Mercenary [Ogre Runt Punter]

(Entry)
Type: model
Categories: Players, Mercenary, Ogre Runt Punter, Positionals
EntryId: 1cf5-7098-d665-cb41
Hidden: false
Costs: 175000 TV
Options (1)
Rules (5)
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.
Bone-head
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.

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.
Mighty Blow (+1)
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 or Chainsaw traits.
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.
Kick Team-Mate
Once per team turn, in addition to another player performing either a Pass or a Throw Team-mate action, a single player with this Trait on the active team can perform a ‘Kick Team-mate’ Special action and attempt to kick a 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 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.

Profiles:

Player MASTAGPAAVPrimarySecondaryCost
Ogre Runt Punter

5

5

4

4

10

PS

AG

145000

Bone Head, Kick Team-Mate, Mighty Blow (+1), Thick Skull

Modifiers:

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