Goblin Fanatics do not have a tackle zone and are only allowed to take Move actions. They must be the first model of their team to take an action. If the coach moves another player first then his opponent may call an illegal procedure, causing a turn-over unless a team re-roll is spent.
Goblin Fanatics are never allowed to pick up or catch the ball, and can't be used to assist other players in a block. The Fanatic can move up to four squares per turn, but unfortunately the coach has very little control over which four squares he will move to! To see where he moves, place the Throw-in template over his head facing up or down the pitch, or facing either sideline. Note that you use the Throw-in template rather than the scatter template. This gives you some control over the direction the Fanatic moves in, but not a lot! Roll a dice and move the fanatic into the square indicated by the dice roll. Repeat this procedure for all four squares of the fanatic's move. You may change the facing of the throw-in template after each square of movement and, as no opposing player would be dumb enough to try and tackle the Fanatic, he never has to make a dodge roll to lease a square.
Now for the fun bit. If the die roll indicates that the Fanatic will enter a square occupied by a player of either team, then he must throw a block against that player.
The Fanatic's strength counts as being '6' for the block, but no player may assist either side due to the swirling ball and chain. If the victim is forced back then the Fanatic must occupy the square the opposing player was in (unless the opponent had the Stand Firm skill, in which case the Fanatic's move ends). If a Fanatic is knocked over when he throws a block, he is automatically injured as the chain wraps itself around his neck. Roll for injury as normal, but count 'Stunned' results as KO'd instead.
The Fanatic can keep on moving after he has made a block, if he has any squares of movement left, and is allowed to throw more blocks, in fact he must block the occupant of any further occupied squares he moves into. Sometimes a Fanatic will be forced into a square that contains a prone player. In this case simply 'force back' the prone player, representing them desperately rolling away from the Fanatic!
After you have finished the Fanatic's move, you must roll a dice to see if he has become exhausted. On a roll of 2-6 the Fanatic may remain in play. On a roll of 1 the Fanatic collapses in a heap and must be placed in the Dead and Injured players box. Roll the dice again to see what has happened to him:
The only player in an opposing team that can attempt to block a Fanatic is another Fanatic. Should this ever happen both players are automatically knocked over.
A player who is holding the ball and armed with a blunderbuss may use it to fire the ball down the field. The Chaos Dwarf is not allowed to do anything else when he fires the ball, because he needs the time to stuff the ball into the muzzle of the blunderbuss.
The normal rules for passing the ball are not used when it is fired from a blunderbuss. Instead, nominate a square anywhere on the field, and then roll a dice to see where the ball comes down. On a roll of 1-3 it scatters in exactly the same way as a kick-off (i.e. scatters a number of squares equal tot he roll of a die in a random direction). On a roll of 4-6 the ball is bang on target and may be caught by a player in the target square in the same way as an accurate pass.
After the blunderbuss has been used it may not be fired again until after a touchdown is scored or the half ends. This is to allow time for the weapon's user to reload it with a fresh charge of gunpowder.
A coach may have a Bombardier throw a bomb instead of taking any other action. The Bombardier is not allowed to move when he throws a bomb, because he needs to stand still in order to light the fuse. Roll a die to see if he gets the fuse alight without mishap. On a roll of '1' the bomb explodes prematurely in the bombardiers square, with the results described below. On a roll of 2-6 he gets the fuse alight and may throw the bomb. If a player holding the lit bomb falls over or is unable to complete his action for any reason (because of the use of a Special Play card or Wizard's spell for example), then the bomb will will scatter one square and then explode as described below.
The bomb is thrown using the rules for throwing the football. The bomb may be intercepted and caught, in which case the player catching it must throw it again immediately. This is a special bonus action which takes place out of the normal sequence of play.
For the second (and any subsequent) throws a dice roll must be made to see if the bomb goes off in the (new) thrower's square. For any throws after the first the bomb goes off in the thrower's square on a D6 roll of 1-3.
If the bomb lands in a square with a player who decides not to catch it, or if it lands in an empty square, then it will bounce and scatter one square in the same way as a dropped or missed pass. After it has bounced one square the bomb will explode, even if it lands up in a square that is occupied by player.
When the bomb finally does explodes - either because a dice roll is failed or because the bomb has hit the ground and bounced - it knocks over any player in the same square automatically, and knocks over players in adjacent squares on a D6 roll of 4+. Make armour and injury rolls for any players knocker over by the blast as normal.
The stink bomb is treated in the same way as a normal bomb with the following exception. Players in the square where the stink bomb ends up and, all adjacent squares, fall over coughing and choking. Lie them face up on the field but do not make an Armour roll for them. Players falling over in this way do not cause a turnover unless one of the players was holding the ball, in which case they drop it.
A player can't enter the field with a running chainsaw (it's very difficult to sneak past the ref!), so he must get the thing started before he is allowed to use it.
Turning the chainsaw on counts as an action, and the player may do nothing else that turn. To see if the player gets the chainsaw running, make an Agility roll for him. No modifiers apply to this dice roll. If the roll succeeds the player has managed to turn the chainsaw on, and is allowed to attack with it in any succeeding turn. If the player fails to start up the chainsaw he is not allowed to attack with it, though he can try to start it up again in a future turn.
Failing to start a chainsaw does NOT count as a turnover, and does not end the moving team's turn. The chainsaw must be restarted if it is again used after a touchdown has been scored or half ended.
A player armed with a running chainsaw may never catch or carry the ball, and must drop the ball if he has it. He can move normally, however, and attack with the chainsaw instead of making a block. A running chainsaw is a dangerous thing to carry around, and so if a player holding a chainsaw falls over for any reason, the opposing coach is allowed to add +3 to his Armour roll to see if the player is injured.
A player armed with a chainsaw is allowed to use it to attack other players instead of making a normal block. When the chainsaw is used to make an attack, do not roll the Block dice. Instead simply make an armour roll for the victim adding +3 to the score. If the roll beats the victim's armour value then they are injured - roll on the Injury Table. If the roll fails to beat the victim's armour value then the attack has no effect. A player armed with a chainsaw may take part in a foul on a prone player, and adds +3 to the dice roll instead of the normal +1.
The Death-Roller is far too solid and sturdy to be tackled, and so it can ignore enemy tackle zones when it moves and never has to dodge n order to leave one. Death-Rollers may attempt to move extra squares, but if they 'fall over' it is assumed that the boiler has blown up (see below for the effects). A Death-Roller is at it's most deadly when it is used against prone players who cannot move out of the way. To represent this, if a Death-Roller is used to foul a player lying on the field, then add +6 to the armour roll to see if the prone player is injured.
Death-Rollers that are knocked over by a block, or by the use of a Wizard's spell or a Special Play card, or whose boiler blows moving extra squares, or that suffer an injury in any way, are wrecked for the rest of the game. Remove the model from the field and place it in the Dead and Injured player's box in the Dugout to show this. The Death-Roller may not be used again that match, though it will be repaired in time for the next game.
Any Goblin equipped with a pogo stick is allowed to attempt to move up to four extra squares when he 'goes for it' rather than the normal two (thus if combined with the sprint skill the a player with a Pogo Stick could attempt to go for it five times!). In addition, the Goblin may use the pogo stick to leap over squares in exactly the same way as if he had the Leap skill.
A player armed with a poisoned dagger may use it to attack another player instead of throwing a block at them. Make an Armour roll for the victim. If the score is less than or equal to the victim's armour value then the attack has no effect. If the score beats the victim's armour value then they have been stabbed by the dagger and in Injury roll must be made. Treat a 'stunned' result on the injury table as a KO'd result, because of the effect of the poison. Once the dagger has been used to successfully stab a victim (i.e. they failed their Armour roll), then the poison is wiped off and the dagger causes injuries as normal until a touchdown is scored or the half ends.