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+ |
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