Skills Description
General Skills
Block - The block skill affects the results
of the block dice.
Dauntless - A player with this skill
is capable of psyching themselves up so that they can take on even the
very strongest opponent. The skill only works when the player attempts
to block an opponent who is stronger than himself. When the skill is used
the coach rolls two dice and adds them together. If the total is greater
than the opponents strength value, then the dauntless players strength
is counted as being equal to his opponent's when he makes the block, before
any bonuses for defensive or offensive assists are added. If the dice roll
is less than or equal to the opponents strength value, then the dauntless
player must use his normal strength for the block.
Dirty Player - New Rule!
A player with this skill
has trained long and hard to learn every dirty trick in the book. If he
fouls an opposing player he may then add +2 to either the armour roll
OR the injury roll.
Note that this skill can only be used if the player actually makes a foul;
it may not be used if he is assisting another player is making a foul.
Frenzy - A player with the frenzy skill
is allowed to make an extra block if he pushes back an opponent without
knocking them over. The player must follow up their opponent and
throw another block at them, even if his coach doesn't want him to! Each
additional block made by a frenzied player costs them an extra square of
movement if they are taking a blitz action. The blocks are free if the
player is taking a block action, but the player may not throw more blocks
than his movement allowance.
Leader - The player is a natural leader
and inspires the rest of the team while he is on the field. Havingsuch
a player in the team allows the coach to take a Leader Re-Roll counter
at the start of the match and at half time and place it on the Re-Roll
track along with his Team Re-Roll counters. A team may only ever have one
Leader Re-Roll counter, even if it has several players with this skill.
The counter is used in exactly the same way as a Team Re-Roll counter,
but it may only be used if a player with the Leader skill is on the playing
field (standing or prone) at the time the counter is used.
Kick - In order to use this skill the player
must be set up on the field when his team kicks off. The player may not
be set up in either wide zone or on the line of scrimmage. Assuming all
of these conditions are met then the player is allowed to take the kick-off.
Because his kick is so accurate, the number of squares that the ball scatters
on kick-off is halved, rounding any fractions down (ie. 1=0, 2-3=1, 4-5=2,
6=3).
Tackle - Opposing players who are standing
in this players tackle zone are not allowed to use their dodge skill if
they attempt to dodge out of the players tackle zone, nor may they use
their dodge skill if the player throws a block at them.
Pass Block - A player with this skill
is allowed to move three squares when the opposing coach announces that
one of his players is going to pass the ball. This move is made out of
sequence, after the range has been measured, but before any interception
attempts have been made. However, the move may only be made if it allows
the player to move into a position to attempt an interception, or to put
the thrower or catcher in his tackle zone. The opposing coach is not allowed
to change his mind about the passing the ball after the player with this
skill has made his move. The special move is free, and in no way affects
the players ability to move in the following turn. Apart from this, however,
the move is made using all of the normal rules, and the player does have
to dodge in order to leave opposing players tackle zones.
Pro - A player with this skill is a hardened
veteran. Such players are called professionals or Pro's by other Blood
Bowl players because they rarely, if ever, make a mistake. Once per team
turn, a Pro is allowed to re-roll any one dice roll he has made.
However, before the re-roll may be made, his coach must roll a dice. On
a roll of 4, 5 or 6 the re-roll may be made. On a roll of 1, 2 or 3 the
original result stands and may not be re-rolled with askill or team re-roll.
Shadowing - The player may use this skill
when an opposing player moves out of his tackle zone. Each coach rolls
a dice and adds their own players movement allowance to the score. If the
shadowing players coach manages the beat the other coachs score, then he
may move his player into the square vacated by the opposing player. He
does not have to make any dodge rolls when he makes this move, and it has
no effect on his own movement in his own team turn. If the shadowing players
coach rolls less than or equal to the other coachs score then his player
is left standing. A player may make any number of shadowing moves per turn.
Strip Ball - A player with this skill
forces any opposing player that he pushes back to drop the ball in the
square that they are pushed back to, even if the opposing player is not
knock over.
Sure Hands - A player with the sure hands
skill is allowed to re-roll the dice if he fails to pick up the ball. In
addition, the strip ball skill will not work against a player with this
skill.
Nerves Of Steel - The player may
ignore the -1 dice modifier for enemy tackle zones when he attempts to
pass or catch the ball.
Agility Skills
Catch - A player who has the catch skill is
allowed to re-roll the dice if he fails to catch the ball. It also allows
the player to re-roll the dice if he drops a hand-off or fails to make
an interception.
Diving Catch - The player may use this
skill if the ball was thrown to him and missed. It allows the player to
move one square after the ball has scattered. This move is made after the
ball has scattered, but before it hits the ground or can be caught. No
dodge roll is required to make this move. If the move takes the player
into the square that the ball is in then he is allowed to try and catch
it. Although a player using a diving catch ends up on the ground for a
moment, because this is a controlled fall he will not be injured and he
will almost instantly regain his feet. Therefore the player is not
knocked over when he uses this skill.
Diving Tackle - The player may use
this skill if an opposing player enters his tackle zone. It allows the
player to interrupt the opponents turn and throw a block at the moving
player. The block is worked out using all of the normal rules (both sides
may use assists). If the opposing player is pushed back or knocked over,
then their move ends immediately and they may not do anything else that
turn, although their team does not suffer a turnover unless the player
was holding the ball and drops it. Although a player using a diving tackle
ends up on the ground for a moment, because it is a controlled fall he
will not be injured and he will almost instantly regain his feet. Therefore
the player is not knocked over when he uses the skill, unless he
suffer an 'attacker down' or 'both players down' result on the block dice.
Dodge - A player with the dodge skill is
allowed to re-roll the dice if he fails to dodge out of an opposing players
tackle zone. However, the player may only re-roll one failed dodge roll
per team turn. In addition, the dodge skill affects the results rolled
on the block dice.
Jump Up - A player with this skill may stand
up for free at the start of any action; he does not have to pay three squares
of movement. This means that the player can take a block action even when
he is prone, because he can stand up for free at the start of the action.
Leap - A player with the leap skill is allowed
to attempt to jumpover an adjacent square, even if it is occupied by a
knocked over or standing player from either team. Making a leap costs the
player two squares of his normal movement. In order to make the leap, move
the player to any empty square adjacent to the square that they are jumping
over, and then make an agility roll for the player. No modifiers apply
to this dice roll at all.
If the player successfully makes the dice roll then they make a perfect
jump and may carry on moving (and may leap again if they have enough movement
left). If the player fails the agility roll then he falls over in the square
that he was leaping to, and the opposing coach may make an Armour roll
to see if he was injured. A failed leap counts as a turnover, and the moving
teams turn ends immediately.
Right Stuff - A player with this skill
may be thrown by a large monster with the Throw Team Mate skill. This skill
may only be used by players with a strength of 2 or less.
Side Step - A player with this skill is
an expert at stepping neatly out of the way of an attacker. To represent
this ability, his coach may choose which square the player is moved
to when he is pushed back, rather than the oppsing coach. Furthermore,
the coach may choose to move the player to any adjacent square,
not just the three squares shown on the push back diagram. Note that the
coach may choose which square the player is moved to even if the player
is knocked over after the pushback.
Sprint - The player may attempt to move
up to three extra squares rather than the normal two. Their coach must
still roll to see if the player falls over in each extra square he enters.
Sure Feet - The player may re-roll the
dice if he falls over when trying to move an extra square, up to a maximum
of three re-rolls per team turn for that player.
Passing Skills
Accurate - The player adds +1 to the dice
when he passes the ball.
Dump Off - This skill allows the player
to make a Quick Pass when an opposing player declares that he will throw
a block at him, allowing the player to get rid of the ball before he is
hit. Work out the pass using the normal rules before the opposing player
makes his block. The normal throwing rules apply, except that neither teams
turn ends as a result of the throw, whatever it may be. After the throw
is worked out your opponent completes the block, and then carries on with
his turn.
Hail Mary Pass - The player may throw
the ball to any square on the playing field, no matter what range it is;
the range ruler is not used. On a roll of 1 the player fumbles the throw,
and the ball will scatter once from the throwers square. On a roll of 2-6
the player may make the pass. The hail mary pass may not be intercepted,
but it is never accurate - the ball automatically misses and scatters three
squares. Note that if you are lucky the ball will scatter back into the
target square! Also note that this skill is very useful when combined with
the diving catch skill.
Pass - A player with this skill is allowed
to re-roll the dice if he misses a pass.
Safe Throw - Roll a dice if a pass made
by a player is successfully intercepted. On a roll of 2 or more the interception
is cancelled out. On a roll of 1 the interception takes place as normal.
Strong Arm - Reduce the range by one band (but never lower than
a quick pass) when the player passes the ball. For example, a long pass
is treated as a short pass, etc.
Strength Skills
Break Tackle - The player may use his
strength instead of his agility when making a dodge roll. For example,
a player with strength 4 and agility 2 would count as having an agility
of 4 when making any dodge rolls.
Guard - A player with this skill may assist
an offensive or defensive block even if he is in another players tackle
zone.
Mighty Blow - Add +1 to any armour and
injury rolls made by a player with this skill. This skill may not be used
by players with a strength of 2 or less.
Multiple Block - The player is allowed
to make a block at two or more opposing players at the same time. The opposing
players must be next to the player making the block and next to each other.
Their strengths are added together and both suffer the effects of the block
equally. Both sides may use assists normally.
Piling On - The player may use this skill
after he has made a block, but only if the victim was knocked over. The
player falls on top of the player that he has just knocked down and may
add his strength to the armour roll for the victim. For obvious reasons,
when a player uses this skill he is knocked over as well. However, do not
make an aromour roll for the player who is piling on, as his fall is cushioned
by the victim. Note that the player who is piling on is knocked over in
his own squarerather than that of his victim - it is assumed that he rolls
back there after flattening his opponent. Piling on does not cause a turnover
unless the piling on player is carrying the ball.
Stand Firm - A player with this skill
is never pushed back as the result of a block. He may completely ignore
'push back' results, and 'Knock down' results always knock the player over
in the square he started in. In addition, the player does not fall over
if he fails a dodge roll. Although the player stays on his feet, he stumbles
as he moves into the square he was dodging to, so his action ends and he
may do nothing else that turn. A turnover, however, does not take place.
Throw Team Mate - A player with this
skill may htrow team-mates who have the right stuff skill. This skill may
only be used by players with a Strength of 6 or more. If the thrower fumbles,
then the the player being thrown is knocked over in his starting; no roll
is made to see if he lands on his feet.
Physical Abilities
Big Hand - A player with one or more big hands
will pick up the ball on a D6 roll of 2 or more if they enter a square
where the ball is on the ground. No modifiers apply to this dice roll.
Claw - A player with a claw may add +2 to
the dice roll when he makes an Armour roll.
Extra Arms - A player with one or more
extra arms may add +1 to all his catch rolls.
Foul Appearance - The players appearance
is so horrible that any opposing player within three squares of him must
subtract -1 from the dice when they pass or catch the ball. In addition,
any opposing player that wants to block the player must first roll a dice
and score 2 or more. If the opposing player rolls a 1 he is too revolted
to make the block and it is wasted (though the opposing team does not suffer
a turnover).
Horns - A player with horns may use them
to butt an opponent. This adds +1 to the players strength when he makes
a block. However, the player may only use this ability as part of a Blitz,
and only if he has moved at least one square before he makes the block.
Hypnotic Gaze - This player has a
powerful telepathic ability which he can use to stun an opponent into immobility.
The player may use his hypnotic gaze once during each of his own sides
team turns, at any point during the turn. The hypnotic gaze is a free action
and does not interfere with the players ability to take any other action
either before or after he uses the ability. The player may turn his hypnotic
gaze on one opposing player who is in an adjacent square. Roll a
dice: if the score is greater than the victims Agility, then the victim
is hypnotised and loses their tackle zone for the rest of the team turn.
If the score of the dice is less than or equal to the opponents Agility
then the hypnotic gaze has no effect.
Prehensile Tail - The player has
a long, thick tail which he can use to trip up opposing players. To represent
this, opposing players must subtract -1 from the dice roll if they attempt
to dodge out of the players tackle zone.
Razor Sharp Claws or Fangs
- The player may add +2 to any Injury rolls that he makes.
Regeneration - A player with this
skill is very, very difficult to kill. This can either be because
their flesh is able to regrow as quickly as it is damaged, like a Troll,
or because damage that would kill a normal creature doesn't affect them,
as with the undead. To represent this, a player with this ability cannot
normally be killed or injured, but he can be broken badly enough so that
it takes some time for him to pull himself together! Stunned and KO'd results
on the injury table are treated as normal. If the player is badly hurt,
seriously injured or killed, then they are placed in the Dead and Injured
players box in the Dugout as normal.
New Rule!
Before the next kick-off takes place (or at the end of the match if
that comes first), a dice is rolled for the player to see if he regenerates.
On a roll of '1' the player suffers the effects of the injury as normal.
On a roll of 2-3 the player regenerates, but it's taking time to put himself back together,
move the player into the "KO" box. On a roll of 4-6 the player regenerates and should be moved to the reserves
box in the dugout. Note that opposing team players earn Star Player points
a normal for inflicting a badly hurt, serious injury, or dead result on
a player with this skill, even if the result doesn't affect the player
in the normal way.
NOTE: During a League, the dice roll requirements can be increased to
a 4+ to regenrate. The rules should stand as they are for one off games.
Spikes - Add +1 to the players Armour Value.
Stunty - The player is so small that they
are very difficult to tackle because they can duck underneath opposing
players' outstretched arms and run between their legs. To represent this
the player may ignore any enemy tackle zones on the square they are dodging
to (ie, they always end up with a +1 Dodge roll modifier). This ability
does not apply if the player is armed with a secret weapon (such
as a pogo stick or chainsaw), as the weapon slows the little fellow down
and makes him easier to grab.
Tentacles - In order to leave this players
tackle zone an opponent must roll under their Strength on a D6. If the
player roll equal to or greater then their strength, then they have been
grabbed by a tentacle and may not move, though they may block, pass or
catch the ball as normal.
Thick Skull - Roll a dice if the player
is KO'd. On a roll of 4 or more the player shakes of the effects of the
injury and is treated as a stunned result instead. The player may remain
on the playing field and is placed face-down. On a roll of 3 or less the
player is placed in the KO'd Players box in the Dugout as normal.
Two Heads - Add +1 to all Dodge rolls
the player makes.
Very Long Legs - Add +1 to the players
movement. In addition, the player is allowed to add +1 to the dice roll
whenever he attempts to intercept the ball.
Negative Skills
Players that have Negative Skills can remove one Negative Skill if they roll doubles on
a skill roll
Always Hungry - The player is always
ravenously hungry, and whats more, he'll eat just about anything! Should
the player with this skill ever use the Throw Team Mate skill, roll a D6
after he picks the player to be thrown up, but before he throws them. On
a roll of 1 he attempts to eat the unfortunate player! Roll a D6 again,
a second 1 means that he successfully scoffs the other player down, with
obvious fatal results for the latter. On a roll of 2-6 the other player
squirms free and should be placed prone in a randomly selected adjacent
square (if the square is occupied the the original occupant is pushed back and knocked over).
Bone Head - Roll a D6 before taking an
action for a player with this skill. On a roll of 1 they stand around trying
to remember what it is they're meant to be doing. This means that they
can't do anything for the turn, and they lose their tackle zone until they
manage to roll something other than a 1 at the start of a turn. In addition,
bone-headed players must take all of their actions last of all during a
turn UNLESS there is a player from the team that is not a bone-head or
really stupid in an adjacent square. This simply reflects the slow-witted
and sluggish nature of these creatures unless there is someone around to
tell them to get a move on.
Off For A Bite - Roll a D6 for *each*
player with this skill each time you want to set them up on the pitch.
On a roll of 4-6 they can be set up as normal, but on a roll of 1-3 they've
popped into the crowd to bite the lily-white neck of an attractive maiden,
and can't be used in this drive.
Really Stupid - This is treated in
exactly the same way as the Bone Head skill, except that the player can't
do anything on a roll of 1-3 instead of only a 1, UNLESS there is a friendly
player in an adjacent square who is not either a Bone Head or Really Stupid
too (ie. if there's a sneaky Goblin next to the Troll, treat the Troll
as a Bone Headed player rather than Really Stupid). In addition, really
stupid players must take their actions last of all during a turn; in other
words, once you've taken an action with a really stupid player, the only
other type of player that you may take an action with is another really
stupid player. This applies even if there is an intelligent player standing
next to the really stupid one. This simply reflects the really slow-witted
and sluggish nature of these creatures.
Take Root - New Rule!
Whenever a player with Take Root attempts to take an action, he must roll a die. on a
2+ the player takes an action as normal. However if the player rolls a 1, they have
"taken root" in the square they are in, and no amount of force will be able to dislodge
them from that spot. Treat them as having a MV of 0 for the rest of the drive (they
are not allowed to "go for it" either). After the drive, the grounds crew can bring in
some heavy equipment to get the player moving again. If a player who has Taken Root is
knocked down, they are allowed to attempt to move again during the current drive.
Wild Animal - A player with this skill
tends to get a bit carried away during a match, and rather lets his natural
enthusiasm overcome him. Wild Animals must take their actions first of
all during a turn; if you take an action with a wild animal after having
moved a player that is not wild animal, then your opponent can call you
for an illegal procedure exactly as if you had forgotten to move the turn marker.
In addition you must roll a D6 before taking an action with the player.
On a roll of 1 he goes beserk. Beserk players immediately drop the ball
if they have it, which causes a turn over at the *end* of their action.
The beserk player will then attempt to block the nearest player - freind
or foe, attacking them as if he were making a frenzied blitz move
(ie. he must keep blocking until the victim goes down or he runs out of movement).
The beserk player will always go for an opposing player if there is a choice,
but otherwise decide randomly who he goes for.
NOTE that the beserk DOES count as the teams blitz action, with the
exception that it can be made even if another Wild Animal from the team
has already gone beserk and blitzed. Beserk wild animals DO have to go
for it in order to try and knock their victim over!
A Wild Animal does not get SPPs for injuring players
on his own team.
Blood Lust - Vampires must occasionally feed on the blood of the living. Immediately
after declaring an Action with a Vampire, roll a d6: On a 2+ the Vampire
can carry out the Action as normal. On a 1, however, the Vampire must
feed on a Thrall team-mate or a spectator. The Vampire may continue
with his declared Action or if he had declared a Block Action, he may
take a Move Action instead. Either way, at the end of the declared
Action, but before actually passing, handing off, or scoring, the vampire
must feed. If he is standing adjacent to one or more Thrall team-mates
(standing, prone or stunned), then choose one to bite and make an Injury
roll on the Thrall treating any casualty roll as Badly Hurt. The injury will
not cause a turnover unless the Thrall was holding the ball. Once the
Vampire has bitten a Thrall he may complete his Action. Failure to bite a
Thrall is a turnover and requires you to feed on a spectator � move the
Vampire to the reserves box if he was still on the pitch. If he was holding
the ball, it bounces from the square he occupied when he was removed
and he will not score a touchdown if he was in the opposing end zone.
A Vampire does not get SPPs for injuring players
on his own team.
Decay -Staying on the pitch is difficult when your rotting body is barely held
together. When this player suffers a Casualty result on the Injury table,
roll twice on the Casualty table and apply both results. The
player will only ever miss one future match as a result of his injuries,
even if he suffers two results with this effect. A successful Regeneration
roll will heal both results.
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