
Your Friend The Computer had invented a new game for your enjoyment. This new game is so fun and exhilarating that only a Commie Mutant Traitor would not sign up immediately to play.
You and your fellow players are instructed to carry a ball over the opposing team's goal line. You must also use any means to prevent the opposing team from crossing your goal line with the ball. Your health is secondary to the enjoyment of the game. The Computer likes it that way. You do too, right Citizen?
| # | Clearence | price | MA | ST | AG | AV | Skills | Skills Available |
|---|---|---|---|---|---|---|---|---|
| 0-12 | Red | 50.000 | 6 | 3 | 3 | 8 | - | General |
| 0-2 | Orange | 70.000 | 7 | 3 | 3 | 8 | Block | General |
| 0-4 | Yellow | 80.000 | 8 | 3 | 3 | 8 | Catch | General, Agility |
| 0-2 | Yellow | 80.000 | 6 | 3 | 3 | 8 | Pass, Sure Hands | General, Pass |
| Rerolls | Allies |
|---|---|
| 70.000 | None |
1. May not have an Apothecary, but Wizard, and other Coaching Staff may be bought as normal.
2. On a Doubles skill roll, the team member must choose from the R&D Skill set.
3. Each player starts with 5 clones. If a player dies, the next clone will be activated and placed in the Reserves Box.
4. If at any time a player has amassed 5 Treason Points more than he has Commendation Points, he will be terminated and replaced with his next clone in line. This clone has all the skills and memories as the previous player, but no Treason or Commendation points.
The following will earn Treason Points:
| Fumbling the Ball : | 1TP |
| Throwing an Inaccurate Pass : | 1TP |
| Failing to Catch the ball : | 1TP |
| Entering a Zone you are not cleared for : | 2TP |
| Choosing a skill you normally cannot have : | 1TP |
| On field when TD scored against you : | 1TP |
| Falling for any reason : | 1TP |
| Failing to pick up the ball : | 1TP |
| Getting Injured : | 1TP |
| Failing to return R&D Equipment : | 2TP |
| Failing to use issued R&D Equipment : | 1TP |
| Dropping the Ball : | 1TP |
| Performing an action not cleared for: | 2TP |
| Causing someone to miss a game : | 1TP |
| Getting ejected : | 1TP |
| Awarded MVP : | 2TP |
The following will earn Commendation Points:
| Scoring a Touchdown : | 1CP |
| Catching the Ball : | 1CP |
| Completed Pass : | 1CP |
| Knocking an opposing player down : | 1CP |
| On field when TD scored for team : | 1CP |
| Causing an Injury : | 1CP |
| Awarded MVP : | 2CP |
When using any of the R&D Skills, roll a D6. On a roll of 1, the device blows up, knocking the player to the ground. Roll for armour. This causes a turn over and may not be rerolled. The player will gain 2 Treason Points, but the device will be replaced for the next game.
Pogo-Shoes:The player may Leap, as per the skill. He may also Go For It four times. The shoes are rather clumsy, and as such, the player suffers a -1 when dodging and has his base MA reduced by 1.
Drill:
This power assisted hand drill gives a +1 bonus when rolling for armour and injury rolls on any blocks, or any fouls the player is involved in. If the player is knocked down, he suffers a +1 on his armour and injury rolls.
Steam Powered Epoxy Gloves:
A boiler unit is strapped to the back of the player, with conduits leading to a pair of gloves. The steam heats up the Epoxy disks on the gloves. This allows the player to pick up or catch the ball on a 2+, regardless of tacklezones. The player may never voluntarily give up the ball. If he is knocked over while carrying the ball, he will land on the ball, causing it to burst. Eject the player for Delay of Game and kick off the ball again. If the player scores a Touch Down, roll a D6. On a 1-3 the dissolving solution does not remove the Epoxy, and the player cannot let go of the ball. A replacement ball is used, and the player must sit out the rest of the game.
Ballzooka:
This device allows a player to make an accurate pass to any square on the board. The player may not move or otherwise take another action during the turn. Unfortunately, its front is identical to its back. When using this device, roll a D6. On a 1-3, the ball fly backwards. Further unfortunately, the Ballzooka is aimed by looking through the device. If the ball is sent backwards, it will hit the operator in the face, injuring him. Do not roll for armour, go right to the injury table.
Slippery Suit:
An energy pack is used to hyper-excite silicate molecules across a full body jump suit. This makes the wearer virtually ungrabbable. The player may ignore tacklezones when dodging, and the Tackle skill may not be used against this player.
Hydraulic Boot:
The player gains the skill Kick and has a +2 bonus when committing a foul instead of the normal +1. The player's base movement is reduced by 3 due to the size of the foot wear.
Turtle Shell Battle Armour:
The wearer of this devastating piece of gear has his AV raised to 10 and ST raised to 5 and gains the skill Block. His movement, however is reduced to 1, and he may not Go For It. If the player is ever knocked over, he may not get up without assistance. (He may roll over if he was stunned.) To stand up, the player needs assistance from players with a combined ST of 17 or more. These players may not do anything else during the turn they are helping the downed player.