Mercenary [Fanatic]

(Entry)
Type: model
Categories: Players, Mercenary, Fanatic, Positionals
EntryId: 6ade-8abf-f178-e0a2
Hidden: false
Costs: 100000 TV
Options (1)
Rules (5)
Ball & Chain
When this player is activated, the only action they may perform is a ‘Ball & 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:

• 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 a Ball & 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 involuntarily. Therefore, they may not attempt to pick the ball up and the ball will bounce.

Repeat this process for each square the player moves.

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 & Chain player ignores the Foul Appearance skill.
• A Ball & Chain player must follow-up if they push-back another player.

If this player moves into a square that is occupied by a Prone or Stunned player from either team, for any reason, that player is immediately pushed back and an Armour roll is made against them.

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 unoccupied 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.

If this player ever Falls Over, is Knocked Down or is Placed Prone, an Injury roll is immediately made against them (no Armour roll is required), treating a Stunned result as a KO’d result.

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.
No Hands
The player is unable to pick up, intercept or carry the ball and will fail any catch roll automatically, either because he literally has no hands or because his hands are full. If he attempts to pick up the ball then it will bounce, and will causes a turnover if it is his team’s turn.
Loner (4+)
If this player wishes to use a team re-roll, roll a D6. If you roll equal to or higher than the target number shown 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.
Secret Weapon
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.
Stunty
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, players 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 must still be used if the player is Prone, Stunned, or has lost their Tackle Zone.

Profiles:

Player MASTAGPAAVPrimarySecondaryCost
Fanatic

3

7

3

-

8

S

AG

70000

Ball & Chain, No Hands, Secret Weapon, Stunty

Modifiers:

set hidden true
1+ Freebooters in roster
Used By (1)
Goblin Team(Catalogue)