Skills & Traits
Traits Skills
Every Blood Bowl player has access to a category-coloured pool of Skills and Traits that shape how they play. Use the filter above to drill into one category, or browse the full list with descriptions and rulings.
Animal Savagery*
Traits
When this player is activated, even if they are Prone or have lost their Tackle
Zone, immediately after declaring the action they will perform but before peforming the
action, roll a D6, applying a +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 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 opposing 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.
Q: If a player with the Animal Savagery trait also has the Jump Up skill, do they still get the
+2 to the roll if they wish to attempt to make a Block action while prone?
A: Yes.
Q: If a player with Animal Savagery knocks down a friendly model, are they forced to use Claws,
Piledriver, Mighty Blow (X+) (or any other Skills that would affect Armour or Injury rolls),
or can they choose not to?
A: The only Skills the opposing coach may choose for the player with Animal Savagery to use are
Claws and Mighty Blow (+X). In this case, treat the Knock Down as being the result of a Block
action.
Q: If a player with Animal Savagery knocks down a teammate that hasn't yet activated during that
team turn, can the Knocked Down player still activate provided they haven't been Stunned or
removed from the pitch?
A: Yes.
Q: Will a Prone player that fails its roll for Animal Savagery still lash out against a
team-mate?
A: Yes.
Q: If, during a Blitz kick-off event, a player with the Animal Savagery trait knocks down a
player on their team as part of the Animal Savagery trait, will that cause the Blitz kick-off
event to immediately end?
A: No.
Q: If my player with Animal Savagery trait lashes out against my own teammate and also has the
Pile Driver skill, is my opponent able to make me perform a foul against my own teammate?
A: No, they cannot force you to use the Pile Driver skill.
Animosity (X)*
Traits
This player is jealous of and dislikes certain other players of their team, as
shown in brackets after the name of the Skill on this player's profile. This may be defined by
position or race. For example, a Skaven Thrower on an Underworld Denizens team has Animosity
(Underworld Goblin Lineman), meaning they suffer Animosity towards any Underworld Goblin
Lineman players on their team, Whereas a Skaven Renegade on a Chaos Renegade team has
Animosity (all team-mates), meaning they suffer Animosity towards all of their team-mates
equally. 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 team-mate
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. Animosity does not extend
to Mercenaries or Star Players.
Q: Does a player with the Animosity (X) trait make the roll to see whether they can perform a
Pass action or Hand-off action to the relevant player at the start of their activation or just
before attempting the desired action?
A: Animosity (X) states when they attempt to perform the action, so the roll will be made
immediately before they attempt to perform the action, not at the start of their activation.
Always Hungry*
Traits
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 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 roll of 2+, the team-mate squirms free and the Throw Team-mate action is automatically fumbled, as described on page 53.
Ball and Chain
Traits
When this player is activated, the only action they may perform is a "Ball and
Chain Move" special action. There is no limit to how many players with this Trait may perform
this Special action each team turn.
When this player performs this Special action:
If this player would move into a square that is occupied by a Standing player from either team, they must perform a Block action against that player, following the normal rules, but with the following exceptions:
This player may Rush. Declare that the player will Rush before placing the Throw-in template and rolling the D6 to determine direction:
A player with this Trait cannot also have the Diving Tackle, Frenzy, Grab, Leap, Multiple Block, On the Ball or Shadowing skills. This Trait must still be used if the player is Prone or has lost their Tackle Zone.
When this player performs this Special action:
- Place the Throw-in template over the player, facing towards either End Zone or either sideline as you wish.
- Roll a D6 and move the player one square in the direction indicated.
- A player with Ball and Chain automatically passes any Agility tests they may be required to make in order to Dodge, regardless of any modifiers.
- If this movement takes the player off the pitch, they risk Injury by the crowd
- If this movement takes the player into a square in which the ball is placed, the player is considered to have moved involuntary. Therefore, they may not attempt to pick the ball up and the ball will bounce.
If this player would move into a square that is occupied by a Standing player from either team, they must perform a Block action against that player, following the normal rules, but with the following exceptions:
- A Ball and Chain player ignores the Foul Appearance Skill
- A Ball and Chain player must follow-up if they push-back another player.
This player may Rush. Declare that the player will Rush before placing the Throw-in template and rolling the D6 to determine direction:
- If this player Rushes into an occupied square, move them as normal and roll a D6:
- On a roll of 2+, this player moves without mishap.
- On a roll of 1 (before or after modification), the player Falls Over.
- If this player Rushes into a square that is occupied by a standing player from either team, roll a D6:
- On a roll of 2+, this player moves without mishap and will perform a Block action against the player occupying the square as described previously.
- On a roll of 1 (before or after modification), the player occupying the square is pushed back and this player will Fall Over after moving into the vacated square.
A player with this Trait cannot also have the Diving Tackle, Frenzy, Grab, Leap, Multiple Block, On the Ball or Shadowing skills. This Trait must still be used if the player is Prone or has lost their Tackle Zone.
Q: What assists, if any, does a Ball & Chain player receive when they are forced to Block a
friendly player as per the Ball & Chain Move Special action?
A: None.
Q: Does a player with the Ball & Chain trait have to use their full Movement Allowance?
A: No.
Q: If a player with the Ball & Chain trait performs a Block action against a team-mate as a
result of the Ball & Chain Move Special action, which coach chooses the result of the
Block action?
A: The coach of the player performing the Block action.
Q: Can a player with the Ball and Chain trait declare a Foul action?
A: No, the only action a player with the Ball and Chain trait can perform is a 'Ball & Chain
Move' special action.
Q: If a player with the Ball and Chain trait rolls the Piledriver skill as a random Skill, can
they re-roll it?
A: Yes.
Q: Does a player with Ball and Chain trait generate Star Player Points if they cause a Casualty
as part of a Block action performed during a 'Ball & Chain Move' Special action?
A: Yes.
Q: Can a player with the Ball & Chain trait use the Brawler skill?
A: Yes
Q: If a player uses the Ball & Chain Move special action and moves out of the Tackle Zone of
a player with the Tentacles skill, does the player with Tentacles get to use the Skill?
A: No
Bloodlust (X+)
Traits
To keep control of their wits, Vampires need a supply of fresh blood. Whenever a
player with this Trait activates, even if they are Prone or have
lost their Tackle Zone, after declaring their action, they must
roll a D6, adding 1 to the roll if they declared a Block action
or a Blitz action. If they roll equal to or higher than the number shown in brackets,
they may activate as normal. If the player rolls lower than the number shown in brackets, or
rolls a natural 1, they may continue their activation as normal though they may change their
declared action to a Move action if they wish. If the player declared an action that can only
be performed once per team turn (such as a Blitz action), this will still count as the one of
that action for the team turn. At the end of their activation they may bite an adjacent Thrall
Lineman team-mate (Standing, Prone or Stunned). If they bite a Thrall, immediately make an
Injury roll for the Thrall treating any Casualty result as Badly Hurt; this will not cause a
Turnover unless the Thrall was holding the ball. If they do not bite a Thrall for any reason
then a Turnover is caused, the player will lose their Tackle Zone until they are next
activated, and will immediately drop the ball if they were holding it. If the player was in
the opposing End Zone, no touchdown is scored. If a player who failed this roll wants to make
a Pass action, Hand-off, or score, then they must bite a Thrall before they perform the action
or score.
Q: Does the Running Pass skill allow a player with the Bloodlust (X+) trait to continue moving
after biting a Thrall and then performing a Pass?
A: Yes.
Q: If a player with the Bloodlust (X+) trait ends their activation Prone, can they still bite a
Thrall?
A: No. A player with the Bloodlust (X+) trait must be standing in order to bite a Thrall.
Q: What happens if a player with the Bloodlust (X+) trait fails the Bloodlust roll and is then
placed Prone as a result of the Wrestle skill during a Block action?
A: Then the player with the Bloodlust (X+) has been unable to bite a Thrall, a Turnover is
caused and the Vampire will lose their Tackle Zone until they are next activated.
Q: What happens if a player with the Bloodlust (X+) trait fails the Bloodlust roll and is forced
to end their activation early?
A: Then the player with the Bloodlust (X+) trait has been unable to bite a Thrall, Turnover is
caused and the Vampire will lose their Tackle Zone until they are next activated and will
immediately drop the ball if they were holding it.
Q: If a player is bitten by a Vampire as a result of a failed Bloodlust roll and becomes Stunned
(even if already Stunned), do they roll over and become Prone at the end of the turn in which
they were Stunned, or the following turn?
A: At the end of the following turn.
Q: If a player with the Bloodlust (X+) trait begins their Activation Prone, do they still need
to roll for Bloodlust?
A: Yes.
Q: If a player with the Bloodlust (X+) trait fails the roll for Bloodlust, can they continue to
Move after biting a Thrall in order to score, make a Pass Action, or reposition?
A: No. After a model has bitten a Thrall, they may Move no further; unless they have a rule that
specifically states otherwise (such as Running Pass).
Q: What happens when a player with the Bloodlust (X+) trait targets a player with the Foul
Appearance skill and fails both the Bloodlust roll and the Foul Appearance roll?
A: The player must first take the Bloodlust roll; if this is failed, they may choose to change
their declared action to a Move Action, in which case they will not need to roll for Foul
Appearance. If they do not, then they will need to roll for Foul Appearance as normal; if this
is failed, then their action is wasted and their Activation will end. This will result in a
Turnover if they are unable to bite an adjacent Thrall Teammate.
Bombardier
Traits
When activated and if they are Standing, this player can perform a "Throw Bomb"
Special action. This Special action is neither a Pass action nor a Throw Team-mate action, so
does not prevent another player performing one of those actions during the same team turn.
However, only a single player with this Trait may perform this Special action each team turn.
A Bomb can be thrown and caught, and the throw interfered with, just like a ball, using the rules for Pass action as described on page 48, with the following exceptions:
When a Bomb comes to rest on the ground, in either an occupied square, in a square occupied by a player that failed to catch the Bomb or in a square occupid by a Prone or Stunned player, it will explode immediately:
A Bomb can be thrown and caught, and the throw interfered with, just like a ball, using the rules for Pass action as described on page 48, 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 that 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 opposite 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 of On the Ball.
- 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.
When a Bomb comes to rest on the ground, in either an occupied square, in a square occupied by a player that failed to catch the Bomb or in a square occupid by a Prone or Stunned player, it will explode immediately:
- If the Bomb explodes in an occupied square, that player is automatically hit by the explosion.
- Roll a D6 for each player (from either team) that occupies a square adjacet to the one in which the Bomb exploded:
- On a roll of 4+, the player has been hit by the explosion.
- On a roll of 1-3, the player manages to avoid the explosion.
- Any Standing players hit by the explosion are Placed Prone.
- An Armour roll (and possibly an Injury roll as well) is made against any player hit by the explosion, even if they were already Prone or Stunned.
-
You may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll been made. - If the player performing the Throw Bomb Special action is hit by their bomb and Placed Prone, either as the result of a Fumbled throw or by being hit by the explosion, then a Turnover is caused.
Q: Can a player with both the Dump-off and the Pass skills use the Pass skill when making a Pass
action as part of the Dumpoff skill?
A: Yes.
Q: Can a player with both the Bombardier trait and the Dumpoff skill use the Dump-off skill to
perform a Throw Bomb Special action when they are chosen as the target of a Block Action?
A: No.
Q: If a player Deflects a Bomb, but fails to convert it into an Interception, will it scatter
from the square they are in or will they drop it?
A: It will scatter from the square they are in, in the same manner as a Deflected ball.Q. What
happens when the player with Bombardier trait and the Safe Pass skill fumbles a throw when
making a Throw Bomb Special Action? A: The bomb will not be dropped and will not explode in
the player's hands. The player's activation will still end.Q. Can a Player who made a Throw
Bomb Special action still use the Running Pass skill to move after throwing the bomb? (p.79
& 83) A: Yes.Q. When using Bombardier trait, can a re-roll be used when determining if a
bomb that is caught explodes? A: No.
Q: Do Skills that apply to the ball, but are not part of a Pass action (such as Fumblerooskie),
also apply to a bomb?
A: No, because a bomb is not a ball.
Q: Can a player use a re-roll of any kind (Team Re-roll, Pro, etc.) to re-roll to see if a bomb
that was caught will explode?
A: No.
Q: If a player making a Throw Bomb Special action fumbles the Bomb, does this cause a Turnover?
A: No.
Bone Head*
Traits
When this player is activated, even if they are Prone or have lost their Tackle
Zone, immediately after declaring the 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.
Q: If a player with a Trait that requires them to roll a dice to see if they can activate
normally (such as Bone Head or Unchanneled Fury) and wishes to declare a player with either
the Foul Appearance or Dump-off skills as the target of an action, do they roll for their
Trait or for the opposing player's Skill first?
A: The player will first nominate the target of their action, then roll for their Trait, and
then the opposing player will use their Skill.
Chainsaw*
Traits
Instead of performing a Block action (on its own or as part of a Blitz action),
this player may perform a "Chainsaw Attack" Special action. Exactly as described for a Block
action, nominate a single Standing player to be the target of the Chainsaw Attack Special
action, There is no limit to how many players with this Trait may perform this Special action
each team turn.
To perform a Chainsaw Attack Special action, roll a D6:
If this player Fails Over or is Knocked Down, the opposing coach may add +3 to the Armour roll made against the player.
If an opposition player performs a Block action targeting this player and a Player Down! or a POW! result is applied, +3 is added to the Armour roll. If a Both Down result is applied, +3 is added to both Armour rolls.
Finally, this player may use their Chainsaw when they perform a Foul action. Roll a D6 for kick-back as described above. Once again, an Armour roll is made against the player hit by the Chainsaw. adding +3 to the score.
To perform a Chainsaw Attack Special action, roll a D6:
- On a roll of 2+, the nominated target is hit by Chainsaw!
- On a roll of 1, the Chainsaw will violently 'kick-back' and hit the player wielding it.This will result in a Turnover.
- In either case, an Armour roll is made against the player hit by the Chainsaw, adding +3 to the result.
- 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
If this player Fails Over or is Knocked Down, the opposing coach may add +3 to the Armour roll made against the player.
If an opposition player performs a Block action targeting this player and a Player Down! or a POW! result is applied, +3 is added to the Armour roll. If a Both Down result is applied, +3 is added to both Armour rolls.
Finally, this player may use their Chainsaw when they perform a Foul action. Roll a D6 for kick-back as described above. Once again, an Armour roll is made against the player hit by the Chainsaw. adding +3 to the score.
Q: Can a player with the Chainsaw trait choose to perform a standard Block action instead of a
Chainsaw Attack Special action?
A: Yes.
Q: When a player with the Chainsaw trait uses their chainsaw as part of a Foul action, will they
still be subjected to the same offensive assists and defensive assists as a normal Foul
action?
A: Yes.
Decay*
Traits
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
Drunkard*
Traits
This player suffers a -1 penality to the dice roll when attempting to Rush.
Hypnotic Gaze
Traits
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.
This player may move before performing this Special action, following all of the normal movement rules. However, once this Special action has been performed, this player may not move further and their activation comes to an end.
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.
This player may move before performing this Special action, following all of the normal movement rules. However, once this Special action has been performed, this player may not move further and their activation comes to an end.
Q: If a model with the Animal Savagery trait wishes to use the Hypnotic Gaze trait, will the
bonus +2 to their Animal Savagery roll as if they were performing a Block or a Blitz action?
A: No.
Q: Can a player with the Hypnotic Gaze trait perform the Hypnotic Gaze Special action in the
same activation in which they declared a Block action, Blitz action, Foul action or Pass
action?
A: No. Hypnotic Gaze is a Special action, and therefore must be declared at the start of a
player's activation like all other actions (p.42). The Hypnotic Gaze Special action allows a
player to move before they perform the Hypnotic Gaze Special action if they wish.
Q: Does a player who has lost their Tackle Zone as a result of the Hypnotic Gaze trait have to
drop the ball?
A: No.
Q: Does a player with the Hypnotic Gaze trait, who targets a player with the Foul Appearance
skill, need to roll for Foul Appearance before performing the Hypnotic Gaze special action?
A: Yes.
Q: Does a player that declared a Hypnotic Gaze Special action have to declare the target of the
Hypnotic Gaze when they are activated before they move?
A: Yes.
Q: If a Vampire player declares a Blitz action, fails their
Bloodlust roll and changes their action to the Move action, can
they then use the Hypnotic Gaze trait during the move? (p.85)
A: No. Hypnotic Gaze is a Special action that allows a player
to move before they perform it. If any action – such as Blitz,
Pass, Hand-off etc. – is switched for a Move action, then the
player in question can only move; they cannot do anything
else but that once switched. Remember – if the action is
switched, it still counts as the one allowed per turn of that
action if that is a restriction.
Hit and Run
Traits
After a player with this Trait performs a Block action, they may immediately move
one free square ignoring Tackle Zones so long as they are still Standing. They must ensure
that after this free move, they are not Marked by or Marking any opposition players.
Q: Can the Hit and Run trait be used as part of a Blitz action?
A: Yes, as Hit and Run can be used during a Block action. A Blitz action contains a Block
action.
Q: Can Hit and Run be used after a Block performed by a player with the Frenzy skill resulting
in a Push Back, in order to move away from the targeted player and not perform the second
Block?
A: No. Frenzy requires the player to have to follow up and perform the second Block. Hit and Run
may be used after this second Block as normal, if applicable.
Q: Does a player with the Hit and Run trait move their one free square before or after following
up as part of a Block or Blitz action?
A: After following up.
Q: If a player uses the Hit and Run trait to move out of the Tackle Zone of a player with the
Tentacles skill, does the player with Tentacles get to use the Skill?
A: No.
Q: When using the Hit and Run trait, at what point does the
player move their one free square? (p.5)
A: The movement granted by the Hit and Run trait is taken
after fully resolving the Block action. The target of the Block
is Pushed, follow up happens, Armour rolls are resolved and,
if relevant, it is determined where the Ball lands. Then the
player with Hit and Run may move a free square.
If the Block action was part of a Blitz action, the Hit and Run
movement is taken before any additional squares are moved
as part of the Blitz.
Kick Team-mate
Traits
Once per team turn, in addition to another player performing either a Pass or a
Throw Team-mate action, a single player with this Traits on the active team can perform a
'Kick Team-mate' Special action, follow the rules for Throw Team-mates actions as described on
page 52.
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 opposing 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.
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 opposing 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.
Q: If a player makes a superb Kick Team-mate Special action, does it generate Star Player Points
like a Throw Team-mate Special action?
A: No.
Loner (X+)*
Traits
If this player wishes to use a team re-roll, roll a D6. If you roll equal to or
higher than the target number show in brackets, this player may use the team re-roll as
normal. Otherwise, the original result stands without being re-rolled but the team re-roll is
lost just as if it had been used. This Trait must still be used if the
player is Prone or has lost their Tackle Zone.
Q: Can a player use a Team re-roll to re-roll a failed Loner (X+) roll?
A: No.
My Ball
Traits
A player with this Trait may not willingly give up the ball when in possession of
it, and so may not make Pass actions, Hand-off actions, or use any other Skill or Trait that
would allow them to relinquish possession of the ball. The only way they can lose possession
of the ball is by being Knocked Down, Placed Prone, Falling Over or by the effect of a Skill,
Trait, or special rule of an opposing model.
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.
Q: Can a player with the No Hands trait attempt to interfere with a Pass action in order to
automatically fail and force the ball to bounce?
A: No.
Q: Can a player with the No Hands trait open a Chest?
A: No.
Plague Ridden
Traits
Once per game, if an opposition player with 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, and if that player cannot be saved by an
apothecary, 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 your team has the 'Favoured of Nurgle'
special rule, a new 'Rotter Lineman' player, drawn from the Nurgle roster, can be 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 72).
Q: When an opposition player dies and the Plague Ridden trait
is used, it says the player doesn’t die and instead a new Rotter
Lineman is added to your roster. Is the opposition player still
removed from the opponent’s roster? (p.85)
A: Yes. For all intents and purposes, the opposition player has
suffered a DEAD result on the Casualty table.
Pogo Stick
Traits
During their movement, instead of jumping over a single square that is occupied by
a Prone or Stunned player, as described on page 45, a player with this Trait may choose to
Leap over any single adjacent square, including unoccupied square and squares occupied by
Standing players. Additionally, when this player makes and Agility test to jump over a Prone
or Stunned player, or to Leap over an empty square or a square occupied by a Standing player,
they may ignore any negative modifiers that would normally be applied for being Marked in the
square they jumped or leaped from and/or for being marked in the square they have jumped or
leaped into. A player with this Trait cannot also have the Leap skill.
Q: Does a player with the Pogo Stick trait still suffer the -1 modifier to their Agility test
when attempting to Leap away from a player with the Prehensile Tail mutation?
A: No, a player with the Pogo Stick trait ignores all negative modifiers applied for being
Marked when attempting to Leap.
Q: Does a player with the Pogo Stick trait still suffer the -2 modifier to their Agility test
when attempting to Leap away from a player who uses the Diving Tackle skill?
A: No, a player with the Pogo Stick trait ignores all negative modifiers applied for being
Marked when attempting to Leap.
Q: If a player with the Leap skill or Pogo Stick trait has used all of their Movement Allowance
and is attempting to use the Leap skill or Pogo Stick trait to jump over a square, what
happens if they fail the Rush roll?
A: If the Rush fails, then the player will fall over in the square they have moved into, do not
roll the Agility test for the jumping player.
Projectile Vomit
Traits
Instead of performing a Block action (on its own or 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:
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 acid 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 playerhit is not broken, this Trait has no effect.
Pick-Me-Up
Traits
At the end of the opposition's team turn, roll a D6 for each Prone, non-Stunned
team-mate within three squares of a standing player with this Trait. On a 5+, the Prone player
may immediately stand up.
Q: Does a Prone player on a Norse team roll a D6 for each Beer Boar they are in range of as per
the Pick-me-up trait, or only a single D6 regardless of the number of Beer Boars they are in
range of?
A: Just one D6.
Q: If a Beer Boar stands up as a result of another Beer Boar's Pick-me-up trait, can other
team-mates now benefit from its own Pick-me-up trait?
A: No.
Really Stupid*
Traits
When this player is activated, even if they are Prone or have lost their Tackle
Zone, immediately after declaring the action they will perform but before performing the
action, roll a D6, applying a +2 modifier to the dice roll if this player is currently
adjacent to one or more Standing 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 until they are next activated.
- On a roll of 4+, this player continues their activation as normal and completes their declared action.
Regeneration
Traits
After a Casualty roll has been made against this player, roll a D6. On a roll of
4+, the Casualty roll is dicarded 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. <![CDATA[
<span class="faq">This Trait may still be used if the player is Prone, Stunned, or has
lost their Tackle Zone.
Q: If a player suffers a Casualty, and then rolls a 4+ for their Regeneration trait allowing
them not to suffer the Casualty, does the player that inflicted the Casualty still gain Star
Player Points for inflicting a Casualty?
A: Yes.
Q: Can a team re-roll be used to re-roll a Regeneration roll under any circumstances?
A: No.
Right Stuff*
Traits
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 52. This
Trait may still be used if the player is Prone, Stunned, or
has lost their Tackle Zone.
Secret Weapon*
Traits
When a drive in which this player took part ends, even if this player was not on
the pitch at the end of the drive, this player will be Sent-off for committing a Foul, as
described on page 63.
Q: The Secret Weapon trait states that at the end of a drive in which they participated they
will be Sent-off for committing a Foul. Does this mean that you can Argue the Call in this
instance?
A: Yes.
Q: During the End of Drive Sequence, what happens first: players are Sent-off for the Secret
Weapon trait, or any end of drive weather effects (such as Sweltering Heat)?
A: During the End of Drive Sequence, Secret Weapons are always Sent-off before any other
effects.
Stab
Traits
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.
To perform a Stab Special action, make an unmodified Armour roll against the target:
To perform a Stab Special action, make an unmodified Armour roll against the target:
- 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.
- If Stab is used as part of a Blitz action, the player cannot continue moving after using it.
Q: If a player has both the Jump Up skill and the Stab trait, can they use the Jump Up skill to
allow them to make a Block action from Prone on a 2 + and then replace this Block action with
a Stab Special action?
A: Yes.
Q: Q. Can the Stab trait be used in conjunction with the Multiple Block skill to make two Stab
Special actions?
A: Yes.
Q: If a player has both the Frenzy skill and the Stab trait, if they declare a Block action
which results in a Pushed Back result when they follow up and have to perform a second Block
action, can they then use the Stab trait to replace the second Block action with the Stab
Special action?
A: Yes.
Stunty*
Traits
When this player makes an Agility test in order to Dodge, they ignore any -1
modifiers for being Marked in the square they have moved into, unless they also have either
the Bombardier trait, the Chainsaw trait or the Swoop trait.
However, when an opposition player attempts to interfere with a Pass action performed by this player, that player may apply a +1 modifier to their Agility test.
Finally, player with this Trait are more prone to injury. Therefore, when an Injury roll is made against this player, roll 2D6 and consult the Stunty Injury table, on page 60. This Trait may still be used if the player is Prone, Stunned, or has lost their Tackle Zone.
However, when an opposition player attempts to interfere with a Pass action performed by this player, that player may apply a +1 modifier to their Agility test.
Finally, player with this Trait are more prone to injury. Therefore, when an Injury roll is made against this player, roll 2D6 and consult the Stunty Injury table, on page 60. This Trait may still be used if the player is Prone, Stunned, or has lost their Tackle Zone.
Swarming
Traits
During each Start of Drive sequence, after Step 2 but before Step 3, you may remove
D3 players with this Trait from the Reserves box of your dugout and set them up on the pitch,
allowing you to set up more than the usual 11 players. These extra players may not be placed
on the Line of Scrimmage or in a Wide Zone. Swarming players must be set up
in their team's half.
When using Swarming, a coach may not set up more players with the Swarming trait onto the pitch than the number of friendly players with the Swarming trait that were already set up. So, if a team had 2 players with the Swarming trait already set up on the pitch, and then rolled for 3 more players to enter the pitch via Swarming, only a maximum of 2 more Swarming players could be set up on the pitch.
When using Swarming, a coach may not set up more players with the Swarming trait onto the pitch than the number of friendly players with the Swarming trait that were already set up. So, if a team had 2 players with the Swarming trait already set up on the pitch, and then rolled for 3 more players to enter the pitch via Swarming, only a maximum of 2 more Swarming players could be set up on the pitch.
Swoop
Traits
If this player is thrown by a team-mate, as described on page 52, they do not
scatter before landing as they normally would. Instead, you may place the Throw-in template
over the player, facing towards either End Zone or either sideline as you wish. The player
then moves from the target square D3 squares in a direction determined by rolling a D6 and
referring to the Throw-in template.
Take Root*
Traits
When this player is activated, even if they are Prone or have lost their Tackle
Zone, immediately after declaring 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 the end of this drive, or 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.
Q: Can a Prone player who becomes Rooted still stand up?
A: Yes.
Titchy*
Traits
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 purpose of calculating
Agility test modifiers.
Throw Team-mate
Traits
If this player also has a Strength characteristic of 5 or more, they may perform a
Throw Team-mate action, as described on page 52, allowing them to throw a team-mate with the
Right Stuff trait.
Q: If a thrown player lands in an occupied square and then subsequently bounces into another
occupied square, is the player that is in the new occupied square also Knocked Down?
A: Yes.
Q: Can any of the Passing skills that are used when performing a Pass action also be used when
performing a Throw Team-mate action?
A: No.
Timmm-ber!
Traits
If the 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 44) for each Open, Standing
team-mate they are currently adjacent to. A natural 1 is always a failure, no matter how many
team-mates are helping. This Trait may still be used if the player is Prone,
Stunned, or has lost their Tackle Zone.
Trickster
Traits
When this player is about to be hit by a Block action or a Special action that
replaces a Block action (with the exception of a Block action caused by the Ball and Chain
Move Special action), before determining how many dice are rolled, they may be removed from
the pitch and placed in any other unoccupied square adjacent to the player performing the
Block action. The Block 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 Block action will still
be fully resolved before any touchdown is resolved.
Q: When a player uses the Trickster trait, does the player being removed from the pitch and then
placed again count as the player moving?
A: No; it is a placement not a movement. As such, any rules that interact with a player moving,
such as the Shadowing or Tentacles skills, will not come into effect.
Q: If a player uses the Trickster trait and places themselves in a square containing the ball,
do they attempt to pick it up?
A: No; it is a placement not a movement. As such, the ball will immediately bounce in the same
manner as if the player had been pushed back.
Unchannelled Fury*
Traits
When this player is activated, even if they are Prone or have lost their Tackle
Zone, immediately after declaring the action they will perform but before performing the
action, roll a D6, applying a +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 4+, this player continues their activation as normal and completes their declared action.
Q: If a player with a Trait that requires them to roll a dice to see if they can activate
normally (such as Bone Head or Unchanneled Fury) and wishes to declare a player with either
the Foul Appearance or Dump-off skills as the target of an action, do they roll for their
Trait or for the opposing player's Skill first?
A: The player will first nominate the target of their action, then roll for their Trait, and
then the opposing player will use their Skill.
Breathe Fire
Traits
Once per activation, instead of performing a Block action (either on its own or as
part of a Blitz action), this player may perform a Breathe Fire Special action. 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 a ST of 5 or higher. On a 1,
the player gets overeager, engulfing themself in flame and is immediately Knocked Down. On a
2-3, the opposition player ducks the gout of flame and nothing happens. On a 4+, the
opposition player takes a ball of fire straight to the face and is immediately Placed Prone.
However, if the roll is a natural 6, the potent pyro has taken its toll and the opposition
player is Knocked Down instead. After the Breathe Fire Special action has been resolved, this
player's activation immediately ends.