*

If this player also has a Strength characteristic of 3 or less, they can be thrown by a team-mate with the Throw Team-mate skill, as described on page 44.

STAB

Instead of performing a Block action (on its own or as part of a Blitz action), this player may perform a 'Stab' Special action. Exactly as described for a Block action, nominate a single Standing player to be the target of the Stab Special action. There is no limit to how many players with this Trait may perform this Special action each team turn.

' 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 Trai has no effect.

* If Stab is used as part of a Blitz action, the player cannot continue moving after using it.

stunty*

When this player makes an Agility test in order to 'neY ignore any -1 modifiers for being Marked in huarethey have moved into, unless they also Bombardier trait.

However, when an opposition player attemp that ,nre with a Pass action performed by this P - " dr may apply a +1 modifier to their Agi 1

T Finally, players with this Trait are more pro player, rru 0' when an Injury roll is made agai g 52.

' 2O6 and consult the Stunty Injury tab .

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th'S'TTSiiS h7jrheirTTzone' the action they will perform but before performing the action, roll a D6:



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 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.COmP f a to have been performed and no other iS "" T earn may perform the same action this player on your team h team turn.\

THROW TEAM-MATE --

j--iTTtTth characteristic of 5 or more, they may perform a Throw Team-mate action, as described on page 44, allowing them to throw a team-mate with the Right Stuff trait.

TIMMM-BER!

If this player has a Movement Allowance of 2 or less, apply a +1 modifier to the dice roll when they attempt to stand up (as described on page 36) for each Open, Standing team-mate they are currently adjacent to.

T1TCHY*

This player may apply a +1 modifier to any Agility tests they make in order to Dodge. However, if an opposition player dodges into a square within the Tackle Zone of this player, this player does not count as Marking the moving player for the purposes of calculating Agility test modifiers.

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UN CHANNELLED FURY'

When this player is activated, even if they are Proneor have lost their Tackle Zone, immediately after declaring the action they will perform but before performing the ' action, roll a D6, applying a 4-2 modifier to the dice roll if you declared the player would perform a Block or Blitz action (or a Special action granted by a Skill or Trait that can be performed instead of a Block action):

On a roll of 1-3, this player rages incoherently at others but achieves little else. Their activation ends immediately.On a roll of 44-, this player continues their activation as normal and completes their declared action.If you declared that this player would perform an action which can only be performed once per team turn and this player's activation ended before the action could be completed, the action is considered to have been performed and no other player on your team may perform the same action this team turn.

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