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2:

Riot: The trash talk between two opposing players explodes and rapidly degenerates,

involving the rest of the players. If either teams turnmarker is on turn 8, both teams move their

turn marker back one space, If either teams turn marker is on turn 1 move both teams turn

marker forward 1 space. Otherwise roll a D6 on a 1-3 both teams turn markers move forward

one space, 4-6 both teams turnmarkers move back one space

3:

Blitz: The defence start their drive a fraction before the offence is ready, catching the receiving team

flat-footed. The Kicking team receives a free bonus turn: however, players that are in an enemy tackle

zone at the beginning of this free turn may not perform an action. The kicking team may use team rerolls

during a Blitz. If any player suffers a turnover then the bonus ends immediately.

4:

Perfect Defence: The kickings teams coach may reorganise his players - in other

words he can set them up again into another legal defence. The receiving team must remain

the same.

5:

High Kick: The ball is kicked very high, allowing a player on the receiving team time to

move into the perfect position to catch it. Any one player on the receiving team who is not in

an opposing players tackle zone may be moved into the square where the ball will land

regardless of there movement, as long as the square is unoccupied

6:

Cheering Fans: Each coach rolls a D3 and adds their teams FAME (see page 18)and

the number of cheerleaders on their team to the score. The team with the highest score is

inspired by their fans cheering and gets an extra re-roll this half. If both teams have the same

score then both gain a re-reroll for the half

7:

Changing Weather: Make a new roll on the Weather table. Apply the new

weather roll. If the new weather was a `Nice' result then a gentle gust of wind makes the ball

scatter one extra square in a random direction before landing.

8:

Brilliant Coaching: Each coach rolls a D3 and adds their FAME(Page 18) and their number of

assistant coaches on their team to the score. The team with the highest total gets an extra team re-roll

this half thanks to the brilliant instruction provided by the coaching staff. In the case of a tie both teams

gain the re-roll.

9:

Quick Snap! The offence start the drive a fraction before the defence is ready, catching the

kicking team flat-footed. All of the players on the receiving are allowed to move one square. This is a

free move and may be made into any adjacent empty square, ignoring tackle zones. It may be used to

enter the opposing half of the pitch.

10:

Get The Ref: Than fans exact gruesome revenge on the referee for some of the dubious

decisions he has made, either during this match or in the past. Each team Receive 1 bribe to

use during the game.

11:

Throw a Rock: An enrage fan hurls a large rock at the opposing team. Each coach rolls a D6

and adds their FAME (Page 18) to the roll. The fans of the team that scores the higher are the ones

that threw the rock. In the case of a tie a rock is thrown at each team. Decide randomly which player

on the pitch is hit by the rock, and make an injury roll for that player. No armour roll is required.

12:

Pitch Invasion: Both coaches roll a D6 for each opposing player on the pitch and adds their

fame (See page 18) to the roll. If a roll is 6 or more after modification then the player is stunned

(Players with the ball & chain skill are KO`D). A roll of 1 before adding FAME will always have no

effect.

 

Kickoff Table

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