Step by Step, how to throw a goblin

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Skills that influence throwing a goblin.

  • Throw Team-Mate defines the initial conditions, rolls and process of throw team-mate
  • ** Always Hungry is a player trait that can affect a throw team-mate action
  • Throwing the ball  defines the dice roll targets needed to throw successfully
  • Right Stuff defines the behaviour of the thrown player on landing

I will try to break this down extremely step-by-step.


  • A player with Throw team-mate (the thrower)
  • A player with Right Stuff (the bullet)
  • An unused pass action

Setting up the throw

  • The bullet player must be standing to be an eligible throw team-mate target
  • The throwing player must declare the use of a pass action
  • If the throwing player’s turn ends early due to a failed roll (dodge, really stupid, etc.) the pass action is still used for the turn
  • The throwing player can now perform a move, and must end movement beside the bullet player

Always Hungry

  • An Always Hungry roll is needed if the throwing player has this rule
  • Declare the intended bullet player
  • Roll a D6. On a 2+ contrinue with the throw. On a 1 the throwing player attempts to eat the bullet player
  • Roll a D6. On a 2+ the bullet player escapes (treat as fumble). On a 1, the bullet player is eaten (no regen/apoth)

Roll to throw

A normal pass can be accurate, inaccurate or fumbled. Throw team-mate treats all accurate rolls as inaccurate, thus the only options are fumble or innaccurate. The importance of the pass roll is to determine whether or not the ball will fumble, so you should consider the odds of fumbling instead of the odds of a successful pass.

  • Declare the intended bullet player and resolve Always Hungry as above
  • Declare the intended throw destination (can be an empty square)
  • There is no interception roll. A thrown player cannot be intercepted
  • Perform a throw roll using standard modifiers (must be shorter than Long Pass)
  • It is only important whether we fumble or not, thus AG is irrelevant and only modifiers matter
  • If the dice result is 1 before or after modifiers, the attempt is fumbled
  • MODIFIERS :: Throw team-mate ( -1), Pass Range (Quick +1, Short +0), Per tackle zone on thrower (-1)
  • SKILL MODIFIERS:: As appropriate for the thrower (Strong arm, pass, accurate, etc.)

Resolve Fumble

  • A fumble result is NOT an automatic turnover
  • A fumbled team-mate lands back in their original square

Resolve Throw

  • An accurate throw is treated the same as innaccurate, scatter the landing 3 squares
  • If the bullet player lands off the pitch, treat it as a crowd surf
  • If the bullet player lands on another player, that player is knocked down and suffers an armour roll. The bullet player will now scatter one square at a time untill ending in an open space, with no further knockdown or armour rolls for landing on other players.

Resolving the landing

  • If the bullet player lands in an open space, perform an Agility Roll (-1 per tackle zone) to land
  • A passed agility roll allows the player to land on his feet
  • A failed agility roll causes the bullet player to be place prone and take an armour roll
  • If the bullet player landed on another player, place the bullet player prone and make an armour roll
  • A failed landing is not a turnover unless the player was holding the ball
  • The bullet player may still activate this turn if it has not yet activated and is not injured

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