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Player Skills Cheat Sheet (DRAFT) by

List of skills a player can have an categories

This is a draft cheat sheet. It is a work in progress and is not finished yet.

General Skills

Block
Effects block dice results
Dauntless
If blocking a stronger player, ST+D6
Dirty Player
Can +1 to TV roll OR injury roll when Fouling
Fend
No follow up when he is pushed or KD
Frenzy
If blocking and push or KD must follow up and perform a second block (follow up). If Blitz it still costs 1 MA and must Go For It!
Kick
If not on LOS or wide can half scattering on kick
Kick-Off Return
If not on LOS or in TZ can move 3 after bounce
Pass Block
Inorder to intercept, can move 3 sq using normal movement, cannot use against bomb
Pro
1 per turn can re-roll (not AV, Inj, Casualty) if you roll 4-6 (this roll can use Team re-roll)
Shadowing
Any opponent leaving TZ can be freely followed if 2D6 + Diff in MA <= 7
Strip Ball
When blocking ball carrier a push forces a Ball Bounce
Sure Hands
Re-roll for Pick Up and no Strip Ball
Tackle
Opponents can't use Dodge
Wrestle
On Both Down players are placed prone (No injury)

Passing Skills

Accurate
+1 when passing
Dump-Off
Carrier can do pass when blocked once per turn (No Turnover)
Hail Mary
Can pass to any sq, no intercept, roll of 1 fumble, Ball Bounce in thrower's sq, else scatters 3 sq
Leader
+1 Team re-roll for first leader, must be on pitch
Nerves of Steel
Ignore TZ mod for pass, catch or intercept
Pass
re-roll D6 for inaccurate pass or fumble
Safe Throw
Ag roll cancels interc­eption, doesn't fumble unless natural 1

Strength Skills

Break Tackles
1 per turn can use ST for Dodge roll
Grab
Can push to any empty sq, Side Step cancels both, can never have Frenzy
Guard
Assist even if in other players TZ, not for Foul
Juggernaut
On Blitz cancels Fend, Stand Firm, and Wrestle, Both Down becomes Pushed
Mighty Blows
+1 to TV OR Injury Roll when KD
Multiple Block
Can block 2 at once, they have +2 ST and no Follow Up
Piling On
Can re-roll TV OR Injury roll for successful Block, place blocker prone, no Turnover
Stand Firm
Can refuse being moved when Blocked
Strong Arm
+1 on Short, Long, or Bomb passes
Thick Skull
8 on Injury is Stunned instead of KO'd

Agility Skills

Catch
Can re-roll for catch, hand-off, or interc­eption
Diving Catch
Can catch a ball (not Bouncing) in an adjacent empty sq as if in his sq
Diving Tackle
Place prone in sq vacated by Dodging player and -2 to his Dodge roll
Dodge
1 per turn, re-roll Dodge, effects Block dice
Jump Up
Stands up for free, can Block on AG roll +2 mod, fail means prone
Leap
1 per turn can Leap to any sq 2 away (costs 2 MA), AG roll, if failed KD with TV / Injury
Side Step
Can choose any empty sq when Blocked
Sneaky Git
Only caught Fouling if TV doubles was successful
Sprint
Go For It! can go up to 3 instead of 2
Sure Feet
1 per turn re-roll a failed Go For It!

Extrao­rdinary Skill

Loner
Can only use Team Re-roll on 4+