Blood bowl strong arm

blood bowl strong arm

Elven Union Thrower Build | Blood Bowl 2020 Player Build & Player Tragically (depending on who you ask), Strong Arm has become Throw Team Mate exclusive. Rule question: does strong arm combine with dump off to allow dump offs to short pass range? Does the client handle this correctly if I make. Strong Arm: When the player tries to pass the ball the distances taken into account is reduced. Thick Skull: This skill reduces the chance of a KO result by.

Blood bowl strong arm - can suggest

STEAM
Accurate Versus Strong Arm
I've always held out for doubles on a Thrower's level up so I could give him Strong Arm instead of Accurate becuase I thought they both helped with different ranges, but I think I'm mistaken. Accurate's description is "Add 1 to the D6 for every Pass" And Strong Arm's is "Add 1 to the roll for Short, Long and Bomb Ranges"

Is Accurate just straight up better than Strong Arm as it gives a boost to quick, short, long and bomb as opposed to just the last three?

Thanks
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Skills can help you do all sort off things like picking up the ball, throwing the ball and so on. Most players start with one or more skills, while other players can earn skills after earning enough SPP to earn a Level.

General Skills[]

  • Block: While blocking or being blocked, the player is not Knocked Down on a Both Down Result.
  • Dauntless: If the player attempts to block an opponent with a higher strength score they may roll a d6 adding their own strength. If the result is higher than the opponents strength, the block is made as if the strength scores were equal.
  • Dirty Player: Add 1 to an Armor or Injury roll made by a player with this skill when they make a Foul.
  • Fend: Opposing players may not follow up blocks made against this player, even if the player with Fend is knocked down
  • Frenzy: A player with Frenzy must always follow up after throwing a Block at an opposing player. In addition, they must make a second block against the same opponent if the first result was Pushed Back. This skill cannot be taken by a player with the Grab skill.
  • Kick: When kicking the ball to the opposing team, after rolling for scatter, you may choose to halve (rounding down) the number of squares the ball scatters. To use this skill the player cannot be in a wide zone or on the line of scrimmage.
  • Kick-off return: The player may move up to 3 squares after the ball has been kicked by the opposing team, but before rolling on the kick-off table. Only one player can use Kick-off Return each kick-off, and they cannot be in an opponents tackle zone or on the line of scrimmage. The player cannot move into the opponents half of the pitch, and this skill cannot be used on a touchback kick-off.
  • Pass Block: A player may move up to 3 squares immedately before an opposing player makes a pass roll. The player must end up in a position to attempt an interception, or in a tackle zone of either the player attempting the pass or the target player. This is a 'free' move out of turn, but it follows all the normal rules for moving, dodging, etc.
  • Pro: Once per turn the player can try to re-roll an action without using a team re-roll. They must first roll a d6, on a 4+ they may then re-roll the action as if they used a team reroll. The player may not use a team re-roll on the action after trying to use pro, but may use one to re-roll the pro roll.
  • Shadowing: a player with Shadowing may attempt to follow an opposing player who dodges out of their tackle zone. ( dodging unit MA ) - ( shadowing unit MA ) + 2D6. If the final result is 7 or less they move into the square vacated by the opposing player. No dodge rolls are required for this action. A player may make any number of shadowing moves per turn. If the final result is 8 or more avoid Shadowing.
  • Strip Ball: When a player with this skill pushes an opposing player during a Block, they will cause the opposing player to drop the ball in square they are pushed back to, even if the opposing player is not Knocked Down.
  • Sure Hands: A player with Sure Hands is allowed to re-roll the result if they fail to pick up the ball. In addition, the Strip Ball skill does not work against a player with this skill.
  • Tackle: Opposing player may not use their Dodge skill when attempting to dodge out of this player's tackle zone, nor may they use their Dodge skill to avoid Player Stumbles result if the attacker chooses to use Tackle.
  • Wrestle: A player with Wrestle may choose to ignore a Both Down result during a block by placing both the players prone, but no Armor rolls are made. In addition, this does not cause a turnover.

Agility Skills[]

  • Catch: A player with Catch can re-roll a failed catch, interception or dropped Hand Off.
  • Diving Catch: The player gets a +1 modifier to catch accurate passes and hand-offs targeted at their square, and may attempt a catch roll as normal to catch passes, kick-offs and crowd throw-ins (but not bouncing balls) landing in an adjacent square. If more than one player try to use Diving Catch at the same time neither succeeds.
  • Diving Tackle: The player may use this skill after an opposing player attempts to dodge out of any of his tackle zones. The player is placed prone in the vacated area, but does not to make an Armor or Injury roll. The opposing player must subtract 2 from their dodge roll.
  • Dodge: Allows a player to re-roll a failed dodge. In addition, the are only Pushed back on a "Defender Stumbles" result
  • Defensive: During your opponent's team turn (but not your own team turn ) any opposition players being marked by this player cannot use the Guard skill.
  • Jump Up: The player may stand up without paying the usual 3 squares of movement. If they wish to make a Block action, they must successfully pass an agility roll with a +1 bonus or the Action is wasted and the player remains prone.
  • Leap: During any form of movement the player can attempt to leap one or two squares. While leaping the player can move over other players and ignores tackle zones. The player must pass an unmodified Agility roll or be knocked down in the destination square.
  • Safe Pair Of Hands: if this player is knocked down or prone while in possession of the ball, the ball does not bounce. Instead, you may place the ball adjacent to the one this player occupies when they become Prone.
  • Side Step: Instead of being pushed back during a block the player can choose to move into any empty adjacent square. This does not prevent the player from being kocked down.
  • Sneaky Git: During a Foul action, a player with this skill is not sent off by the referee for rolling doubles on the Armor roll if this didn't break the opponents armor.
  • Sprint: The player may attempt to move up to 3 extra squares rather than the normal 2 when Going For It. The coach must still roll to see if the player Falls Over.
  • Sure Feet: A player may re-roll the result if they fail a Go For It action, once per turn.

Passing Skills[]

  • Accurate: Adds +1 to the roll when attempting a pass action.
  • Dump-Off: If the player is holding the ball, they may attempt a quick pass immediately before getting blocked.
  • Hail Mary Pass: A player using this skill can throw the ball anywhere in the pitch, even beyond the normal range for pass. However, the pass is never accurate.
  • Leader: The player is a natural leader and earns the team a special Leader re-roll. This works in the same as team re-rolls but may only be used if the leader is on the pitch. The team can only use one leader re-roll per half.
  • Nerves of Steel: The player ignores modifiers for enemy tackle zones when they attempt to pass, catch or intercept.
  • Pass: The player can re-roll if he throws an inaccurate pass or fumbles.
  • Safe Throw: If a pass made by this player is ever intercepted then the Safe Throw player may make an unmodified Agility roll. If this is successful the the interception is canceled.

Strength Skills[]

  • Break Tackle: The player can use Strength in place of Agility when attempting a dodge action. This skill may only be used once per turn.
  • Grab: While blocking and pushing the target backwards, the player can choose any direction for the push. This effect cannot be used as part of a Blitz. If the defending player has the Side-Step skill, they cancel each other out and a normal push occurs
  • Guard: A player with this skill assists an attacking or defensive block even if they are in another player's tackle zone.
  • Juggernaut: If the player performs a Blitz action the opposing players may not use their Fend, Stand Firm or Wrestle skills against blocks. In addition they may choose to treat a Both Down result as Pushed Back.
  • Mighty Blow: Adds +1 to any Armor or Injury roll made by a player when an opponent is hit during a block.
  • Multiple Block: A player who is adjacent to at least two opponents can try to block the two of them at the same time. Each opponent will gain a +2 bonus in Strength to represent the extra difficulty in succeeding with this type of action.
  • Piling On: After a Block, if the opponent is Knocked Down, the player can throw himself on top of them having the ability to use a Team Re-Roll for either an Armour or Injury roll. However, the player will end up prone on the ground.
  • Stand Firm: A player with this skill may not be pushed back as a result of Pushed Back or Knock Down during a block.
  • Strong Arm: When the player tries to pass the ball the distances taken into account is reduced.
  • Thick Skull: This skill reduces the chance of a KO result by 50% to a Stunned result.

Mutation Skills[]

  • Big hand: The player ignores enemy tackles zones or Pouring Rain when they try to pick up the ball.
  • Claw: When an opponent is Knocked Down by the player during a block any Armor roll of 8 or more, after modifications, automatically breaks armor.
  • Disturbing Presence: Any player must subtract 1 from the roll while trying to pass, catch or intercept within 3 squares of the player.
  • Extra arms: A player with extra arms adds +1 to all catch, interception or pick up rolls.
  • Foul Appearance: The player's appearance is so horrible that any opposing player must roll a d6 and get a 2 or higher to be able to block them.
  • Horns: a player with horns gains +1 Strength during a Blitz action.
  • Prehensile Tail: Opposing players must subtract 1 from the D6 roll if they attempt to dodge out of any of the player's tackle zones.
  • Tentacles: To successfully dodge or leap away from a player with tentacles, the opposing player must pass a Strength test. 2D6 + player's ST - Tentacles player's ST. Result 5 or less can't leave the tackle zone. Action ends immediately.
  • Two Heads: Adds +1 to the roll whenever the player tries to dodge..
  • Very Long Legs: +1 to interception and leap. Prevents use of the Safe Throw skill.

[]

  • Always Hungry: Roll a D6 after declaring a throw team-mate action. If a 1 is rolled, the player will attempt to eat the team-mate. If this happens, roll another D6. If another 1 is rolled the team-mate is eaten without any chance of recovery. If the team-mate had the ball, it will scatter from his square. If a 2 or higher is rolled the team-mate squirms free and he scatters from the Troll's square
  • Animosity: If this player at the end of his Hand-off or Pass Action attempts to hand-off or pass the ball to a team-mate that is not the same race as the Animosity player roll a D6. On a 2+, the pass/hand-off is carried out as normal. On a 1, the player refuses to give the ball to any team-mate except one of his own race. The coach may choose to change the target of the pass/hand-off to another team-mate of the same race as the Animosity player, however no more movement is allowed for the Animosity player, so the current Action may be lost for the turn.
  • Ball and Chain: Players armed with a Ball & Chain can only take Move Actions. To move or Go For It, place the throw-in template over the player facing up or down the pitch or towards either sideline. Then roll a D6 and move the player one square in the indicated direction; no Dodge roll is required if you leave a tackle zone. If this movement takes the player off the pitch, they are beaten up by the crowd in the same manner as a player who has been pushed off the pitch. Repeat this process until the player runs out of normal movement (you may GFI using the same process if you wish). If during his Move Action he would move into an occupied square then the player will throw a block following normal blocking rules against whoever is in that square, friend or foe (and it even ignores Foul Appearance!). Prone or Stunned players in an occupied square are pushed back and an Armour roll is made to see if they are injured, instead of the block being thrown at them. The player must follow up if they push back another player, and will then carry on with their move as described above. If the player is ever Knocked Down or Placed Prone roll immediately for injury (no Armour roll is required). Stunned results for any Injury rolls are always treated as KO’d. A Ball & Chain player may use the Grab skill (as if a Block Action was being used) with his blocks (if he has learned it!). A Ball & Chain player may never use the Diving Tackle, Frenzy, Kick-Off Return, Leap, Pass Block or Shadowing skills.
  • Blood Lust: Roll a D6 immediately after declaring an Action with a Vampire. On a 2+, he carries out the Action as normal. On a 1, however, the Vampire is overcome by the desire to drink Human blood and must carry out the following special Action instead. If the Vampire finishes the move standing adjacent to one or more standing, Prone or Stunned Thralls from his own team, his coach can choose which thrall to attack. Immediately roll for injury on the Thrall who has been attacked without making an Armour roll treating any casualty as a Badly Hurt result. The injury will not cause a turnover unless the Thrall was holding the ball. If the Vampire is not able to attack a Thrall (for any reason), then he is forced to feed off a spectator. He is then removed from the pitch and placed in his team's Reserves box, and his team suffers a turnover. If he was holding the ball it bounces from the square he occupied when he was removed, and he will not score a Touchdown (even if he gets into the End Zone while holding the ball before being removed). If the Vampire is KO’d or suffers a Casualty before biting a Thrall, then he should be placed in the appropriate box of the Dug Out instead of being placed in the Reserves box. Note that the Vampire is allowed to pick up the ball or do anything else they could normally do while taking their action, but must bite a Thrall to avoid the turnover.
  • Bombadier: A coach may choose to have a Bombardier who is not Prone or Stunned throw a bomb instead of taking any other Action with the player. This does not use the team's Pass Action for the turn. The bomb is thrown using the rules for throwing the ball (including weather effects), except that the player may not move or stand up before throwing it (he needs time to light the fuse!). Intercepted bomb passes are not turnovers. Fumbles, or indeed any explosions that lead to a player on the active team being knocked over are turnovers. All skills that may be used when a ball is thrown may be used when a bomb is thrown also. A bomb may be intercepted or caught using the same rules for catching the ball, in which case the player catching it must throw it again immediately. This is a special bonus Action that takes place out of the normal sequence of play. A player holding the ball can catch or intercept and throw a bomb. The bomb explodes when it lands in an empty square or an opportunity to catch the bomb fails or is declined (i.e., bombs don’t ‘bounce’). If the bomb is fumbled it explodes in the bomb thrower’s square. If a bomb lands in the crowd, it explodes with no effect. When the bomb finally does explode any player in the same square is Knocked Down, and players in adjacent squares are Knocked Down on a roll of 4+. Players can be hit by a bomb and treated as Knocked Down even if they are already Prone or Stunned. Make Armour and Injury rolls for any players Knocked Down by the bomb. Casualties caused by a bomb do not count for Star Player points.
  • Bone-Head: Before attempting any action they must pass a Bone-Head test (1/6 chance). If they fail this then they may not make any actions for the remainder of the turn. In addition they lose their tackle zone.
  • Chainsaw: A player armed with chainsaw must attack an opponent. Roll a D6. On a roll of 2 or more the chainsaw hits the opposing player, but on a roll of 1 it kicks back. The victim rolls an Armor Value +3. Armor rolls against the chainsaw player are also made at +3. Casualties caused by the chainsaw do not earn SPP.
  • Decay: 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.
  • Hypnotic Gaze: The player may use hypnotic gaze at the end of his Move Action on one opposing player who is in an adjacent square. Make an Agility roll for the player with hypnotic gaze, with a -1 modifier for each opposing tackle zone on the player with hypnotic gaze other than the victim's. If the Agility roll is successful, then the opposing player loses his tackle zones and may not catch, intercept or pass the ball, assist another player on a block or foul, or move voluntarily until the start of his next action or the drive ends. If the roll fails, then the hypnotic gaze has no effect.
  • Loner: Loners are not great team players. If they wish to use a team re-roll, they must successfully pass a Loner roll (1/2 chance). If they fail, the re-roll is lost.
  • Monstrous Mouth: A player with a Monstrous Mouth can reroll failed Catch, Handoff and Interception rolls. In addition, the Strip Ball skill will not work against a player with a Monstrous Mouth.
  • No Hands: The player cannot carry the ball
  • Nurgle's Rot: Any opponent killed by this player becomes a Nurgle Rotter for the player's team.
  • Really Stupid: The player has a 1/2 chance of becoming Really Stupid and may not perform any actions for the rest of the turn, in addition they lose their tackle zone. If a team mate is standing adjacent to the player, the chance to fail is reduced to a 1/6 chance.
  • Regeneration: If they player is injured or killed, after any attempts by the Apothecary, they have a 1/2 chance to regenerate themselves and are placed in the reserves ready for the next drive.
  • Right Stuff: Enables a player to be thrown by a team-mate who possesses Throw Team-Mate skill.
  • Secret Weapon: At the end of any drive in which the player took part, he will automatically be sent off by the referee.
  • Stab: A player may attack an opponent with their stabbing attack instead of throwing a block at them. Make an unmodified Armor roll for the victim. If the score is less than or equal to the victim’s Armor value then the attack has no effect. If the score beats the victim’s Armor value then they have been wounded and an unmodified Injury roll must be made. If Stab is used as part of a Blitz Action, the player cannot continue moving after using it. Casualties caused by a stabbing attack do not count for Star Player points. For normal players there is only the Dark Elf Assassin who comes with the Stab ability. There are though some star players that have Stab and if you do get enough inducement money, you will be able to hire one.
  • Stunty: A player with Stunty may ignore any enemy tackle zone on the square he is moving to when he makes a dodge, but subtract 1 from the roll when they pass. In addition, an Injury roll of 7 made against a Stunty player is considered a KO, and an Injury roll of 9 is considered a Badly Hurt casualty. Stunties that are armed with a secret weapon are not allowed to ignore enemy tackle zones.
  • Swoop: When a player with the Swoop skill is thrown by a player with the Throw Teammate skill, use the Throw-in template rather than the Scatter template to determine where the player lands. For each square the player scatters, their coach places the Throw in template facing toward either end zone or either sideline, rolls a d6 and moves the player 1 square in the indicated direction. Additionally, when rolling to see if the player lands on their feet (per the Right Stuff rules) add 1 to the result. When a player with both Swoop and Stunty dodges, they DO NOT ignore the tackle zones on the square they are dodging to.
  • Take Root: At the start of any action, the player rolls 1D6. If a 1 is rolled, the player may not move (or Block as part of a Blitz action) until the end of the drive, or they are knocked over.
  • Throw Team-Mate: Enables a player to throw a team-mate who possesses Right Stuff skill.
  • Timm-ber!: When a player with this skill attempts to stand up, friendly adjacent players that are not in enemy tackle zones may assist in the effort. For each player able to assist, add 1 to the roll to stand up... note that a 1 is always a failure. Assisting a player to stand up does not count as an Action, and players may assist even if they have already taken an Action.
  • Titchy: The player may add 1 to any Dodge roll he attempts. On the other hand, while opponents do have to dodge to leave any of a Titchy player’s tackle zones, Titchy players are so small that they do not exert a -1 modifier when opponents dodge into any of their tackle zones.
  • Weeping Dagger: If this player inflicts a casuality durning a block, and the result of the Casuality roll is 11-38 after any re-rolls, roll a D6. On a result of 4 or more, the opposing player must miss next game. Out of the referee's sight!
  • Wild Animal: The player can become uncontrollable during a match and must pass a Wild Animal test to successfully perform an action. There is a 1/2 chance that they will be able to carry out the action required. This is increased to an 5/6 chance in case of a Block or Blitz.
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lowrclassbrat11 years ago#1

I've got the basics of this down cept for passing keep getting drops or intercepts.....What does one need to be aware of or stat to watch for throwing and receiving?

zhukov194311 years ago#2

Agility is the stat that covers both throwing and catching...and a lot of other things, too! AG4 players are the best for passing or receiving - try to avoid having any AG2 guys handle the ball, if you can help it. "Throw" and "Catch" both give a free re-roll to do those things, so they're handy to have, too. You can still have a decent passing game with an AG3 team, but you'll need to have lots of skills or lots of re-rolls to pull it off.

'Reality,' sa molesworth 2, 'is so unspeakably sordid it make me shudder.'

LoseAsDirected11 years ago#3

Also, try not to make any pass or catch attempts while in any tackle zones (ie, being right next to an opposing player), because each one you are in gives you a -1 to the attempt unless you have the Nerves of Steel skill, which will ignore the penalties.

For the passer, try to make sure it is with either an AG4 or AG3 with Pass skill player. If they level up, try to get them Accurate and Nerves of Steel skills. The former gives you a +1 on all Pass attempts no matter the range and the latter makes it easier to pass if you are in tackle zones. If you roll doubles, try to get Strong Arm as it makes Long Passes and Long Bombs much easier to attempt, as it gives you a +1 to all but Quick Passes. Of course it should go without saying that if you get a chance to increase their AG you should take it.

A well leveled up Thrower might end up looking like this (using Humans as the baseline, but other races can make similar builds).

MA 6 - Average. He can scramble a bit and get closer to his targets to make the passes easier.
ST 3 - Average. Not really important except for Blocks, but you should try not to make Blocks with him if possible, and he shouldn't have the ball often enough that he gets attacked by the opponent too much.
AG 3(4) - Average (Increased) - If you get the increase, so much the better. If not, his skills will make him a reliable passer anyway.
AV 8 - Average. Again, he shouldn't get harassed too much as you're going to try to pass the ball in the same turn that he picks it up in.

Pass - He comes with it. It's his bread and butter. It allows him to automatically re-roll any failed Pass attempts. A must have skill if you want a decent passing game.
Sure Hands - He comes with it. Again, as he will most likely be the one to pick the ball up, this is important. It allows him to automatically re-roll any failed attempt to pick up the ball.
Accurate - A +1 to all Pass attempts. Very useful. Makes a Quick Pass a +2, a Short Pass a +1, a Long Pass a +0 and a Long Bomb a -1.
Nerves of Steel - No longer needs to worry about taking penalties to Pass attempts when in enemy tackle zones means he wont have to worry about being pressured too much.
Long Bomb - A +1 to Short Pass, Long Pass and Long Bomb attempts. Gives you a total of +2 Quick Pass, +2 Short Pass, +1 Long Pass and +0 Long Bomb when combined with Accurate.

With an AG of 3 this means you will succeed on a Quick Pass or Short Pass on all but a d6 roll of 1 (or 87% of the time), and can re-roll a failed pass that will succeed on all but a d6 roll of 1 (or 87% of the time) for a total of a 1 in 36 chance of failing (or less than 3% chance of failing). An AG4 doesn't really affect these odds at all.

With an AG of 3 this means you will succeed on a Long Pass on all but a d6 roll of 1 or 2 (or 67% of the time) and can re-roll a failed pass that will succeed on all but a d6 roll of 1 or 2 (or 67% of the time) for a total of 4 in 36 chance of failing (or 11% chance of failing). An AG4 will bump this up to the same odds of success as a Quick Pass or Short Pass.

With an AG of 3 this means you will succeed on a Long Bomb on a 4 or better on a d6 roll (or 50% of the time) and can re-roll a failed pass that will succeed on a 4 or better on a d6 roll (or 50% of the time) for a total of 8 in 36 chance of failing (or 25% chance of failing). An AG4 will bump this up to the same odds of success as a Long Pass.

LoseAsDirected11 years ago#4

Of course now this means that your Catcher needs to be able to catch the ball and hold onto it long enough to score. There are several ways to improve these odds.

First, either try to have an AG4 player as your catcher, or try to have the right skills. Catch is a great one, and the human Catcher comes with it (as well as Dodge). Catch, like Pass and Sure Hands, gives you an automatic re-roll on any failed attempt to Catch the ball.

You'll also want to get Block as soon as you can because a player with Block and Dodge is notoriously difficult to take down. Any increase to AG is vital as well, as it improves your chance at both Catching and Dodging, which are the two things you're going to do with this guy the most. Any doubles should result in you taking Nerves of Steel, as it means he can ignore tackle zones when making a Catch, and thus can Catch much easier when he is pressured. It might also be worth taking Sure Hands if you know you're going to be facing an opponent with Strip Ball, as Sure Hands negates any attempt to Strip Ball.

Finally, it is a good idea to take Diving Catch as it gives him a +1 to any attempt to Catch a ball passed directly to his square, but also allows him to attempt to catch and ball that was kicked off, thrown in or inaccurately passed to a square adjacent to him.

It's also worth eventually taking Sure Feet, as it allows you a single automatic re-roll on a failed attempt to Go For It. Sprint rounds out your skill selection by allowing him to Go For It one more time, but I would only take that as a final skill, and I'd always take a +1 MA or AV over it.

By the way, should you get a +1 MA or AV roll for your skill, it might be tempting to take the +1MA as it allows you to score more easily, but I wouldn't overlook that extra point of AV. Most of your Catchers are going to score easily once you get a few skills under their belt, and anything you can do to keep them in good condition will be of great use (and that's why I suggest taking Block as the first skill you get for a Catcher), and since Catchers usually have lesser AVs than the rest of the team (plus a lesser ST), you're going to find that they go down to injury far too often.

LoseAsDirected11 years ago#5

In this game there are really only 4 teams that should try for a passing game anyway.

First and most obvious is the Wood Elves as they have a dedicated Thrower and Catcher positional player. The advice given above applies to them just as much as to humans, but the extra point of AG for your whole team means that even Linemen can be improvised Catchers if you find that you have one wide open and within running distance of their end zone. In fact, it might not be a bad idea to get each of your Linemen a TD or two over the course of a season as anything you can do to level them up (and thus allow them to take Block and Dodge) will drastically increase their longevity on the field.

The humans are the next most obvious as they also have a dedicated Thrower and Catcher positional player, and I wrote the above with a human team in mind.

The next is the Skaven. You'll have to try to get Catch on your Gutter Runners, but if you can you'll find that they make for an awesome passing team in addition to their amazing running game.

And, finally, we have the Dark Elves. They should never rely exclusively on a passing game, but as they all have AG4, you can certainly feel comfortable knowing that picking up as Passing skill here or there for your team wont go to waste, and Dark Elves love having a variety of moves at their disposal. The AI (and many human players) assume you're going to run the Dark Elves as a bashing running team (and you really should), so that means the occasional Pass play can take them completely by surprise. You'll probably use your Runners as pseudo-Throwers and your Blitzers as pseudo-Catchers. Don't feel like you have to take the Catch skill on your Blitzers, but don't be afraid to take Pass on your Runners. If nothing else, it makes their Dump-Off skill that much more useful.

LoseAsDirected11 years ago#6

Quadruple post FTW! But as this is a nearly dead board, I don't think anyone will hold it against me..

Two more skills worth talking about.

Safe Throw for your Thrower. This is not a bad skill, but as Interceptions are really hard to attempt anyway, and you're mostly going to find yourself failing a Pass on a natural 1 (which always fumbles, even with this skill), it's probably not worth taking if you follow the build I outlined above.

Side Step for your Catcher. This is a great skill if you haven't had any luck getting attribute increases or Nerves of Steel. You're going to find that you get pushed more often than knocked down once you have both Block and Dodge, so why not make it so that you get pushed into the square you want to? Not a bad choice if you have Block, Sure Feet and Diving Catch already and you don't roll a double or attribute increase for your level up.

BrokenTusk11 years ago#7

What stat is Long Bomb under? There is Hail Mary under passing but it says that is never accurate. Also does str increase their throw range?

Chaos can also make a pretty good passing game as well due to mutations like extra arms, big hand, etc. If you do play a team that gets mutants Foul presence is great on your passer/catcher especially if they get caught in the open. Disturbing presence is great for interceptor/dodge killers

HK-47: Can I break his neck now master? It's been a long time fantasy of mine. You: Maybe later..
HK-47: Did you hear that meatbag? "I'LL BE BACK!"

LoseAsDirected11 years ago#8

Long Bomb is a Pass range.

There are 4 ranges.

Quick Pass, which gives you a +1 to the Pass attempt. This is the first circle, the green one.
Short Pass, which gives no modifier to the Pass attempt. This is the second circle, the yellow one.
Long Pass, which gives a -1 to the Pass attempt. This is the third circle, the orange one.
Long Bomb, which gives a -2 to the Pass attempt. This is the final circle, the red one.

Accurate gives you a +1 to all attempts, so..

Quick Pass gives you +2.
Short Pass gives you +1.
Long Pass gives you +0
Long Bomb gives you -1.

Strong Arm is a Strength skill, so your Thrower will need to roll doubles on his level up skill check to get it. Strong Arm gives you a +1 to Short Pass, Long Pass and Long Bomb, so..

Quick Pass gives you +1.
Short Pass gives you +1.
Long Pass gives you +0.
Long Bomb gives you -1.

These skills stack, so if you have both Accurate and Strong Arm..

Quick Pass gives you +2.
Short Pass gives you +2.
Long Pass gives you +1.
Long Bomb gives you +0.

These are the modifiers to your d6 (standard, six sided dice numbered 1-6) roll to attempt to pass. The number you are trying to get is 7 or greater. You add your AG to the roll as well, so if you have both skills and an AG of 3 then you need..

A 2 or better for a Quick Pass.
A 2 or better for a Short Pass.
A 3 or better for a Long Pass.
A 4 or better for a Long Bomb.

A dice result of natural 1 (the dice roll itself is 1 before any modifiers or your AG are applied) is always a failure and a roll of a natural 6 (the dice roll itself is 6 before any modifiers or your AG are applied) is always a success.

So with an AG of 4 (and Accurate and Strong Arm skills) you need..

A 2 or better for a Quick Pass.
A 2 or better for a Short Pass.
A 2 or better for a Long Pass.
A 3 or better for a Long Bomb.

LoseAsDirected11 years ago#9

Blood Bowl is based on a board game made by Games Workshop, and it's a pretty accurate representation of the actual rules used for the board game itself. The official rules for the game are available on Games Workshops website for free, so if you want to better understand how computer calculates your chance of success or failure, try reading the rules. I know that once I read the official rulebook I understood the video game much better, and I play much better as a result. I'm also collecting teams for the board game now, but you don't have to do that if you don't want to.

The rules can be found here...

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m780049a_Blood_Bowl_Competition_Rules.pdf

Note to any mods, this is the source that the video game rules are based upon, and the rules are offered freely by the developer of the rules, so no copyright violations are taking place by my posting this, nor is this advertising or off-topic in nature, so please don't mod this post because of the link in question.

Jmaneuv01111 years ago#10

Any team can have a good passing game, but both passer and receiver should have at least 4 AGI otherwise it's a low percentage proposition. Any receiver with 7 MA is fine as that will get him into the end zone in two turns without having to "go for it"-even 6 MA is really good enough there as one "going for it" is a pretty good bet.

Источник: [https://torrent-igruha.org/3551-portal.html]

SKILLS LIST

Accurate (Passing)
The player may add 1 to the D6 roll when he passes.

Always Hungry (Extraordinary)
The player is always ravenously hungry – and what's more, he'll eat absolutely anything! Should the player ever use the Throw Team-Mate skill, roll a D6 after he has finished moving, but before he throws his team-mate. On a 2+ continue with the throw. On a roll of 1 he attempts to eat the unfortunate team-mate! Roll the D6 again, a second 1 means that he successfully scoffs the team-mate down, which kills the team-mate without opportunity for recovery (Apothecaries, Regeneration or anything else cannot be used). If the team-mate had the ball it will scatter once from the team-mate's square. If the second roll is 2-6 the team-mate squirms free and the Pass Action is automatically treated as a fumbled pass. Fumble the player with the Right Stuff skill as normal.

Animosity (Extraordinary)
A player with this skill does not like players from his team that are a different race than he is and will often refuse to play with them despite the coach's orders. If this player at the end of his Hand-off or Pass Action attempts to hand-off or pass the ball to a team-mate that is not the same race as the Animosity player, roll a D6. On a 2+, the passhand-off is carried out as normal. On a 1, the player refuses to give the ball to any team-mate except one of his own race. The coach may choose to change the target of the passhand-off to another team-mate of the same race as the Animosity player, however no more movement is allowed for the Animosity player, so the current Action may be lost for the turn.

Ball & Chain (Extraordinary)
Players armed with a Ball & Chain can only take Move Actions. To move or Go For It, place the throw-in template over the player facing up or down the pitch or towards either sideline. Then roll a D6 and move the player one square in the indicated direction; no Dodge roll is required if you leave a tackle zone. If this movement takes the player off the pitch, he is beaten up by the crowd in the same manner as a player who has been pushed off the pitch. Repeat this process for each and every square of normal movement the player has. You may then GFI using the same process if you wish. If during his Move Action he would move into an occupied square then the player will throw a block following normal blocking rules against whoever is in that square, friend or foe (and it even ignores Foul Appearance!). A Prone or Stunned player in an occupied square is pushed back and an Armour roll is made to see if he is injured, instead of the block being thrown at him. The player must follow up if he will push back another player, and will then carry on with his move as described above. If the player is ever Knocked Down or Placed Prone, roll immediately for injury (no Armour roll is required). Stunned results for any Injury rolls for the Ball & Chain player are always treated as KO'd. A Ball & Chain player may use the Grab skill (as if a Block Action was being used) with his blocks (if he has learned it!). A Ball & Chain player may never use the Diving Tackle, Frenzy, Kick-Off Return, Leap, Pass Block or Shadowing skills.

Big Hand (Mutation)
One of the player's hands has grown monstrously large, yet remained completely functional. The player ignores modifier(s) for enemy tackle zones or Pouring Rain weather when he attempts to pick up the ball.

Block (General)
A player with the Block skill is proficient at knocking opponents down. The Block skill, if used, affects the results rolled with the Block dice, as explained in the Blocking rules.

Blood Lust (Extraordinary)
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 him 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.

Bombardier (Extraordinary)
A coach may choose to have a Bombardier who is not Prone or Stunned throw a bomb instead of taking any other Action with the player. This does not use the team's Pass Action for the turn. The bomb is thrown using the rules for throwing the ball (including weather effects and use of Hail Mary Pass), except that the player may not move or stand up before throwing it (he needs time to light the fuse!). Intercepted bomb passes are not turnovers. Fumbles or any bomb explosions that lead to a player on the active team being Knocked Down are turnovers. All skills that may be used when a ball is thrown may be used when a bomb is thrown also. A bomb may be intercepted or caught using the same rules for catching the ball, in which case the player catching it must throw it again immediately. This is a special bonus Action that takes place out of the normal sequence of play. A player holding the ball can catch or intercept and throw a bomb. The bomb explodes when it lands in an empty square or an opportunity to catch the bomb fails or is declined (i.e., bombs don't !bounce'). If the bomb is fumbled it explodes in the bomb thrower's square. If a bomb lands in the crowd, it explodes with no effect. When the bomb finally does explode any player in the same square is Knocked Down, and players in adjacent squares are Knocked Down on a roll of 4+. Players can be hit by a bomb and treated as Knocked Down even if they are already Prone or Stunned. Make Armour and Injury rolls for any players Knocked Down by the bomb. Casualties caused by a bomb do not count for Star Player points.

Bone-head (Extraordinary)
The player is not noted for his intelligence. Because of this you must roll a D6 immediately after declaring an Action for the player, but before taking the Action. On a roll of 1 he stands around trying to remember what it is he's meant to be doing. The player can't do anything for the turn, and the player's team loses the declared Action for the turn. (So if a Bone-head player declares a Blitz Action and rolls a 1, then the team cannot declare another Blitz Action that turn.) The player loses his tackle zones and may not catch, intercept or pass, assist another player on a block or foul, or voluntarily move until he manages to roll a 2 or better at the start of a future Action or the drive ends.

Break Tackle (Strength)
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 a Dodge roll. This skill may only be used once per turn.

Catch (Agility)
A player who has the Catch skill is allowed to re-roll the D6 if he fails a catch roll. It also allows the player to re-roll the D6 if he drops a hand-off or fails to make an interception.

Chainsaw (Extraordinary)
A player armed with a chainsaw must attack with it instead of making a block as part of a Block or Blitz Action. When the chainsaw is used to make an attack, roll a D6 instead of the Block dice. On a roll of 2 or more the chainsaw hits the opposing player, but on a roll of 1 it !kicks back' and hits the wielder instead! Make an Armour roll for the player hit by the chainsaw, adding 3 to the score. If the roll beats the victim's Armour value then the victim is Knocked Down and injured – roll on the Injury table. If the roll fails to beat the victim's Armour value then the attack has no effect. A player armed with a chainsaw may take a Foul Action, and adds 3 to the Armour roll, but must roll for kick back as described above. A running chainsaw is a dangerous thing to carry around, so if a player holding a chainsaw is Knocked Down for any reason, the opposing coach is allowed to add 3 to his Armour roll to see if the player was injured. However, blocking a player with a chainsaw is equally dangerous! If an opponent knocks himself over when blocking the chainsaw player then add 3 to his Armour roll. This skill may only be used once per turn (e.g., cannot be used with Frenzy or Multiple Block) and if used as part of a Blitz Action, the player cannot continue moving after using it. Casualties caused by a chainsaw player do not count for Star Player points.

Claw / Claws (Mutation)
A player with this skill is blessed with a huge crab-like claw or razor sharp talons that make armour useless. When an opponent is Knocked Down by this player during a block, any Armour roll of 8 or more after modifications automatically breaks armour.

Dauntless (General)
A player with this skill is capable of psyching himself up so he 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 of the player with the Dauntless skill rolls a D6 and adds it to his strength. If the total is equal to or lower than the opponent's Strength, the player must block using his normal Strength. If the total is greater, then the player with the Dauntless skill counts as having a Strength equal to his opponent's when he makes the block. The strength of both players is calculated before any defensive or offensive assists are added but after all other modifiers.

Decay (Extraordinary)
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 (see page 25) 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.

Dirty Player (General)
A player with this skill has trained long and hard to learn every dirty trick in the book. Add 1 to any Armour roll or Injury roll made by a player with this skill when they make a Foul as part of a Foul Action. Note that you may only modify one of the dice rolls, so if you decide to use Dirty Player to modify the Armour roll, you may not modify the Injury roll as well.

Disturbing Presence (Mutation)
This player's presence is very disturbing, whether it is caused by a massive cloud of flies, sprays of soporific musk, an aura of random chaos or intense cold, or a pheromone that causes fear and panic. Regardless of the nature of this mutation, any player must subtract 1 from the D6 when they pass, intercept or catch for each opposing player with Disturbing Presence that is within three squares of them, even if the Disturbing Presence player is Prone or Stunned.

Diving Catch (Agility)
The player is superb at diving to catch balls others cannot reach and jumping to more easily catch perfect passes. The player may add 1 to any catch roll from an accurate pass targeted to his square. In addition, the player can attempt to catch any pass, kick off or crowd throw-in, but not bouncing ball, that would land in an empty square in one of his tackle zones as if it had landed in his own square without leaving his current square. A failed catch will bounce from the Diving Catch player's square. If there are two or more players attempting to use this skill then they get in each other's way and neither can use it.

Diving Tackle (Agility)
The player may use this skill after an opposing player attempts to dodge out of any of his tackle zones. The opposing player must subtract 2 from his Dodge roll for leaving the player's tackle zone. If a player is attempting to leave the tackle zone of several players that have the Diving Tackle skill, then only one of the opposing players may use Diving Tackle. Diving Tackle may be used on a re-rolled dodge if not declared for use on the first Dodge roll. Once the dodge is resolved but before any armour roll for the opponent (if needed), the Diving Tackle Player is Placed Prone in the square vacated by the dodging player but do not make an Armour or Injury roll for the Diving Tackle player.

Dodge (Agility)
A player with the Dodge skill is adept at slipping away from opponents, and is allowed to re-roll the D6 if he fails to dodge out of any of an opposing player's tackle zones. However, the player may only re-roll one failed Dodge roll per turn. In addition, the Dodge skill, if used, affects the results rolled on the Block dice, as explained in the Blocking rules (see page 10.)

Dump-Off (Passing)
This skill allows the player to make a Quick Pass when an opponent 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 Dump-Off pass before the opponent makes his block. The normal throwing rules apply, except that neither team's 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. Dump-Off may not be used on the second block from an opponent with the Frenzy skill or in conjunction with the Bombardier or Throw Team-Mate skills.

Extra Arms (Mutation)
A player with one or more extra arms may add 1 to any attempt to pick up, catch or intercept.

Fan Favorite (Extraordinary)
The fans love seeing this player on the pitch so much that even the opposing fans cheer for your team. For each player with Fan Favourite on the pitch your team receives an additional +1 FAME modifier (see page 18) for any Kick-Off table results, but not for the Winnings roll.

Fend (General)
This player is very skilled at holding off would-be attackers. Opposing players may not follow-up blocks made against this player even if the Fend player is Knocked Down. The opposing player may still continue moving after blocking if he had declared a Blitz Action.

Foul Appearance (Mutation)
The player's appearance is so horrible that any opposing player that wants to block the player (or use a special attack that takes the place of a block) must first roll a D6 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).

Frenzy (General)
A player with this skill is a slavering psychopath who attacks his opponents in an uncontrollable rage. Unless otherwise overridden, this skill must always be used. When making a block, a player with this skill must always follow up if he can. If a 'Pushed' or 'Defender Stumbles' result was chosen, the player must immediately throw a second block against the same opponent so long as they are both still standing and adjacent. If possible, the player must also follow up this second block. If the frenzied player is performing a Blitz Action then he must pay a square of Movement and must make the second block unless he has no further normal movement and cannot Go For It again.

Grab (Strength)
A player with this skill uses his great strength and prowess to grab his opponent and throw him around. To represent this, only while making a Block Action, if his block results in a push back he may choose any empty square adjacent to his opponent to push back his opponent. When making a Block or Blitz Action, Grab and Side Step will cancel each other out and the standard pushback rules apply. Grab will not work if there are no empty adjacent squares. A player with the Grab skill can never learn or gain the Frenzy skill through any means. Likewise, a player with the Frenzy skill can never learn or gain the Grab skill through any means.

Guard (Strength)
A player with this skill assists an offensive or defensive block even if he is in another player's tackle zone. This skill may not be used to assist a foul.

Hail Mary Pass (Passing)
The player may throw the ball to any square on the playing pitch, no matter what the range: the range ruler is not used. Roll a D6. On a roll of 1 the player fumbles the throw, and the ball will bounce once from the thrower's 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! This skill may not be used in a Blizzard or with the Throw Team-Mate skill.

Horns (Mutation)
A player with Horns may use them to butt an opponent. Horns adds 1 to the player's Strength for any block(s) he makes during a Blitz Action.

Hypnotic Gaze (Extraordinary)
The player has a powerful telepathic ability that he can use to stun an opponent into immobility. The player may use hypnotic gaze at the end of his Move Action on one opposing player who is in an adjacent square. Make an Agility roll for the player with hypnotic gaze, with a -1 modifier for each opposing tackle zone on the player with hypnotic gaze other than the victim's. If the Agility roll is successful, then the opposing player loses his tackle zones and may not catch, intercept or pass the ball, assist another player on a block or foul, or move voluntarily until the start of his next Action or the drive ends. If the roll fails, then the hypnotic gaze has no effect.

Juggernaut (Strength)
A player with this skill is virtually impossible to stop once he is in motion. If this player takes a Blitz Action, the opposing player may not use his Fend, Stand Firm or Wrestle skills against the Juggernaut player's blocks. The Juggernaut player may also choose to treat a !Both Down' result as if a !Pushed' result has been rolled instead for blocks he makes during a Blitz Action.

Jump Up (Agility)
A player with this skill is able to quickly get back into the game. If the player declares any Action other than a Block Action he may stand up for free without paying the three squares of movement. The player may also declare a Block Action while Prone which requires an Agility roll with a +2 modifier to see if he can complete the Action. A successful roll means the player can stand up for free and block an adjacent opponent. A failed roll means the Block Action is wasted and the player may not stand up.

Kick (General)
The player is an expert at kicking the ball and can place the kick with great precision. In order to use this skill the player must be set up on the pitch when his team kicks off. The player may not be set up in either wide zone or on the line of scrimmage. Only if all these conditions are met is the player then allowed to take the kick-off. Because his kick is so accurate, you may choose to halve the number of squares that the ball scatters on kick-off, rounding any fractions down (i.e., 1 = 0, 2-3 = 1, 4- 5 = 2, 6 = 3).

Kick-Off Return (General)
A player on the receiving team that is not on the Line of Scrimmage or in an opposing tackle zone may use this skill when the ball has been kicked. It allows the player to move up to 3 squares after the ball has been scattered but before rolling on the Kick-Off table. Only one player may use this skill each kick-off. This skill may not be used for a touchback kick-off and does not allow the player to cross into the opponent's half of the pitch.

Leader (Passing)
The player is a natural leader and commands the rest of the team from the back-field as he prepares to throw the ball. A team with one or more players with the Leader skill may take a single Leader Re-roll counter and add it to their team re-rolls at the start of the game and at half time after any Master Chef rolls. The Leader re-roll is used exactly the same in every way as a normal Team re-roll with all the same restrictions. In addition, the Leader re-roll may only be used so long as at least one player with the Leader skill is on the pitch - even if they are Prone or Stunned! Re- rolls from Leader may be carried over into Overtime if not used, but the team does not receive a new Leader re-roll at the start of Overtime.

Leap (Agility)
A player with the Leap skill is allowed to jump to any empty square within 2 squares even if it requires jumping over a player from either team. Making a leap costs the player two squares of movement. In order to make the leap, move the player to any empty square 1 to 2 squares from his current square and then make an Agility roll for the player. No modifiers apply to this D6 roll unless he has Very Long Legs. The player does not have to dodge to leave the square he starts in. If the player successfully makes the D6 roll then he makes a perfect jump and may carry on moving. If the player fails the Agility roll then he is Knocked Down in the square that he was leaping to, and the opposing coach makes an Armour roll to see if he was injured. A player may only use the Leap skill once per turn.

Loner (Extraordinary)
Loners, through inexperience, arrogance, animal ferocity or just plain stupidity, do not work well with the rest of the team. As a result, a Loner may use team re-rolls but has to roll a D6 first. On a roll of 4+, he may use the team re-roll as normal. On a roll of 1-3 the original result stands without being re-rolled but the team re-roll is lost (i.e., used).

Mighty Blow (Strength)
Add 1 to any Armour or Injury roll made by a player with this skill when an opponent is Knocked Down by this player during a block. Note that you only modify one of the dice rolls, so if you decide to use Mighty Blow to modify the Armour roll, you may not modify the Injury roll as well. Mighty Blow cannot be used with the Stab or Chainsaw skills.

Multiple Block (Strength)
At the start of a Block Action a player who is adjacent to at least two opponents may choose to throw blocks against two of them. Make each block in turn as normal except that each defender's strength is increased by 2. The player cannot follow up either block when using this skill, so Multiple Block can be used instead of Frenzy, but both skills cannot be used together. To have the option to throw the second block the player must still be on his feet after the first block.

Nerves of Steel (Passing)
The player ignores modifiers for enemy tackle zones when he attempts to pass, catch or intercept.

No Hands (Extraordinary)
The player is unable to pick up, intercept or carry the ball and will fail any catch roll automatically, either because he literally has no hands or because his hands are full. If he attempts to pick up the ball then it will bounce, and will cause a turnover if it is his team's turn.

Nurgle's Rot (Extraordinary)
This player has a horrible infectious disease which spreads when he kills an opponent during a Block, Blitz or Foul Action. Instead of truly dying, the infected opponent becomes a new rookie Rotter. To do so, the opponent must have been removed from the roster during step 2.1 of the Post-game sequence, his Strength cannot exceed 4, and he cannot have the Decay, Regeneration or Stunty skills. The new Rotter can be added to the Nurgle team for free during step 5 of Updating Your Team Roster (see page 29) if the team has an open Roster slot. This new Rotter still counts at full value towards the total value of the Nurgle team.

Pass (Passing)
A player with the Pass skill is allowed to re-roll the D6 if he throws an inaccurate pass or fumbles.

Pass Block (General)
A player with this skill is allowed to move up to three squares when the opposing coach announces that one of his players is going to pass the ball (but not a bomb). The opposing coach may not change his mind about passing once Pass Block's use is declared. The move is made out of sequence, after the range has been measured, but before any interception attempts have been made. A player may not make the move unless able to reach a legal destination and may not follow a route that would not allow them to reach a legal destination. A legal destination puts the player in a position to attempt an interception, an empty square that is the target of the pass, or with his tackle zone on the thrower or catcher. The player may not stop moving until he has reached a legal destination, has been held fast by Tentacles or has been Knocked Down. The special move is free, and in no way affects the player's ability to move in a subsequent action. The move is made using all of the normal rules and skills (for example, having to dodge in order to leave opposing players' tackle zones.) Players with Pass Block may use this skill against a Dump Off pass. If a player performing a Pass Block in their own turn is Knocked Down then this is a turnover, no other players may perform Pass Block moves, and your turn ends as soon as the results of the pass and the block are resolved.

Piling On (Strength)
The player may use this skill after he has made a block as part of one of his Block or Blitz Actions, but only if the Piling On player is currently standing adjacent to the victim and the victim was Knocked Down. You may re-roll the Armour roll or Injury roll for the victim. The Piling On player is Placed Prone in his own square -- it is assumed that he rolls back there after flattening his opponent (do not make an Armour roll for him as he has been cushioned by the other player!). Piling On does not cause a turnover unless the Piling On player is carrying the ball. Piling On cannot be used with the Stab or Chainsaw skills.

Prehensile Tail (Mutation)
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 D6 roll if they attempt to dodge out of any of the player's tackle zones.

Pro (General)
A player with this skill is a hardened veteran. Such players are called professionals or Pros by other Blood Bowl players because they rarely make a mistake. Once per turn, a Pro is allowed to re-roll any one dice roll he has made other than Armour, Injury or Casualty, even if he is Prone or Stunned. However, before the re-roll may be made, his coach must roll a D6. 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 a skill or team re-roll; however you can re-roll the Pro roll with a Team re-roll.

Really Stupid (Extraordinary)
This player is without doubt one of the dimmest creatures to ever take to a Blood Bowl pitch (which, considering the IQ of most other players, is really saying something!). Because of this you must roll a D6 immediately after declaring an Action for the player, but before taking the Action. If there are one or more players from the same team standing adjacent to the Really Stupid player's square, and who aren't Really Stupid, then add 2 to the D6 roll. On a result of 1-3 he stands around trying to remember what it is he's meant to be doing. The player can't do anything for the turn, and the player's team loses the declared Action for that turn (for example, if a Really Stupid player declares a Blitz Action and fails the Really Stupid roll, then the team cannot declare another Blitz Action that turn). The player loses his tackle zones and may not catch, intercept or pass the ball, assist another player on a block or foul, or voluntarily move until he manages to roll a successful result for a Really Stupid roll at the start of a future Action or the drive ends.

Regeneration (Extraordinary)
If the player suffers a Casualty result on the Injury table, then roll a D6 for Regeneration after the roll on the Casualty table and after any Apothecary roll, if allowed. On a result of 1-3, the player suffers the result of this injury. On a 4-6, the player will heal the injury after a short period of time to 're-organise' himself, and is placed in the Reserves box instead. Regeneration rolls may not be re-rolled. Note that an opposing player still earns Star Player points as normal for inflicting a Casualty result on a player with this skill, even if the result doesn't affect the player in the normal way.

Right Stuff (Extraordinary)
A player with the Right Stuff skill can be thrown by another player from his team who has the Throw Team-Mate skill. See the Throw Team-Mate skill entry below for details of how the player is thrown. When a player with this skill is thrown or fumbled and ends up in an unoccupied square, he must make a landing roll unless he landed on another player during the throw. A landing roll is an Agility roll with a -1 modifier for each opposing player's tackle zone on the square he lands in. If he passes the roll he lands on his feet. If the landing roll is failed or he landed on another player during the throw he is Placed Prone and must pass an Armour roll to avoid injury. If the player is not injured during his landing he may take an Action later this turn if he has not already done so. A failed landing roll or landing in the crowd does not cause a turnover, unless he was holding the ball.

Safe Throw (Passing)
This player is an expert at throwing the ball in a way that makes it even more difficult for any opponent to intercept it. If a pass made by this player is ever intercepted then the Safe Throw player may make an unmodified Agility roll. If successful, the interception is cancelled out and the passing sequence continues as normal. In addition, if this player fumbles a pass of a ball (not a bomb or team-mate) on any roll other than a natural 1, he manages to keep hold of the ball instead of suffering a fumble and the team does not suffer a turnover.

Secret Weapon (Extraordinary)
Some players are armed with special pieces of equipment that are called !secret weapons.' Although the Blood Bowl rules specifically ban the use of any weapons, the game has a long history of teams trying to get weapons of some sort onto the pitch. Nonetheless, the use of secret weapons is simply not legal, and referees have a nasty habit of sending off players that use them. Once a drive ends that this player has played in at any point, the referee orders the player to be sent off to the dungeon to join players that have been caught committing fouls during the match, regardless of whether the player is still on the pitch or not.

Shadowing (General)
The player may use this skill when a player performing an Action on the opposing team moves out of any of his tackle zones for any reason. The opposing coach rolls 2D6 adding his own player’s movement allowance and subtracting the Shadowing player's movement allowance from the score. If the final result is 7 or less, the player with Shadowing may move 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 turn. If the final result is 8 or more, the opposing player successfully avoids the Shadowing player and the Shadowing player may not move into the vacated square. A player may make any number of shadowing moves per turn. If a player has left the tackle zone of several players that have the Shadowing skill, then only one of the opposing players may attempt to shadow him.

Side Step (Agility)
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 opposing 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 player may not use this skill if there are no open squares on the pitch adjacent to this player. Note that the coach may choose which square the player is moved to even if the player is Knocked Down after the push back.

Sneaky Git (Agility)
This player has the quickness and finesse to stick the boot to a downed opponent without drawing a referee's attention unless he hears the armour crack. During a Foul Action a player with this skill is not ejected for rolling doubles on the Armour roll unless the Armour roll was successful.

Sprint (Agility)
The player may attempt to move up to three extra squares rather than the normal two when Going For It (see page 20). His coach must still roll to see if the player is Knocked Down in each extra square he enters.

Stab (Extraordinary)
A player with this skill is armed with something very good at stabbing, slashing or hacking up an opponent, like sharp fangs or a trusty dagger. This player may attack an opponent with his stabbing attack instead of throwing a block. Make an unmodified Armour roll (except for Stakes) for the victim. If the score is less than or equal to the victim's Armour value then the attack has no effect. If the score beats the victim's Armour value then he has been wounded and an Injury roll must be made. This Injury roll ignores all modifiers from any source - including Niggling injuries. If Stab is used as part of a Blitz Action, the player cannot continue moving after using it. Casualties caused by a stabbing attack do not count for Star Player points.

Stakes (Extraordinary)
This player is armed with special stakes that are blessed to cause extra damage to the Undead and those that work with them. This player may add 1 to the Armour roll when they make a Stab attack against any player playing for a Khemri, Necromantic, Undead or Vampire team.

Stand Firm (Strength)
A player with this skill may choose to not be pushed back as the result of a block. He may choose to ignore being pushed by !Pushed' results, and to have 'Knock-down' results knock the player down in the square where he started. If a player is pushed back into a player using Stand Firm then neither player moves.

Strip Ball (General)
When a player with this skill blocks an opponent with the ball, applying a !Pushed' or !Defender Stumbles' result will cause the opposing player to drop the ball in the square that they are pushed to, even if the opposing player is not Knocked Down.

Strong Arm (Strength)
The player may add 1 to the D6 when he passes to Short, Long or Long Bomb range.

Stunty (Extraordinary)
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. On the other hand, Stunty players are just a bit too small to throw the ball very well, and are easily injured. To represent these things a player with the Stunty skill may ignore any enemy tackle zones on the square he is moving to when he makes a Dodge roll (i.e., they always end up with a +1 Dodge roll modifier), but must subtract 1 from the roll when he passes. In addition, this player treats a roll of 7 and 9 on the Injury table after any modifiers have been applied as a KO'd and Badly Hurt result respectively, rather than the normal results. Stunties that are armed with a Secret Weapon are not allowed to ignore enemy tackle zones, but still suffer the other penalties.

Sure Feet (Agility)
The player may re-roll the D6 if he is Knocked Down when trying to Go For It (see page 20). A player may only use the Sure Feet skill once per turn.

Sure Hands (General)
A player with the Sure Hands skill is allowed to re-roll the D6 if he fails to pick up the ball. In addition, the Strip Ball skill will not work against a player with this skill.

Tackle (General)
Opposing players who are standing in any of this player's tackle zones are not allowed to use their Dodge skill if they attempt to dodge out of any of the player's tackle zones, nor may they use their Dodge skill if the player throws a block at them and uses the Tackle skill.

Take Root (Extraordinary)
Immediately after declaring an Action with this player, roll a D6. On a 2 or more, the player may take his Action as normal. On a 1, the player “takes root”, and his MA is considered 0 until a drive ends, or he is Knocked Down or Placed Prone (and no, players from his own team may not try and block him in order to try to knock him down!). A player that has taken root may not Go For It, be pushed back for any reason, or use any skill that would allow him to move out of his current square or be Placed Prone. The player may block adjacent players without following-up as part of a Block Action however if a player fails his Take Root roll as part of a Blitz Action he may not block that turn (he can still roll to stand up if he is Prone).

Tentacles (Mutation)
The player may use this skill when an opposing player attempts to dodge or leap out of any of his tackle zones. The opposing coach rolls 2D6 adding his player’s ST and subtracting the Tentacles player's ST from the score. If the final result is 5 or less, then the moving player is held firm, and his Action ends immediately. If a player attempts to leave the tackle zone of several players that have the Tentacles skill, only one may attempt to grab him with Tentacles.

Thick Skull (Strength)
This player treats a roll of 8 on the Injury table, after any modifiers have been applied, as a Stunned result rather than a KO'd result. This skill may be used even if the player is Prone or Stunned.

Throw Team-Mate (Extraordinary)
A player with this skill has the ability to throw a player from the same team instead of the ball! (This includes the ball if the player thrown already has it!) The throwing player must end the movement of his Pass Action standing next to the intended team-mate to be thrown, who must have the Right Stuff skill and be standing. The pass is worked out exactly the same as if the player with Throw Team-Mate was passing a ball, except the player must subtract 1 from the D6 roll when he passes the player, fumbles are not automatically turnovers, and Long Pass or Long Bomb range passes are not possible. In addition, accurate passes are treated instead as inaccurate passes thus scattering the thrown player three times as players are heavier and harder to pass than a ball. The thrown player cannot be intercepted. A fumbled team-mate will land in the square he originally occupied. If the thrown player scatters off the pitch, he is beaten up by the crowd in the same manner as a player who has been pushed off the pitch. If the final square he scatters into is occupied by another player, treat the player landed on as Knocked Down and roll for Armour (even if already Prone or Stunned), and then the player being thrown will scatter one more square. If the thrown player would land on another player, continue to scatter the thrown player until he ends up in an empty square or off the pitch (i.e., he cannot land on more than one player). See the Right Stuff entry to see if the player lands on his feet or head-down in a crumpled heap!

Titchy (Extraordinary)
Titchy players tend to be even smaller and more nimble than other Stunty players. To represent this, the player may add 1 to any Dodge roll he attempts. On the other hand, while opponents do have to dodge to leave any of a Titchy player's tackle zones, a Titchy player is so small that he does not exert a -1 modifier when opponents dodge into any of his tackle zones.

Two Heads (Mutation)
Having two heads enables this player to watch where he is going and the opponent trying to make sure he does not get there at the same time. Add 1 to all Dodge rolls the player makes.

Very Long Legs (Mutation)
The player is allowed to add 1 to the D6 roll whenever he attempts to intercept or uses the Leap skill. In addition, the Safe Throw skill may not be used to affect any Interception rolls made by this player.

Wild Animals (Extraordinary)
Wild Animals are uncontrollable creatures that rarely do exactly what a coach wants of them. In fact, just about all you can really rely on them to do is lash out at opposing players that move too close to them! To represent this, immediately after declaring an Action with a Wild Animal, roll a D6, adding 2 to the roll if taking a Block or Blitz Action. On a roll of 1-3, the Wild Animal does not move and roars in rage instead, and the Action is wasted.

Wrestle (General)
The player is specially trained in grappling techniques. This player may use Wrestle when he blocks or is blocked and a !Both Down' result on the Block dice is chosen by either coach. Instead of applying the 'Both Down' result, both players are wrestled to the ground. Both players are Placed Prone in their respective squares even if one or both have the Block skill. Do not make Armour rolls for either player. Use of this skill does not cause a turnover unless the active player was holding the ball.

SkillCategoryDescription
CatchAgilityA player who has the Catch skill is allowed to re-roll the D6 if he fails a catch roll. It also allows the player to re-roll the D6 if he drops a hand-off or fails to make an interception.
Diving CatchAgilityThe player is superb at diving to catch balls others cannot reach and jumping to more easily catch perfect passes. The player may add 1 to any catch roll from an accurate pass targeted to his square. In addition, the player can attempt to catch any pass, kick off or crowd throw-in, but not bouncing ball, that would land in an empty square in one of his tackle zones as if it had landed in his own square without leaving his current square. A failed catch will bounce from the Diving Catch player's square. If there are two or more players attempting to use this skill then they get in each other's way and neither can use it.
Diving TackleAgilityThe player may use this skill after an opposing player attempts to dodge out of any of his tackle zones. The opposing player must subtract 2 from his Dodge roll for leaving the player's tackle zone. If a player is attempting to leave the tackle zone of several players that have the Diving Tackle skill, then only one of the opposing players may use Diving Tackle. Diving Tackle may be used on a re-rolled dodge if not declared for use on the first Dodge roll. Once the dodge is resolved but before any armour roll for the opponent (if needed), the Diving Tackle Player is Placed Prone in the square vacated by the dodging player but do not make an Armour or Injury roll for the Diving Tackle player.
DodgeAgilityA player with the Dodge skill is adept at slipping away from opponents, and is allowed to re-roll the D6 if he fails to dodge out of any of an opposing player's tackle zones. However, the player may only re-roll one failed Dodge roll per turn. In addition, the Dodge skill, if used, affects the results rolled on the Block dice, as explained in the Blocking rules (see page 10.)
Jump UpAgilityA player with this skill is able to quickly get back into the game. If the player declares any Action other than a Block Action he may stand up for free without paying the three squares of movement. The player may also declare a Block Action while Prone which requires an Agility roll with a +2 modifier to see if he can complete the Action. A successful roll means the player can stand up for free and block an adjacent opponent. A failed roll means the Block Action is wasted and the player may not stand up.
LeapAgilityA player with the Leap skill is allowed to jump to any empty square within 2 squares even if it requires jumping over a player from either team. Making a leap costs the player two squares of movement. In order to make the leap, move the player to any empty square 1 to 2 squares from his current square and then make an Agility roll for the player. No modifiers apply to this D6 roll unless he has Very Long Legs. The player does not have to dodge to leave the square he starts in. If the player successfully makes the D6 roll then he makes a perfect jump and may carry on moving. If the player fails the Agility roll then he is Knocked Down in the square that he was leaping to, and the opposing coach makes an Armour roll to see if he was injured. A player may only use the Leap skill once per turn.
Side StepAgilityA 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 opposing 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 player may not use this skill if there are no open squares on the pitch adjacent to this player. Note that the coach may choose which square the player is moved to even if the player is Knocked Down after the push back.
Sneaky GitAgilityThis player has the quickness and finesse to stick the boot to a downed opponent without drawing a referee's attention unless he hears the armour crack. During a Foul Action a player with this skill is not ejected for rolling doubles on the Armour roll unless the Armour roll was successful.
SprintAgilityThe player may attempt to move up to three extra squares rather than the normal two when Going For It (see page 20). His coach must still roll to see if the player is Knocked Down in each extra square he enters.
Sure FeetAgilityThe player may re-roll the D6 if he is Knocked Down when trying to Go For It (see page 20). A player may only use the Sure Feet skill once per turn.
Always HungryExtraordinaryThe player is always ravenously hungry – and what's more, he'll eat absolutely anything! Should the player ever use the Throw Team-Mate skill, roll a D6 after he has finished moving, but before he throws his team-mate. On a 2+ continue with the throw. On a roll of 1 he attempts to eat the unfortunate team-mate! Roll the D6 again, a second 1 means that he successfully scoffs the team-mate down, which kills the team-mate without opportunity for recovery (Apothecaries, Regeneration or anything else cannot be used). If the team-mate had the ball it will scatter once from the team-mate's square. If the second roll is 2-6 the team-mate squirms free and the Pass Action is automatically treated as a fumbled pass. Fumble the player with the Right Stuff skill as normal.
AnimosityExtraordinaryA player with this skill does not like players from his team that are a different race than he is and will often refuse to play with them despite the coach's orders. If this player at the end of his Hand-off or Pass Action attempts to hand-off or pass the ball to a team-mate that is not the same race as the Animosity player, roll a D6. On a 2+, the passhand-off is carried out as normal. On a 1, the player refuses to give the ball to any team-mate except one of his own race. The coach may choose to change the target of the passhand-off to another team-mate of the same race as the Animosity player, however no more movement is allowed for the Animosity player, so the current Action may be lost for the turn.
Ball & ChainExtraordinaryPlayers armed with a Ball & Chain can only take Move Actions. To move or Go For It, place the throw-in template over the player facing up or down the pitch or towards either sideline. Then roll a D6 and move the player one square in the indicated direction; no Dodge roll is required if you leave a tackle zone. If this movement takes the player off the pitch, he is beaten up by the crowd in the same manner as a player who has been pushed off the pitch. Repeat this process for each and every square of normal movement the player has. You may then GFI using the same process if you wish. If during his Move Action he would move into an occupied square then the player will throw a block following normal blocking rules against whoever is in that square, friend or foe (and it even ignores Foul Appearance!). A Prone or Stunned player in an occupied square is pushed back and an Armour roll is made to see if he is injured, instead of the block being thrown at him. The player must follow up if he will push back another player, and will then carry on with his move as described above. If the player is ever Knocked Down or Placed Prone, roll immediately for injury (no Armour roll is required). Stunned results for any Injury rolls for the Ball & Chain player are always treated as KO'd. A Ball & Chain player may use the Grab skill (as if a Block Action was being used) with his blocks (if he has learned it!). A Ball & Chain player may never use the Diving Tackle, Frenzy, Kick-Off Return, Leap, Pass Block or Shadowing skills.
Blood LustExtraordinaryVampires 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 him 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.
BombardierExtraordinaryA coach may choose to have a Bombardier who is not Prone or Stunned throw a bomb instead of taking any other Action with the player. This does not use the team's Pass Action for the turn. The bomb is thrown using the rules for throwing the ball (including weather effects and use of Hail Mary Pass), except that the player may not move or stand up before throwing it (he needs time to light the fuse!). Intercepted bomb passes are not turnovers. Fumbles or any bomb explosions that lead to a player on the active team being Knocked Down are turnovers. All skills that may be used when a ball is thrown may be used when a bomb is thrown also. A bomb may be intercepted or caught using the same rules for catching the ball, in which case the player catching it must throw it again immediately. This is a special bonus Action that takes place out of the normal sequence of play. A player holding the ball can catch or intercept and throw a bomb. The bomb explodes when it lands in an empty square or an opportunity to catch the bomb fails or is declined (i.e., bombs don't !bounce'). If the bomb is fumbled it explodes in the bomb thrower's square. If a bomb lands in the crowd, it explodes with no effect. When the bomb finally does explode any player in the same square is Knocked Down, and players in adjacent squares are Knocked Down on a roll of 4+. Players can be hit by a bomb and treated as Knocked Down even if they are already Prone or Stunned. Make Armour and Injury rolls for any players Knocked Down by the bomb. Casualties caused by a bomb do not count for Star Player points.
Bone-headExtraordinaryThe player is not noted for his intelligence. Because of this you must roll a D6 immediately after declaring an Action for the player, but before taking the Action. On a roll of 1 he stands around trying to remember what it is he's meant to be doing. The player can't do anything for the turn, and the player's team loses the declared Action for the turn. (So if a Bone-head player declares a Blitz Action and rolls a 1, then the team cannot declare another Blitz Action that turn.) The player loses his tackle zones and may not catch, intercept or pass, assist another player on a block or foul, or voluntarily move until he manages to roll a 2 or better at the start of a future Action or the drive ends.
ChainsawExtraordinaryA player armed with a chainsaw must attack with it instead of making a block as part of a Block or Blitz Action. When the chainsaw is used to make an attack, roll a D6 instead of the Block dice. On a roll of 2 or more the chainsaw hits the opposing player, but on a roll of 1 it !kicks back' and hits the wielder instead! Make an Armour roll for the player hit by the chainsaw, adding 3 to the score. If the roll beats the victim's Armour value then the victim is Knocked Down and injured – roll on the Injury table. If the roll fails to beat the victim's Armour value then the attack has no effect. A player armed with a chainsaw may take a Foul Action, and adds 3 to the Armour roll, but must roll for kick back as described above. A running chainsaw is a dangerous thing to carry around, so if a player holding a chainsaw is Knocked Down for any reason, the opposing coach is allowed to add 3 to his Armour roll to see if the player was injured. However, blocking a player with a chainsaw is equally dangerous! If an opponent knocks himself over when blocking the chainsaw player then add 3 to his Armour roll. This skill may only be used once per turn (e.g., cannot be used with Frenzy or Multiple Block) and if used as part of a Blitz Action, the player cannot continue moving after using it. Casualties caused by a chainsaw player do not count for Star Player points.
DecayExtraordinaryStaying 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 (see page 25) 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.
Fan FavoriteExtraordinaryThe fans love seeing this player on the pitch so much that even the opposing fans cheer for your team. For each player with Fan Favourite on the pitch your team receives an additional +1 FAME modifier (see page 18) for any Kick-Off table results, but not for the Winnings roll.
Hypnotic GazeExtraordinaryThe player has a powerful telepathic ability that he can use to stun an opponent into immobility. The player may use hypnotic gaze at the end of his Move Action on one opposing player who is in an adjacent square. Make an Agility roll for the player with hypnotic gaze, with a -1 modifier for each opposing tackle zone on the player with hypnotic gaze other than the victim's. If the Agility roll is successful, then the opposing player loses his tackle zones and may not catch, intercept or pass the ball, assist another player on a block or foul, or move voluntarily until the start of his next Action or the drive ends. If the roll fails, then the hypnotic gaze has no effect.
LonerExtraordinaryLoners, through inexperience, arrogance, animal ferocity or just plain stupidity, do not work well with the rest of the team. As a result, a Loner may use team re-rolls but has to roll a D6 first. On a roll of 4+, he may use the team re-roll as normal. On a roll of 1-3 the original result stands without being re-rolled but the team re-roll is lost (i.e., used).
No HandsExtraordinaryThe player is unable to pick up, intercept or carry the ball and will fail any catch roll automatically, either because he literally has no hands or because his hands are full. If he attempts to pick up the ball then it will bounce, and will cause a turnover if it is his team's turn.
Nurgle's RotExtraordinaryThis player has a horrible infectious disease which spreads when he kills an opponent during a Block, Blitz or Foul Action. Instead of truly dying, the infected opponent becomes a new rookie Rotter. To do so, the opponent must have been removed from the roster during step 2.1 of the Post-game sequence, his Strength cannot exceed 4, and he cannot have the Decay, Regeneration or Stunty skills. The new Rotter can be added to the Nurgle team for free during step 5 of Updating Your Team Roster (see page 29) if the team has an open Roster slot. This new Rotter still counts at full value towards the total value of the Nurgle team.
Really StupidExtraordinaryThis player is without doubt one of the dimmest creatures to ever take to a Blood Bowl pitch (which, considering the IQ of most other players, is really saying something!). Because of this you must roll a D6 immediately after declaring an Action for the player, but before taking the Action. If there are one or more players from the same team standing adjacent to the Really Stupid player's square, and who aren't Really Stupid, then add 2 to the D6 roll. On a result of 1-3 he stands around trying to remember what it is he's meant to be doing. The player can't do anything for the turn, and the player's team loses the declared Action for that turn (for example, if a Really Stupid player declares a Blitz Action and fails the Really Stupid roll, then the team cannot declare another Blitz Action that turn). The player loses his tackle zones and may not catch, intercept or pass the ball, assist another player on a block or foul, or voluntarily move until he manages to roll a successful result for a Really Stupid roll at the start of a future Action or the drive ends.
RegenerationExtraordinaryIf the player suffers a Casualty result on the Injury table, then roll a D6 for Regeneration after the roll on the Casualty table and after any Apothecary roll, if allowed. On a result of 1-3, the player suffers the result of this injury. On a 4-6, the player will heal the injury after a short period of time to 're-organise' himself, and is placed in the Reserves box instead. Regeneration rolls may not be re-rolled. Note that an opposing player still earns Star Player points as normal for inflicting a Casualty result on a player with this skill, even if the result doesn't affect the player in the normal way.
Right StuffExtraordinaryA player with the Right Stuff skill can be thrown by another player from his team who has the Throw Team-Mate skill. See the Throw Team-Mate skill entry below for details of how the player is thrown. When a player with this skill is thrown or fumbled and ends up in an unoccupied square, he must make a landing roll unless he landed on another player during the throw. A landing roll is an Agility roll with a -1 modifier for each opposing player's tackle zone on the square he lands in. If he passes the roll he lands on his feet. If the landing roll is failed or he landed on another player during the throw he is Placed Prone and must pass an Armour roll to avoid injury. If the player is not injured during his landing he may take an Action later this turn if he has not already done so. A failed landing roll or landing in the crowd does not cause a turnover, unless he was holding the ball.
Secret WeaponExtraordinarySome players are armed with special pieces of equipment that are called !secret weapons.' Although the Blood Bowl rules specifically ban the use of any weapons, the game has a long history of teams trying to get weapons of some sort onto the pitch. Nonetheless, the use of secret weapons is simply not legal, and referees have a nasty habit of sending off players that use them. Once a drive ends that this player has played in at any point, the referee orders the player to be sent off to the dungeon to join players that have been caught committing fouls during the match, regardless of whether the player is still on the pitch or not.
StabExtraordinaryA player with this skill is armed with something very good at stabbing, slashing or hacking up an opponent, like sharp fangs or a trusty dagger. This player may attack an opponent with his stabbing attack instead of throwing a block. Make an unmodified Armour roll (except for Stakes) for the victim. If the score is less than or equal to the victim's Armour value then the attack has no effect. If the score beats the victim's Armour value then he has been wounded and an Injury roll must be made. This Injury roll ignores all modifiers from any source - including Niggling injuries. If Stab is used as part of a Blitz Action, the player cannot continue moving after using it. Casualties caused by a stabbing attack do not count for Star Player points.
StakesExtraordinaryThis player is armed with special stakes that are blessed to cause extra damage to the Undead and those that work with them. This player may add 1 to the Armour roll when they make a Stab attack against any player playing for a Khemri, Necromantic, Undead or Vampire team.
StuntyExtraordinaryThe 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. On the other hand, Stunty players are just a bit too small to throw the ball very well, and are easily injured. To represent these things a player with the Stunty skill may ignore any enemy tackle zones on the square he is moving to when he makes a Dodge roll (i.e., they always end up with a +1 Dodge roll modifier), but must subtract 1 from the roll when he passes. In addition, this player treats a roll of 7 and 9 on the Injury table after any modifiers have been applied as a KO'd and Badly Hurt result respectively, rather than the normal results. Stunties that are armed with a Secret Weapon are not allowed to ignore enemy tackle zones, but still suffer the other penalties.
Take RootExtraordinaryImmediately after declaring an Action with this player, roll a D6. On a 2 or more, the player may take his Action as normal. On a 1, the player “takes root”, and his MA is considered 0 until a drive ends, or he is Knocked Down or Placed Prone (and no, players from his own team may not try and block him in order to try to knock him down!). A player that has taken root may not Go For It, be pushed back for any reason, or use any skill that would allow him to move out of his current square or be Placed Prone. The player may block adjacent players without following-up as part of a Block Action however if a player fails his Take Root roll as part of a Blitz Action he may not block that turn (he can still roll to stand up if he is Prone).
Throw Team-MateExtraordinaryA player with this skill has the ability to throw a player from the same team instead of the ball! (This includes the ball if the player thrown already has it!) The throwing player must end the movement of his Pass Action standing next to the intended team-mate to be thrown, who must have the Right Stuff skill and be standing. The pass is worked out exactly the same as if the player with Throw Team-Mate was passing a ball, except the player must subtract 1 from the D6 roll when he passes the player, fumbles are not automatically turnovers, and Long Pass or Long Bomb range passes are not possible. In addition, accurate passes are treated instead as inaccurate passes thus scattering the thrown player three times as players are heavier and harder to pass than a ball. The thrown player cannot be intercepted. A fumbled team-mate will land in the square he originally occupied. If the thrown player scatters off the pitch, he is beaten up by the crowd in the same manner as a player who has been pushed off the pitch. If the final square he scatters into is occupied by another player, treat the player landed on as Knocked Down and roll for Armour (even if already Prone or Stunned), and then the player being thrown will scatter one more square. If the thrown player would land on another player, continue to scatter the thrown player until he ends up in an empty square or off the pitch (i.e., he cannot land on more than one player). See the Right Stuff entry to see if the player lands on his feet or head-down in a crumpled heap!
TitchyExtraordinaryTitchy players tend to be even smaller and more nimble than other Stunty players. To represent this, the player may add 1 to any Dodge roll he attempts. On the other hand, while opponents do have to dodge to leave any of a Titchy player's tackle zones, a Titchy player is so small that he does not exert a -1 modifier when opponents dodge into any of his tackle zones.
Wild AnimalsExtraordinaryWild Animals are uncontrollable creatures that rarely do exactly what a coach wants of them. In fact, just about all you can really rely on them to do is lash out at opposing players that move too close to them! To represent this, immediately after declaring an Action with a Wild Animal, roll a D6, adding 2 to the roll if taking a Block or Blitz Action. On a roll of 1-3, the Wild Animal does not move and roars in rage instead, and the Action is wasted.
BlockGeneralA player with the Block skill is proficient at knocking opponents down. The Block skill, if used, affects the results rolled with the Block dice, as explained in the Blocking rules.
DauntlessGeneralA player with this skill is capable of psyching himself up so he 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 of the player with the Dauntless skill rolls a D6 and adds it to his strength. If the total is equal to or lower than the opponent's Strength, the player must block using his normal Strength. If the total is greater, then the player with the Dauntless skill counts as having a Strength equal to his opponent's when he makes the block. The strength of both players is calculated before any defensive or offensive assists are added but after all other modifiers.
Dirty PlayerGeneralA player with this skill has trained long and hard to learn every dirty trick in the book. Add 1 to any Armour roll or Injury roll made by a player with this skill when they make a Foul as part of a Foul Action. Note that you may only modify one of the dice rolls, so if you decide to use Dirty Player to modify the Armour roll, you may not modify the Injury roll as well.
FendGeneralThis player is very skilled at holding off would-be attackers. Opposing players may not follow-up blocks made against this player even if the Fend player is Knocked Down. The opposing player may still continue moving after blocking if he had declared a Blitz Action.
FrenzyGeneralA player with this skill is a slavering psychopath who attacks his opponents in an uncontrollable rage. Unless otherwise overridden, this skill must always be used. When making a block, a player with this skill must always follow up if he can. If a 'Pushed' or 'Defender Stumbles' result was chosen, the player must immediately throw a second block against the same opponent so long as they are both still standing and adjacent. If possible, the player must also follow up this second block. If the frenzied player is performing a Blitz Action then he must pay a square of Movement and must make the second block unless he has no further normal movement and cannot Go For It again.
KickGeneralThe player is an expert at kicking the ball and can place the kick with great precision. In order to use this skill the player must be set up on the pitch when his team kicks off. The player may not be set up in either wide zone or on the line of scrimmage. Only if all these conditions are met is the player then allowed to take the kick-off. Because his kick is so accurate, you may choose to halve the number of squares that the ball scatters on kick-off, rounding any fractions down (i.e., 1 = 0, 2-3 = 1, 4- 5 = 2, 6 = 3).
Kick-Off ReturnGeneralA player on the receiving team that is not on the Line of Scrimmage or in an opposing tackle zone may use this skill when the ball has been kicked. It allows the player to move up to 3 squares after the ball has been scattered but before rolling on the Kick-Off table. Only one player may use this skill each kick-off. This skill may not be used for a touchback kick-off and does not allow the player to cross into the opponent's half of the pitch.
Pass BlockGeneralA player with this skill is allowed to move up to three squares when the opposing coach announces that one of his players is going to pass the ball (but not a bomb). The opposing coach may not change his mind about passing once Pass Block's use is declared. The move is made out of sequence, after the range has been measured, but before any interception attempts have been made. A player may not make the move unless able to reach a legal destination and may not follow a route that would not allow them to reach a legal destination. A legal destination puts the player in a position to attempt an interception, an empty square that is the target of the pass, or with his tackle zone on the thrower or catcher. The player may not stop moving until he has reached a legal destination, has been held fast by Tentacles or has been Knocked Down. The special move is free, and in no way affects the player's ability to move in a subsequent action. The move is made using all of the normal rules and skills (for example, having to dodge in order to leave opposing players' tackle zones.) Players with Pass Block may use this skill against a Dump Off pass. If a player performing a Pass Block in their own turn is Knocked Down then this is a turnover, no other players may perform Pass Block moves, and your turn ends as soon as the results of the pass and the block are resolved.
ProGeneralA player with this skill is a hardened veteran. Such players are called professionals or Pros by other Blood Bowl players because they rarely make a mistake. Once per turn, a Pro is allowed to re-roll any one dice roll he has made other than Armour, Injury or Casualty, even if he is Prone or Stunned. However, before the re-roll may be made, his coach must roll a D6. 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 a skill or team re-roll; however you can re-roll the Pro roll with a Team re-roll.
ShadowingGeneralThe player may use this skill when a player performing an Action on the opposing team moves out of any of his tackle zones for any reason. The opposing coach rolls 2D6 adding his own player’s movement allowance and subtracting the Shadowing player's movement allowance from the score. If the final result is 7 or less, the player with Shadowing may move 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 turn. If the final result is 8 or more, the opposing player successfully avoids the Shadowing player and the Shadowing player may not move into the vacated square. A player may make any number of shadowing moves per turn. If a player has left the tackle zone of several players that have the Shadowing skill, then only one of the opposing players may attempt to shadow him.
Strip BallGeneralWhen a player with this skill blocks an opponent with the ball, applying a !Pushed' or !Defender Stumbles' result will cause the opposing player to drop the ball in the square that they are pushed to, even if the opposing player is not Knocked Down.
Sure HandsGeneralA player with the Sure Hands skill is allowed to re-roll the D6 if he fails to pick up the ball. In addition, the Strip Ball skill will not work against a player with this skill.
TackleGeneralOpposing players who are standing in any of this player's tackle zones are not allowed to use their Dodge skill if they attempt to dodge out of any of the player's tackle zones, nor may they use their Dodge skill if the player throws a block at them and uses the Tackle skill.
WrestleGeneralThe player is specially trained in grappling techniques. This player may use Wrestle when he blocks or is blocked and a !Both Down' result on the Block dice is chosen by either coach. Instead of applying the 'Both Down' result, both players are wrestled to the ground. Both players are Placed Prone in their respective squares even if one or both have the Block skill. Do not make Armour rolls for either player. Use of this skill does not cause a turnover unless the active player was holding the ball.
Big HandMutationOne of the player's hands has grown monstrously large, yet remained completely functional. The player ignores modifier(s) for enemy tackle zones or Pouring Rain weather when he attempts to pick up the ball.
Claw / ClawsMutationA player with this skill is blessed with a huge crab-like claw or razor sharp talons that make armour useless. When an opponent is Knocked Down by this player during a block, any Armour roll of 8 or more after modifications automatically breaks armour.
Disturbing PresenceMutationThis player's presence is very disturbing, whether it is caused by a massive cloud of flies, sprays of soporific musk, an aura of random chaos or intense cold, or a pheromone that causes fear and panic. Regardless of the nature of this mutation, any player must subtract 1 from the D6 when they pass, intercept or catch for each opposing player with Disturbing Presence that is within three squares of them, even if the Disturbing Presence player is Prone or Stunned.
Extra ArmsMutationA player with one or more extra arms may add 1 to any attempt to pick up, catch or intercept.
Foul AppearanceMutationThe player's appearance is so horrible that any opposing player that wants to block the player (or use a special attack that takes the place of a block) must first roll a D6 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).
HornsMutationA player with Horns may use them to butt an opponent. Horns adds 1 to the player's Strength for any block(s) he makes during a Blitz Action.
Prehensile TailMutationThe 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 D6 roll if they attempt to dodge out of any of the player's tackle zones.
TentaclesMutationThe player may use this skill when an opposing player attempts to dodge or leap out of any of his tackle zones. The opposing coach rolls 2D6 adding his player’s ST and subtracting the Tentacles player's ST from the score. If the final result is 5 or less, then the moving player is held firm, and his Action ends immediately. If a player attempts to leave the tackle zone of several players that have the Tentacles skill, only one may attempt to grab him with Tentacles.
Two HeadsMutationHaving two heads enables this player to watch where he is going and the opponent trying to make sure he does not get there at the same time. Add 1 to all Dodge rolls the player makes.
Very Long LegsMutationThe player is allowed to add 1 to the D6 roll whenever he attempts to intercept or uses the Leap skill. In addition, the Safe Throw skill may not be used to affect any Interception rolls made by this player.
AccuratePassingThe player may add 1 to the D6 roll when he passes.
Dump-OffPassingThis skill allows the player to make a Quick Pass when an opponent 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 Dump-Off pass before the opponent makes his block. The normal throwing rules apply, except that neither team's 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. Dump-Off may not be used on the second block from an opponent with the Frenzy skill or in conjunction with the Bombardier or Throw Team-Mate skills.
Hail Mary PassPassingThe player may throw the ball to any square on the playing pitch, no matter what the range: the range ruler is not used. Roll a D6. On a roll of 1 the player fumbles the throw, and the ball will bounce once from the thrower's 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! This skill may not be used in a Blizzard or with the Throw Team-Mate skill.
LeaderPassingThe player is a natural leader and commands the rest of the team from the back-field as he prepares to throw the ball. A team with one or more players with the Leader skill may take a single Leader Re-roll counter and add it to their team re-rolls at the start of the game and at half time after any Master Chef rolls. The Leader re-roll is used exactly the same in every way as a normal Team re-roll with all the same restrictions. In addition, the Leader re-roll may only be used so long as at least one player with the Leader skill is on the pitch - even if they are Prone or Stunned! Re- rolls from Leader may be carried over into Overtime if not used, but the team does not receive a new Leader re-roll at the start of Overtime.
Nerves of SteelPassingThe player ignores modifiers for enemy tackle zones when he attempts to pass, catch or intercept.
PassPassingA player with the Pass skill is allowed to re-roll the D6 if he throws an inaccurate pass or fumbles.
Safe ThrowPassingThis player is an expert at throwing the ball in a way that makes it even more difficult for any opponent to intercept it. If a pass made by this player is ever intercepted then the Safe Throw player may make an unmodified Agility roll. If successful, the interception is cancelled out and the passing sequence continues as normal. In addition, if this player fumbles a pass of a ball (not a bomb or team-mate) on any roll other than a natural 1, he manages to keep hold of the ball instead of suffering a fumble and the team does not suffer a turnover.
Break TackleStrengthThe 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 a Dodge roll. This skill may only be used once per turn.
GrabStrengthA player with this skill uses his great strength and prowess to grab his opponent and throw him around. To represent this, only while making a Block Action, if his block results in a push back he may choose any empty square adjacent to his opponent to push back his opponent. When making a Block or Blitz Action, Grab and Side Step will cancel each other out and the standard pushback rules apply. Grab will not work if there are no empty adjacent squares. A player with the Grab skill can never learn or gain the Frenzy skill through any means. Likewise, a player with the Frenzy skill can never learn or gain the Grab skill through any means.
GuardStrengthA player with this skill assists an offensive or defensive block even if he is in another player's tackle zone. This skill may not be used to assist a foul.
JuggernautStrengthA player with this skill is virtually impossible to stop once he is in motion. If this player takes a Blitz Action, the opposing player may not use his Fend, Stand Firm or Wrestle skills against the Juggernaut player's blocks. The Juggernaut player may also choose to treat a !Both Down' result as if a !Pushed' result has been rolled instead for blocks he makes during a Blitz Action.
Mighty BlowStrengthAdd 1 to any Armour or Injury roll made by a player with this skill when an opponent is Knocked Down by this player during a block. Note that you only modify one of the dice rolls, so if you decide to use Mighty Blow to modify the Armour roll, you may not modify the Injury roll as well. Mighty Blow cannot be used with the Stab or Chainsaw skills.
Multiple BlockStrengthAt the start of a Block Action a player who is adjacent to at least two opponents may choose to throw blocks against two of them. Make each block in turn as normal except that each defender's strength is increased by 2. The player cannot follow up either block when using this skill, so Multiple Block can be used instead of Frenzy, but both skills cannot be used together. To have the option to throw the second block the player must still be on his feet after the first block.
Piling OnStrengthThe player may use this skill after he has made a block as part of one of his Block or Blitz Actions, but only if the Piling On player is currently standing adjacent to the victim and the victim was Knocked Down. You may re-roll the Armour roll or Injury roll for the victim. The Piling On player is Placed Prone in his own square -- it is assumed that he rolls back there after flattening his opponent (do not make an Armour roll for him as he has been cushioned by the other player!). Piling On does not cause a turnover unless the Piling On player is carrying the ball. Piling On cannot be used with the Stab or Chainsaw skills.
Stand FirmStrengthA player with this skill may choose to not be pushed back as the result of a block. He may choose to ignore being pushed by !Pushed' results, and to have 'Knock-down' results knock the player down in the square where he started. If a player is pushed back into a player using Stand Firm then neither player moves.
Strong ArmStrengthThe player may add 1 to the D6 when he passes to Short, Long or Long Bomb range.
Thick SkullStrengthThis player treats a roll of 8 on the Injury table, after any modifiers have been applied, as a Stunned result rather than a KO'd result. This skill may be used even if the player is Prone or Stunned.

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Arm Bar

Strength

If an opposition player Falls Over as a result of failing their Agility test when attempting to Dodge, Jump or Leap out of a square in which they were being Marked by this player, you may apply a +1 modifier to either the armour roll or Injury roll. This modifier may be applied after the roll has been made and may be applied even if this player is row Prone. If the opposition player was being marked by more than one player with this Skill, only one player may use it.

Brawler

Strength

When this player performs a Block action on its own (but not as part of a Blitz Action), this player may re-roll a single Both Down result.

FaQ

Q: Brawler states that a player can use this skill when making a Block action on its own (but not as part of a Blitz action). Can a player with this skill use it when it has an assist from a friendly player? (p.80)
A: Yes. The ‘on its own’ part simply means it can only be used as a regular Block action, and not part of another action that includes a Block (such as a Blitz action).

Break Tackle

Strength

Once during their activation, after making an Agility test in order to Dodge, this player may modify the dice roll by +1 if their Strength characteristic is 4 or less, or by +2 if their Strength characteristic is 5 or more.

Grab

Strength

When this player performs a Block action (on its own or as part of a Blitz action), using this Skill prevents the target of the Block action from using the Side Step skill. Additionally, when this player performs a Block Action on its own (but not as part of a Blitz action), if the target is pushed back, this player may choose any unoccupied square adjacent to the target to push that player into. If there are no unoccupied squares, this Skill cannot be used. A player with this Skill cannot also have the Frenzy skill.

FaQ

Q: Can a player with the Grab skill choose not to use it if they wish? (p.80)
A: Yes. Remember that only Skills and Traits marked with an * are compulsory.

Guard

Strength

This player can offer both offensive and defensive assists regardless of how many opposition players are marking them.

FaQ

Q: Can a player with the Guard skill still provide offensive and defensive assists when they have lost their Tackle Zone? (p.80)
A: No.

Q: Can the Guard skill be used to provide offensive and defensive assists when a player is performing a Foul action? (p.80)
A: Yes.

Juggernaut

Strength

When this player performs a Block action as part of a Blitz action (but not on its own), they may choose to treat a Both Down result as a Push Back result, in addition, when this player performs a Block action as part of a Blitz action, the target of the Block action may not use the Fend, Stand Firm or Wrestle skills.

Mighty Blow (+1)

Strength

When an opposition player is Knocked Down as the result of a Block action performed by this player (on its own or as part of a Blitz action), you may modify either the Armour roll or Injury roll by the amount shown in brackets. This modifier may be applied after the roll has been made. This Skill cannot be use+ with the Stab or Chainsaw traits.

Multiple Block

Strength

When this player performs a Block action on its own (but not as part of a Blitz action), they may choose to perform two Block actions, each targeting a different player they are Marking. However, doing so will reduce this player's Strength characteristic by 2 for the duration of this activation. Both Block actions are performed simultaneously, meaning both are resolved in full even if one or both result is a Turnover. The dice rolls for each Block action should be kept separate to avoid confusion. This player cannot follow-up when using this Skill. Note that choosing to use this Skill means this player will be unable to use the Frenzy skill during the same activation.

FaQ

Q: If a player with Multiple Block also has the Grab skill, can they place the second opposition player that they Blocked into the square that was initially occupied by the first opposition player that they Blocked? (p.80)
A: No, as both Block actions happen simultaneously.

Q: When a player with the Multiple Block skill declares two adjacent opposing players the target of their Block, do both opponents grant defensive assists to each other if there are no other players from the active team marking them? (p.81)
A: No.

Pile Driver

Strength

When an opposition player is Knocked Down by this player as the result of a Block action (on its own or as part of a Blitz action), this player may immediately commit a free Foul action against the Knocked Down player. To use this Skill, this player must be Standing after the block dice result has been selected and applied, and must occupy a square adjacent to the Knocked Down player, After using this Skill, this player is Placed Prone and their activation ends immediately.

FaQ

Q: Does the free Foul action from Pile Driver happen before or after making the Armour roll (and potentially an Injury roll) for the player being Knocked Down? (p.80)
A: After – so long as the player is still on the pitch of course!

Q: The Pile Driver skill states that the player performing the Block action may then perform a ‘free’ Foul action against the Knocked Down player. Does this ‘free’ Foul action mean that it does not count towards the team’s one Foul action per turn, or does it mean that the player can perform this action for free? (p.80)
A: This means that the player may perform this action for free. This Skill cannot be used if the team has already used their Foul action for that team turn, and if used will mean that another player cannot also make a Foul action during the same team turn.

Stand Firm

Strength

This player may choose not to be pushed back, either as the result of a Block action made against them or by a chain-push. Using this Skill does not prevent an opposition player with the Frenzy Skill from performing a second Block action if this player is still Standing after the first.

Strong Arm

Strength

This player may apply a +1 modifier to any Passing Ability test rolls they make when performing a Throw Team-mate action. A player that does not have the Throw team-mate trait cannot have this Skill.

Thick Skull

Strength

When an Injury roll is made against this player (even if this player is Prone, Stunned or has lost their Tackle Zone), they can only be KO'd on a roll of 9, and will treat a roll of 8 as stunned result. If this player also has the Stunty trait, they can only be KO'd on a roll of 8, and will treat a roll of 7 as Stunned result. All other results are unaffected.

Источник: [https://torrent-igruha.org/3551-portal.html]

Introduction

"Good evening, sports fans, and welcome to the Blood Bowl for tonight's contest. You join a capacity crowd, packed with members from every race across the Known World, all howling like banshees in anticipation of tonight's game. Oh, and yes, there are some banshees...Well, kick-off is in about twenty minutes, so we've got just enough time to recap the rules of the game before the battle begins. Your match commentator for tonight is Jim Johnson. Evening, Jim!""Thank you, Bob! Well, good evening, and boy, are you folks in for a great night of top-class sporting entertainment! First of all, though, for those of you at home who are unfamiliar with the rules, here's how the game is played."As you know, Blood Bowl is an epic conflict between two teams of heavily armed and quite insane warriors. Players pass, throw, or run with the ball, attempting to get it to the other end of the field, the End Zone. Of course, the other team must try to stop them and recover the ball. If a team gets the ball over the line into an opponent's End Zone it's called a touchdown. The team that scores the most touchdowns by the end of the match wins the game, and is declared Blood Bowl Champions! How do they do it? It's like this.." This section explains the basic elements that make up the game board environment itself. I don't have any pictures to include yet, but they'll make it here (someday). The Coaches: Don't look in the box for these, because there aren't any coaches included with the game - you and your opponent are the coaches! To avoid confusion with the teams' players (the plastic playing pieces), we will refer to you and the other real-life players as the team's coaches. All references to players are to the Blood Bowl pieces. Playing Field: This is the field on which the game of Blood Bowl takes place. It's currently big and green (a bit like an Orc), but don't worry - it'll soon be flowing red! It is divided into squares to regulate movement and combat. Each square can hold only one Blood Bowl player at a time. The areas at either end of the field are called the End Zones. If a team gets the ball into their opponent's End Zone, they score a touchdown. These are good things to score, as the team with the most touchdowns wins the match and can then dance around a lot! In the center of the field is the Midfield Stripe, and running along the sides of the field are the lines which show the boundaries of the Wide Zones. The rows of squares on either side of the Midfield Stripe and between the two Wide Zones (14 squares in all) are known as the Line of Scrimmage. (The different squares would be shown in a diagram, if I had one.) Kick-off Coin: You can use this 'coin' to determine which side kicks off first in the match. The coin has an Orc face on one side and an Imperial Eagle on the other. One coach tosses the coin in the air, and while it is there, the other coach calls 'Orcs' or 'Eagles'. The winner may decide whether to kick-off or receive to start the game. Throw-in Template: In Blood Bowl, a ball that goes out of bounds is thrown back on to the field by the enthusiastic crowd. The Throw-in Template is used to determine where the ball ends up when it is thrown back into play. To use the Throw-in Template, position the square marked with the football over the last square the ball crossed before going off, with the center arrow (the one marked 3-4) pointing towards the opposite sideline. Roll one six-sided die. The result will show the direction in which the ball travels. Then simply roll two dice to see how many squares the ball will travel in that direction, counting from the square marked with the ball. Scatter Template: The Scatter Template is used when the ball is dropped or a pass misses the target square. The rules for playing the game will tell you when you have to use the Scatter Template. To use it, position the central square over the football. Roll the eight-sided die, and move the ball to the square indicated by the score. (This eight-sided die is only ever used with the Scatter Template. Use it like a normal die, reading the number on the upward-facing side.) Team Roster Sheets: The team rosters are used to create your team. This is explained in the section on how to play the game. Quick Reference Sheets: These handy cards include all of the most regularly used charts and tables from the game, and will save you from flicking through the rules when you are playing a match. Playing Pieces: The plastic playing pieces represent the players from each team's squad, of whom eleven may be on the field at any one time. There are many different player types in Blood Bowl: Blitzers, Catchers, Throwers, Blockers, and Linemen constitute the general types. Teams from different races contain different combinations of players. An Orc team, for example, has no Catchers, while a Human team has no Blockers.
  • Blitzers are just about the best all-around players on the field. They are quite fast and agile, but strong enough to smash their way through the opposing line when they have to. Ace Reavers player Griff Oberwald is a typical Blitzer: fast, strong, and just a bit too flashy!
  • Blockers are very strong. They also wear extra armour to protect themselves in the powerful head-to-head blocks that are their speciality. However, they are not all that fast, and against an agile opponent with room to dodge, they almost always come off second best.
  • Catchers are the opposite of Blockers. Lightly armoured and very agile, they can't afford to get into fights. In the open field, however, they are unmatched - and nobody is better at catching the football. Catchers specialize in waiting in the End Zone for that all-important touchdown pass to come sailing in out of the blue. The only problem in being a Catcher is if someone should catch you!
  • Throwers are the most glamorous players on the field, able to throw a perfect Long Bomb on a frozen rope to the waiting hands of a player far down the field. Or at least that's the theory; throwing the ball well takes real skill.
  • Linemen are the standard players of the team, not brilliant at any one thing, but capable enough to fill in for an injured player when necessary. Some teams seem to be made up of nothing but Lineman - which is why they are always at the bottom of the league!
Player Stats and Skills: Each player has 4 stats (Move, Strength, Agility, and Armour Value) and a list of Skills and Traits the player has (if any).
  • Movement Allowance (MA): This shows the number of squares a player may move in one turn.
  • Strength (ST): A player's Strength represents how physically powerful he is, and is used to block opponents.
  • Agility (AG): The higher a player's Agility, the more likely he is to avoid tackles attempted by other players. Agile players are also better at handling the football than their unagile counterparts!
  • Armour Value (AV): This shows the amount of armour the player is wearing. The higher the number, the more armour the player has on, and the less likely he will be hurt. Catchers, for example, wear little or no armour.
  • Skills: In addition to their characteristics, a player may have one or more skills, which represent special talents or abilities. For example, all Throwers start with the Pass skill to show their extraordinary ability at throwing the ball.
  • Traits: Traits are much like skills, only they represent characteristics of a more physical or 'natural' nature. Some Throwers, for example, have the Strong Arm trait, which naturally makes them better at throwing longer passes. The differences between Traits and Skills are explained in the League Rules section.
Plastic Range Ruler: This ruler is used to measure the range when a player throws the ball. When the rules instruct you to measure the range, place the '0' at one end over the head of the player throwing the ball, with the red line that runs up the middle of the ruler going over the head of the intended receiver (the player to whom you are throwing the ball). If the receiving player overlaps a boundary line between two different ranges on the ruler, you must take the longer of the two choices. (This means that a player who crosses the line at the end of the Long Bomb range may not be the target of the pass!) The Football: This is possibly the most important component in the game! There are four plastic footballs included with the game, but only one is used at any one time. To represent a player carrying the ball, simply put the ball on the player's base. Blocking Dice and Six-Sided Dice: In addition to the the eight-sided die used with the Scatter Template, Blood Bowl uses special Blocking Dice and normal six-sided dice numbered 1 through 6. The special Blocking Dice are used when one player attempts to knock another player over (this is called 'blocking' another player). The workings of the Blocking Dice are explained in the Game Play section of the rules. Extra sets of Blocking Dice are available from Games Workshop stores or Games Workshop Mail Order. Dugouts: Each coach is given one Dugout at the start of the match. It is used to hold players that are not currently in the game (either because they are held in reserve, or because they have been knocked out or injured). It is also used to keep track of the number of turns that have elapsed and the number of Team Re-rolls the team has left. Also included with the game are sets of counters which are used on the tracks in the Dugout. For example, the Turn Counter goes on the Turn Track (marked 'First Half' and 'Second Half') on the Dugout. (Team Re-rolls and the Turn Track are explained in the Game Play section of the rules.)


Источник: [https://torrent-igruha.org/3551-portal.html]

Re: Strong Arm, a worthwhile doubles pick?

Postby Hitonagashi »

When I play a passing offense, I play it very much like a running offense, except my thrower with SA, Accurate, mv 7 is stuck to deep in the backfield. With HE, especially against elves, this can be quite powerful, as they need to send 2 players to hunt down the thrower to sack him, and with a 3+ anti-interception roll, and 2+ pass 2+ catch, it means that teams quite frequently open themselves to a flank.

If they don't attack the thrower (quite a few don't), then I'm only down one player on offense, and I don't need to protect the ball carrier.

The downside of this is that I've essentially got 6-7 skills devoted to offense(accurate, strong arm, mv 7 on the thrower, NoS on one catcher, and overskilling of catchers due to using them to score whenever it gets risky), and I'm not sure that it's worth it.

Against kill heavy teams, I find that I haven't really got enough skills devoted to defense to stop the slow grind.

Scoring on offense is easy (11 of the last 15 games I've scored in, with 5 journeymen per game on average), but I think there's too much TV devoted to offense. An elf offense is easy anyway. It's quite valuable that scoring with 4 players is still perfectly doable against an 11 man chaos team(due to being able to hide far enough back that I can't be blitzed, and long bomb into the endzone on a 3+), but I'm not sure it's worth the extravagant cost.

My team is here, I've been rebuilding from 4 players, so I've lost a *lot* of the last 20 games. Once my thrower dies, my next one will probably be a leader monkey, and play a running offense.


Reason:''

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Arm Bar

Strength

If an opposition player Falls Over as a result of failing their Agility test when attempting to Dodge, Jump or Leap out of canada vs sweden curling live square in which they were being Marked by this player, you may apply a blood bowl strong arm modifier to either the armour roll or Injury roll. This modifier may be applied after the roll has been made and may be applied even if this player is row Prone. If the opposition player was being marked by more than one player with this Skill, only one player may use it.

Brawler

Strength

When this player performs a Block action on its own (but not as part of a Blitz Action), this player may re-roll a single Both Down result.

FaQ

Q: Brawler states that a player can use this skill when making a Block action on its own (but not as part of a Blitz action). Can a player with this skill use it when it has an assist from a friendly player? (p.80)
A: Yes. The ‘on its own’ part simply means it can only be used as a regular Block action, and not part of another action that includes a Block (such as a Blitz action).

Break Tackle

Strength

Once during their activation, after making an Agility test in order to Dodge, this player may modify the dodgers baseball brawl roll by +1 if their Strength characteristic is 4 or less, or by +2 if their Strength characteristic is 5 or more.

Grab

Strength

When this player performs a Block action (on its own or as part of a Blitz action), using this Skill prevents the target of the Block action blood bowl strong arm using the Side Step skill. Additionally, when this player performs a Block Action on its own (but not as part of a Blitz action), if the target is pushed back, this player may choose any unoccupied square adjacent to the target to push that player into. If there are no unoccupied squares, this Skill cannot be used. A player with this Skill cannot also have the Frenzy skill.

FaQ

Q: Can a player with the Grab skill choose not to use it if they wish? (p.80)
A: Yes. Remember that only Skills and Traits marked with an * are compulsory.

Guard

Strength

This player can offer both offensive and defensive assists regardless of how many opposition players are marking them.

FaQ

Q: Can a player with the Guard skill still provide offensive and defensive assists when they have lost their Tackle Zone? (p.80)
A: No.

Q: Can the Guard skill be used to provide offensive and defensive assists when a player is performing a Foul action? (p.80)
A: Yes.

Juggernaut

Strength

When this player performs a Block action as part of a Blitz action (but not on its own), they may choose to treat a Both Down result as a Push Back result, in addition, when this player performs a Block action as part of a Blitz action, the target of the Block action may not use the Fend, Stand Firm or Wrestle skills.

Mighty Blow (+1)

Strength

When an opposition player is Knocked Down as the result of a Block action performed by this player (on its own or as part of a Blitz action), you may modify either the Armour roll or Injury roll by the amount shown in brackets. This modifier may be applied after the roll has been made. This Skill cannot be use+ with the Stab or Chainsaw traits.

Multiple Block

Strength

When this player performs a Block action on its own (but not as part of a Blitz blood bowl strong arm, they may choose to perform two Block actions, each targeting a different player they are Marking. However, doing so will reduce this player's Strength characteristic by 2 for the duration of this activation. Both Block actions are performed simultaneously, meaning both are resolved in full even if one or both result is a Turnover. The dice rolls for each Block action should be kept separate to avoid confusion. This player cannot follow-up when using this Skill. Note that choosing to use this Skill means this player will be unable to use the Frenzy skill during the same activation.

FaQ

Q: If a player with Multiple Block also has the Grab skill, can they place the second opposition player that they Blocked into the square that was initially occupied by the first opposition player that they Blocked? (p.80)
A: No, as both Block actions happen simultaneously.

Harrow dahlia field hockey stick When a player with the Multiple Block skill declares two adjacent opposing players the target of their Block, do both opponents grant defensive assists to each other if there are no other players from the active team marking them? (p.81)
A: No.

Pile Driver

Strength

When an opposition player is Knocked Down by this player as the result of a Block action (on its own or as part of a Blitz action), this player may immediately commit a free Foul action against the Knocked Down player. To use this Skill, this player must be Standing after the block dice result has been selected and applied, and must occupy a square adjacent to the Knocked Down player, After using this Skill, this player is Placed Prone and their activation ends immediately.

FaQ

Q: Does the free Foul action from Pile Driver happen before or after making the Armour roll (and potentially an Injury roll) for the player being Knocked Down? (p.80)
A: After – so long as the player is still on the pitch of course!

Q: The Pile Driver skill states that the player performing the Block action may then perform a ‘free’ Foul action against the Knocked Down player. Does this ‘free’ Foul action mean that it does not count towards the team’s one Foul action per turn, or does it mean that the player can perform this action for free? (p.80)
A: This means that the player may perform this action for free. This Skill cannot be used if the team has already used their Foul action for that team turn, and if used will mean that another player cannot also make a Foul action during the same team blood bowl strong arm.

Stand Firm

Strength

This player may choose not to be pushed back, either as the result of a Block action made against them or by a chain-push. Using this Skill does not prevent an opposition player with the Frenzy Skill from performing a second Block action if this player is still Standing after the first.

Strong Arm

Strength

This player may apply a +1 modifier to any Passing Ability test rolls they make when performing a Throw Team-mate action. A player that does not have the Throw team-mate trait cannot have this Skill.

Thick Skull

Strength

When an Injury roll is made against this player (even if this player is Prone, Stunned or has lost their Tackle Zone), they can only be KO'd on a roll of 9, and will treat a roll of 8 as stunned result. If this player also has the Stunty trait, they can only be KO'd on a roll of 8, and will treat a roll of 7 as Stunned result. All other results are unaffected.

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STEAM
Accurate Versus Strong Arm
I've always held out for doubles on a Thrower's level up so I could give him Strong Arm instead of Accurate becuase I thought they both helped with different ranges, but I think I'm mistaken. Accurate's description is "Add 1 to the D6 for every Pass" And Strong Arm's is "Add 1 to the roll for Short, Long and Bomb Ranges"

Is Accurate just straight up better than Strong Arm as it gives a boost to quick, short, long and bomb as opposed to just the last three?

Thanks
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Introduction

"Good evening, blood bowl strong arm fans, and welcome to the Blood Bowl for tonight's contest. You join a capacity crowd, packed with members from every race across the Known World, all howling like banshees in anticipation of tonight's game. Experience triathlon indoor triathlon 2020, and yes, there are some banshees.Well, kick-off is in about twenty minutes, so we've got just enough time to recap the rules of the game before the battle begins. Your match commentator for tonight is Jim Johnson. Evening, Jim!""Thank you, Bob! Well, good evening, and boy, are you folks in for blood bowl strong arm great night of top-class sporting entertainment! First of all, though, for those of you at home who are unfamiliar with the rules, here's how the game is played."As you know, Blood Bowl is an epic conflict between two teams of heavily armed and quite insane warriors. Players pass, throw, or run with the ball, attempting to get it to the other end of the field, the End Zone. Of course, the other team must try to stop them and recover the ball. If a team gets the ball over the line into an opponent's End Zone it's called a touchdown. The team that scores the most touchdowns by the end of the match wins the game, and is declared Blood Bowl Champions! How do they do it? It's like this." This section football helmet saints the basic elements that make up the game board environment itself. Good luck on your soccer game don't have any pictures to include yet, but they'll make it here (someday). The Coaches: Don't look in the box for these, because there aren't any coaches included with the game - you and your opponent are the coaches! To avoid confusion with the teams' players (the plastic playing pieces), we will refer to you and the other real-life players as the team's coaches. All references to players are to the Blood Bowl pieces. Playing Field: This is the field on which the game of Blood Bowl takes place. It's currently big and green (a bit like an Orc), blood bowl strong arm, but don't worry - it'll soon be flowing red! It is divided into squares to regulate movement and combat. Each square can hold only one Blood Bowl player at a time. The areas at either end of the field are called the End Zones. If a team gets the ball into their opponent's End Zone, they score a touchdown. These are good things to score, as the team with the most touchdowns wins the match and can then dance around a lot! In the center of the field is the Midfield Stripe, and running along the sides of the field are the lines which show the boundaries of the Wide Zones. The rows of squares on either side of the Midfield Stripe and between the two Wide Zones (14 squares in all) are known as the Line of Scrimmage. (The different squares would be shown in a diagram, if I had one.) Kick-off Coin: You can use this 'coin' to determine which side kicks off first blood bowl strong arm the match. The coin has an Orc face on one side and an Imperial Eagle on the other. One coach tosses the coin in the air, and while it is there, the other coach calls 'Orcs' or 'Eagles'. The winner may decide whether to kick-off or receive to start the game, blood bowl strong arm. Throw-in Template: In Blood Bowl, a ball that goes out of bounds is thrown back on to the field by the enthusiastic crowd. The Throw-in Template is used to determine where the ball ends up when it is thrown back into play. To use the Throw-in Template, position the square marked with the football over the last square the ball crossed before going off, with the center arrow (the one marked 3-4) pointing towards the opposite sideline. Roll one six-sided die. The result will show the direction in which the ball travels. Then simply roll two dice to see how many squares the ball will travel in that direction, blood bowl strong arm, counting from the square marked with the ball. Scatter Template: The Scatter Template is used when the ball is dropped or a pass misses the target square. The rules for playing the game will tell you when you have to use the Scatter Template. To use it, position the central square over the football. Roll the eight-sided die, and move the ball to the square indicated by the score. (This eight-sided die is only ever used with the Scatter Template. Use it like a normal die, reading the number on the upward-facing side.) Team Roster Sheets: The team rosters are used to create your team. This is explained in the section on how to play the game. Quick Reference Sheets: These handy cards include all of the most regularly used charts and tables from the game, and will save you from flicking through the rules when you are playing a match. Playing Pieces: The plastic playing pieces represent the players from each team's squad, of whom eleven may be on the field at any one time. There are blood bowl strong arm different player types in Blood Bowl: Blitzers, Catchers, Throwers, Blockers, and Linemen constitute the general types. Teams from different races contain different combinations of players. An Orc team, for example, has no Catchers, while a Human team has no Blockers.
  • Blitzers are just about the best all-around players on the field. They are quite fast and agile, but strong enough to smash their way blood bowl strong arm the opposing line when they have to. Ace Reavers player Griff Oberwald is a typical Blitzer: fast, blood bowl strong arm, strong, and just a bit too flashy! garner road basketball roster
  • Blockers are very strong. They also wear extra armour to protect themselves in the powerful head-to-head blocks that are their speciality. However, they are not all that fast, and against an agile opponent with room to dodge, they almost always come off second best.
  • Catchers are the opposite of Blockers. Lightly armoured and very agile, they can't afford to get into fights. In the open field, however, they are unmatched - and nobody is better at blood bowl strong arm the football. Catchers specialize in waiting in the End Zone for that all-important touchdown pass to come sailing in out of the blue. The only problem in being a Catcher is if someone should catch you!
  • Throwers are the most glamorous players on the field, able to throw a perfect Long Bomb on a frozen rope to the waiting hands of a blood bowl strong arm far down the field. Or at least that's the theory; throwing the ball well takes real skill.
  • Linemen are the standard players of the team, not brilliant at any one thing, but capable enough to fill in for an injured player when necessary. Some teams seem to be made up of nothing but Lineman - which is why they are always at the bottom of the league!
Player Stats and Skills: Each player has 4 stats (Move, blood bowl strong arm, Strength, Agility, and Armour Value) and a list of Skills and Traits the player has (if any).
  • Movement Allowance (MA): This shows the number of squares a player may move in one turn.
  • Strength (ST): A player's Strength represents how physically powerful he is, and is used to block opponents.
  • Agility (AG): The higher a player's Agility, the more likely he is to avoid tackles attempted by blood bowl strong arm players. Agile players are also better at handling the football than their unagile counterparts!
  • Armour Value (AV): This shows the amount of armour the player is wearing. The higher the number, blood bowl strong arm, the more armour the player has on, and the less likely he will be hurt. Catchers, for example, wear little or no armour.
  • Skills: In addition to their characteristics, a player may have one or more skills, which represent special talents or abilities. For example, all Throwers start with the Pass skill to show their extraordinary ability at throwing the ball.
  • Traits: Traits are much like skills, only they represent characteristics of a more physical or 'natural' nature. Some Throwers, for example, have the Strong Arm trait, which naturally makes them better at throwing longer passes. The differences between Traits and Skills are explained in the League Rules section.
Plastic Range Ruler: This ruler is used to measure the range when a blood bowl strong arm throws the ball. When the rules instruct you to measure the range, place the '0' at one end over the head of the player throwing the ball, blood bowl strong arm the red line that runs up the middle of the ruler going over the head of the intended receiver (the player to whom you are throwing the ball). If the receiving player overlaps a boundary line between two different ranges on the ruler, you must take the longer of the two choices. (This means that a player who crosses the line at the end of the Long Bomb range may not be the target of the pass!) The Football: This is possibly the most important component in the game! There are four plastic footballs included with the game, blood bowl strong arm, but only one is used at any one time. To represent a player carrying the ball, simply put the ball on the player's base. Blocking Dice and Six-Sided Dice: In addition to the the eight-sided die used with the Scatter Template, Blood Bowl uses special Blocking Dice and normal six-sided dice numbered 1 through 6. The special Blocking Dice are used when one player attempts to knock another player over (this is called 'blocking' another player). The workings of the Blocking Dice are explained in the Game Play section of the rules. Extra sets of Blocking Dice are available from Games Workshop stores or Games Workshop Mail Order. Dugouts: Each coach is given one Dugout at the start of the match. It is used to hold players that are not currently in the game (either because they are held in reserve, or because they have been knocked out or injured). It is also used to keep track of the number of turns that have elapsed and the number of Team Re-rolls the team has left. Also included with the game are sets of counters which are used on the tracks in the Dugout. For example, the Turn Counter goes on the Turn Track (marked 'First Half' and 'Second Half') on the Dugout. (Team Re-rolls and the Turn Track are explained in the Game Play section of the rules.)


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You’ve tried the ‘best’, now try the rest!

We all know what the so-called optimal choices are for your players when they roll skills. It’s pretty much this:

Block/Dodge > Guard/Side Step > Wrestle/Tackle/Mighty Blow > rest is irrelevant.

+ST/+AG, +MV (NOT ON DOUBLES), never take +AV etcDeleteasappropriate.

What that means is you’ll get a very competitive team with lots of Blodge and Guard and Mighty Blow, some Tackle, maybe a Strip Ball, which is all well and good if you want an efficient team that wins games. But what about the flair? The panache? What makes your team special?

I’m going to (hopefully) help convince you to step out of your comfort zone. I want you to walk the road less travelled, to pick the skills other people think are useless. Not just that, I want you to win.

So, let’s look at some low tier skills and why you should consider taking them.

Or: How I Learned To Stop Worrying and Lose The Blodge

This instalment (there may be more if people are interested) is going to focus on a number of skills that are related to Passing. In the future I’ll look at others, but this blood bowl strong arm out to be much longer than I had at first thought!

CYnzKrnW8AAufEQ

Nerves of Steel: Whenever I see someone saying that NoS is a useless skill a bit of me dies inside. My favourite team to play are Pro Elves. I take them to tournaments, I have a custom pitch designed for my elves, I friggin’ love them. There are a number of reasons why they’re so ace, and the top reason (well, joint top with the Blitzers) is the fact that the Catchers all come with Nerves of Steel. A double skill! Very few pieces start the game with a double. This means that regardless of tackle zones, you’re going to be catching that ball on a 2+ if it’s accurate/hand off, or a 3+ if it’s a bouncing ball. That’s incredible!

I know the argument here. The theory goes that if your ball carrier is being hit (or in any tackle zones at all) then you’re doing something wrong. While that works in theory, the thing to remember is that this is a game where things rarely go right, and your ability to recover when the tables have turned is what makes you a good player.

Consider the following. I’m playing elves and am receiving the ball. I run two blitzers and two catchers up to your back zone because I’m MV8. I keep two catchers back, as well as my thrower, and protect the ball. On orangewood christian school football turn you can blitz at most one of my catcher/blitzers, blood bowl strong arm, and just mark the rest and try to make it difficult for me. You take one down, he’s off the pitch, and you mark my other players.

In my turn, all I have to do is figure out how to get my elf free. Getting the ball to him is no longer a worry, because he’s going to catch my pass/hand off on a 2+, normally with a reroll. Think about this situation with any other team, or with a team that doesn’t have NoS. The best I can hope for is to somehow free my catch before giving him the ball, which might be impossible. Either that or try to catch in X tackle zones.

It means a ball carrier can catch a hand off easily then blitz free for the score (hello, Bretonnians). It means if a ball lands on your player during a scrum bounce you’ve got a good chance of catching it. I’ve had an elf literally surrounded, in 5 tackle zones, pass the ball on a 3+ to another elf to run in for the score. It means if you’re intercepting (and you’re an elf) you can still catch on a 5+, even if you’re marking the passer. That’s why NoS and Pass Block work so well together (cough eldril cough). You Pass Block next to the passer, thereby giving him an extra -1 while still giving you a decent interception chance.

Combine with Dump-Off to make your opponent tear their hair out.

Nerves of Steel lets you play ballsier (should have called it balls of steel, amirite?). It makes your opponent sweat that much harder. Elves are pesky buggers at the best of times, NoS lets you play those bullshit moves with even more style. It’s a great skill for Bretonnians too. Coupled with MV7 and Block/Catch, they’re the prime candidate for the ol’ Catch’n’Blitz.

Consider the below:

DSCF2055

Look at the above scenario. The thrower (white base at the top) has the ball. The catcher beneath was unsuccessfully blitzed last turn, so has been marked. How would you proceed, assuming you didn’t have Nerves of Steel? Not easy, right? If you, like me, play aggressively with Elves, this sort of situation can occur frequently. Thankfully, blood bowl strong arm, Nerves of Steel has your back.Bb article NoS 1

First, blood bowl strong arm, run the line elf on the right round to cancel out the tackle zones from the blitzer and lineman. Then run the elf on the left round to give the assist. The thrower has a few options, depending on his skills, but if it were me I’d run round to the right and GFI into the space above to give any interception by the nearby blitzer a -1. If I have Nerves of Steel or accurate on the thrower, this becomes a 2+ pass. Either way, pass to the catcher, who’ll catch on a 2+ thanks to Nerves of Steel.

Nos2

Then it’s a two die block on the marking Elf and scamper to victory! Now imagine trying that without NoS…

Pass Block: Pass Block, like Diving Tackle, is a deterrence skill. As a pass-focussed elf player, the thing I fear the most is failed passes and interceptions. The way to make passes fail is by applying tackle zones and making me worry about being intercepted. If you’re passing the ball and something goes wrong, it can be very hard to recover. Pass block does two things: First, it gives you an interception chance that you might not have had otherwise. Second, it can apply extra tackle zones to either the catcher or the thrower, making turnovers more likely.

The choice is yours!

The choice is yours!

I’m much less likely to throw the pass if there’s a chance of an interception. Sure it’s only a 1/6 most of the time, but when it happens, hoo boy, you better have a contingency. Interceptions are one of the worst things that can happen to you. That’s why if a player with Pass Block is anywhere near my passer or catcher, you can bet your bum I’m going to do all I can to move out of his range before I pass, even if that means making extra dodges or GFIs. Like I say, it’s less of a skill that you see being used, more of a skill that forces your opponent to change what they were going to do. Combine it with Nerves of Steel and Catch (The Eldril Special) to make your opponent really sweat. (in case you were wondering, assuming Pass Block gets you into Interception range, AG4 + NoS + Catch is a 55% of a successful Interception, regardless of tackle zones.)

Combine Pass Block with Leap for extra shenanigans (just ask Lottabottl). Adding Dodge is nice too, as you can’t use your Team Rerolls in your opponent’s turn.

PB3

The thrower can make no safe pass from his square because of that one pass blocker.

Strong Arm: For almost all intents and purposes Strong Arm is a poor man’s Accurate. That’s true. It’s not without its benefits, blood bowl strong arm, though. Firstly, if you’re trying to throw a team mate, Strong Arm gives you a +1 to that, making your TTM 50% less likely to fail. On an ogre team it’s always nice to have one with Strong Arm, just in case.

Secondly, it works nicely with Accurate if you roll a double with a thrower. Having that +2 to passing rolls (not quick passes, bear in mind) is wonderful. If you were wondering the numbers, let’s take a quick look here:

blood bowl strong arm width="625" height="469">

Agility 3 passes: Quick pass – 67%, Short Pass – 50%, Long Pass -33%, Long Bomb – 16%

With Pass skill: 89%, 75%, 56%, 30%

With Pass & Accurate: 97%, 89%, 75%, 56%

With Pass, Accurate & Strong Arm: 97%, 97%, 89%, 75%

Agility 4 passes: Quick pass – 83%, Short Pass – 67%, Long Pass -50%, Long Bomb – 33%

With Pass skill: 97%, 89%, 75%, 56%

With Pass & Accurate: 97%, 97%, 89%, 75%

With Pass, Accurate & Strong Arm: 97%, 97%, 97%, blood bowl strong arm, 89%

What that means is that for what is normally an extra 50tv (One Normal skill and one Double skill, most throwers have Pass already) you have a piece that can pass the ball enormous distances, up to 13 spaces forward, with a pretty bloody good chance of success. Combine that with the average movement of 6 and you can really get that ball away. Even Agility 3 pieces with SA and Accurate can perform the longest possible pass with a ¾ chance of success, which is pretty darn respectable. Yes it’s 50tv, but that transforms your thrower into a THROWER.

all 1

A huge amount of distance can be covered safely with Accurate and Strong Arm


Safe Throw: Interceptions got you down? Why not Safe Throw? It turns that interception chance from a 17% chance to a 6% chance. You can even use a Team Reroll on Safe Throw, bringing it all the way down to a 2% chance. No more interceptions! Unless they’re elves or have Very Long Legs, which pushes it up to a 33% goes down to a 11%, or 4% with team RR (unless they have catch, which means it’s a 55% down to a 18% down to a 6%, I think… provided you’re agility 4. For agi 3… augh… cor this gets confusing.) numbersmightbewrongI’mtryingmybest

Arugh, my brain. Basically, this means you can afford to make those risky passes again. High Elf throwers start with Safe Throw, and while many people discount it, it’s potentially a game changer. Think about the last time you were intercepted. Wouldn’t you have given anything for a 89% chance to undo the interception? (Plus, any fumble other than a natural 1 no longer causes a turnover, and allows you blood bowl strong arm retain the ball, blood bowl strong arm. Particularly useful for lower agi throwers!) For bonus points stand in 5 tackle zones and attempt a Long Bomb. On a 6, you make it. On a 1, you fumble. On anything else: Hey, Safe Throw saved you from a turnover! Thanks Safe Throw, you da man.

Safe thrw

95% chance of success!


I think people tend to shy away from these skills because they fear passing as a whole. They see it going wrong more often than it going right. While it’s probably easier to play dwarves and bash your opponent into the ground than build a proper passing team, once you get one going it’s a thing of beauty. It takes a bit of effort, but the results are fantastic.


Other episodes in the series:

Episode one: The Pass is Always Greener

Episode two: Controck and Control

Episode three: Move Got a Friend in Me

Episode four: X-TREME™ BALL HANDLING™

Episode five: Punching

This entry was posted in Online and tagged blood, blood bowl, bowl, nerves of steel, pass block, passing, safe throw, strong arm on by Twelfman. Источник: [https://torrent-igruha.org/3551-portal.html]

Re: Strong Arm, a worthwhile doubles pick?

Postby Hitonagashi »

When I play a passing offense, I play it very much like a running offense, except my thrower with Blood bowl strong arm, Accurate, mv 7 is stuck to deep in the backfield. With HE, especially against elves, this can be quite powerful, as they need to send 2 players to hunt down the thrower to sack him, and with a 3+ anti-interception roll, and 2+ pass 2+ catch, it means that teams quite frequently open themselves to a flank.

If they don't attack the thrower (quite a few don't), then I'm only blood bowl strong arm one player on offense, and I don't need to protect the ball carrier.

The downside of this is that I've essentially got 6-7 skills devoted to offense(accurate, strong arm, mv 7 on the thrower, NoS on one catcher, and overskilling of catchers due to using them to score whenever it gets risky), and I'm not sure that it's worth it.

Against kill heavy teams, I find that I haven't really got enough skills devoted to defense to stop the slow grind.

Scoring on offense is easy (11 of the last 15 games I've scored in, with 5 journeymen per game on average), but I think there's too much TV devoted to offense. An elf offense is easy anyway. It's quite valuable that scoring with 4 players is still blood bowl strong arm doable against an 11 man chaos team(due to being able to hide far enough back that I can't be blitzed, and long bomb into the endzone on a 3+), but I'm not sure it's worth the extravagant cost.

My team is here, I've been rebuilding from 4 players, so I've lost a *lot* of the last 20 games. Once my thrower dies, my next one will probably be a leader monkey, and play a running offense.


Reason:''

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SKILLS LIST

Accurate (Passing)
The player may add 1 to the D6 roll when he passes.

Always Hungry (Extraordinary)
The player is always ravenously hungry – and what's more, he'll eat absolutely anything! Should the player ever use the Throw Team-Mate skill, roll a D6 after he has finished moving, but before he throws his team-mate. On a 2+ continue with the throw. On a roll of 1 he attempts to eat the unfortunate team-mate! Roll the D6 again, a second 1 means that he successfully scoffs the team-mate down, which kills the team-mate without opportunity for recovery (Apothecaries, Regeneration or anything else cannot be used). If the team-mate had the ball it will scatter once from the team-mate's square. If sports authority superior co second roll is 2-6 the team-mate squirms free and the Pass Action is automatically treated as a fumbled pass. Fumble the player with the Right Stuff skill as normal.

Animosity (Extraordinary)
A player with this blood bowl strong arm does not like players from his team that are blood bowl strong arm different race than he is and will often refuse to play with them despite the coach's orders. If this player at the end of his Hand-off or Pass Action attempts to hand-off or pass the ball to a team-mate that is not the same race as the Animosity player, roll a D6. On a 2+, the passhand-off is carried out as normal. On a 1, the player refuses to give the ball to any team-mate except one of his own race. The coach may choose to change the target of the passhand-off to another team-mate of the same race as the Animosity player, however no more movement is allowed for the Animosity player, so the current Action may be lost for the turn.

Ball & Chain (Extraordinary)
Players armed with a Ball & Chain can only take Move Actions. To move or Go For It, place the throw-in template over the player facing up or down the pitch or towards either sideline. Then roll a D6 and move the player one square in the indicated direction; no Dodge roll is required if you leave a tackle zone. If this movement takes the player off the pitch, he is beaten up basketball emoji download the crowd in the same manner as a player who has been pushed off the pitch. Repeat this process for each and every square of normal movement the player has. You may then GFI using the same process if you wish. If during his Move Action he would move into an occupied square then the player will throw a block following normal blocking rules against whoever is in that square, friend or foe (and it even ignores Foul Appearance!). A Prone or Stunned player in an box lacrosse near me square is pushed back and an Armour roll is made to see if he is injured, instead of the block being thrown at him. The player must follow up if he will push back another player, and will then carry on with blood bowl strong arm move as described above. If the player is ever Knocked Down or Placed Prone, roll immediately for injury (no Armour roll is blood bowl strong arm. Stunned results for any Injury rolls for the Ball & Chain player are always treated as KO'd. A Ball & Chain player may use the Grab skill (as if a Block Action was being used) with his blocks (if he has learned it!). A Ball & Chain player may never use the Diving Tackle, Frenzy, Kick-Off Return, Leap, Pass Block or Shadowing skills.

Big Hand (Mutation)
One of the player's hands has grown monstrously large, yet remained completely functional. The player ignores modifier(s) blood bowl strong arm enemy tackle zones or Pouring Rain weather when he attempts to pick up the ball.

Block (General)
A player with the Block skill is proficient at knocking opponents down. The Block skill, if used, affects the results rolled with the Block dice, as explained in the Blocking rules.

Blood Lust (Extraordinary)
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 him 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.

Bombardier (Extraordinary)
A coach may choose to have a Bombardier who is not Prone or Stunned throw a bomb instead of taking any other Action with the player. This does not use the team's Pass Action for the turn, blood bowl strong arm. The bomb is thrown using the rules for throwing the ball (including weather effects and use of Hail Mary Pass), except that the player may not move or stand up before throwing it (he needs time to light the fuse!). Intercepted bomb passes are not turnovers. Fumbles or any bomb explosions that lead to a player on the active team being Knocked Down are turnovers. All skills that may be used when a ball is thrown may be used when a bomb is thrown also. A bomb may be intercepted or caught using the same rules for catching the ball, in which case the player catching it must throw it again immediately. This is a special bonus Action that takes place out of the normal sequence of play, blood bowl strong arm. A player holding the ball can catch or intercept and throw a bomb. The bomb explodes when it lands in an empty square or an opportunity to catch the bomb fails or is declined (i.e., bombs don't !bounce'). If the bomb is fumbled it explodes in the bomb thrower's square. If a bomb lands in the crowd, it explodes with no effect. When the blood bowl strong arm finally does explode any player in the same square is Knocked Down, and players in adjacent squares are Knocked Down on a roll of 4+. Players can be hit by a bomb and treated as Knocked Down even if they are already Prone or Stunned. Make Armour and Injury rolls for any players Knocked Down by the bomb. Casualties caused by a bomb do not count for Star Player points.

Bone-head (Extraordinary)
The player is not noted for his intelligence. Because of this you must roll a D6 immediately after declaring an Action for the player, but before taking the Action. On a roll of 1 he stands around trying to remember what it is he's meant to be doing. The player can't do anything for the turn, and the player's team loses the declared Action for the turn. (So if a Bone-head player declares a Blitz Action and rolls a 1, then the team cannot declare another Blitz Action that turn.) The player loses his tackle zones and may not catch, intercept or pass, assist another player on a block or foul, blood bowl strong arm, or voluntarily move until he manages to roll a 2 or better at the start of a future Action or the drive ends.

Break Tackle (Strength)
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 a Dodge roll. This skill may only be used once per turn.

Catch (Agility)
A player who has the Catch skill is allowed to re-roll the D6 if he fails a catch roll. It also allows the player to re-roll the D6 if he drops a hand-off or fails to make an interception.

Chainsaw (Extraordinary)
A player armed with a chainsaw must attack with it instead of making a block as part of a Block or Blitz Action. When the chainsaw is used to make an attack, roll a D6 instead of the Block dice, blood bowl strong arm. On a roll of 2 or more the chainsaw hits the opposing player, but on a roll of 1 it !kicks back' and hits the wielder instead! Make an Armour roll for the player hit by the chainsaw, blood bowl strong arm, adding 3 to the score. If the roll beats the victim's Armour value then the victim is Knocked Down and injured – roll on the Injury table. If the roll fails to beat the victim's Armour value then the attack has no effect. A player armed with a chainsaw may take a Foul Action, and adds 3 to the Armour roll, but must roll for kick back as described above. A running chainsaw is a dangerous thing to carry around, so if a player holding a chainsaw is Knocked Down for any reason, the opposing coach is allowed to add 3 to his Armour roll to see if the player was injured. However, blocking a player with a chainsaw is equally dangerous! If an opponent knocks himself over when blocking the chainsaw player then add 3 to his Armour roll. This skill may only be used once per turn (e.g., cannot be used with Frenzy or Multiple Block) and if used as part of a Blitz Action, the player cannot continue moving after using it. Casualties caused by a chainsaw player do not count for Star Player points.

Claw / Claws (Mutation)
A player with this skill is blessed with a huge crab-like claw or razor sharp talons that make armour useless. When an opponent is Knocked Down by this player during a block, blood bowl strong arm, any Armour roll of 8 or more after modifications automatically breaks armour.

Dauntless (General)
A player with this skill is capable of psyching himself up so he 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 of the player with the Dauntless skill rolls a D6 and adds it to his strength. If the total is equal to or lower than the opponent's Strength, the player must block using his normal Strength. If the total is greater, then the player with the Dauntless skill counts as having a Strength equal to his opponent's when he makes the block. The strength of both players is calculated before any defensive or offensive assists are added but after all other modifiers.

Decay (Extraordinary)
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 (see page 25) 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.

Dirty Player (General)
A player with this skill has trained long and hard to learn every dirty trick in the book. Add 1 to any Armour roll or Injury roll made by a player with this skill when they make a Foul as part of a Foul Action. Note that you may only modify one of the dice rolls, so if you decide to use Dirty Player to modify the Armour roll, you may not modify the Injury roll as well.

Disturbing Presence (Mutation)
This player's presence is very disturbing, whether it is caused by a massive cloud of blood bowl strong arm, sprays of soporific musk, blood bowl strong arm, an aura of random chaos or intense cold, or a pheromone that causes fear and panic, blood bowl strong arm. Regardless of the nature of this mutation, any player must subtract 1 from the D6 when they pass, intercept or catch for each opposing player with Disturbing Presence that is within three squares of them, even if the Disturbing Presence player is Prone or Stunned.

Diving Catch (Agility)
The player is superb at diving to catch balls others cannot reach and jumping to more easily catch perfect passes. The player may add 1 to any catch roll from an accurate pass targeted to his square. In addition, the player can attempt to catch any pass, kick off or crowd throw-in, but not bouncing ball, that would land in an empty square in one of blood bowl strong arm tackle zones as if it had landed in his own square without leaving his current square. A failed catch will bounce from the Diving Catch player's square. If there are two or more players attempting to use this skill then they get in each other's way and neither can use it.

Diving Tackle (Agility)
The patagonia powder bowl pants sediment may use this skill after an opposing player blood bowl strong arm to dodge out of any of his tackle zones. The opposing player must subtract 2 from his Dodge roll for leaving the player's tackle zone. If a player is attempting to leave the tackle zone of several players that have the Diving Tackle skill, then only one of the opposing players may use Diving Tackle. Diving Tackle may be used on a re-rolled dodge if not declared for use on the first Dodge roll. Once the dodge is resolved but before any armour roll for the opponent (if needed), the Diving Tackle Player is Placed Prone in the square blood bowl strong arm by the dodging player but do not make an Armour or Injury roll for the Diving Tackle player.

Dodge (Agility)
A player with the Dodge skill is adept at slipping away from opponents, and is allowed to re-roll the D6 if he fails to dodge out of any of an opposing player's tackle zones. However, the player may blood bowl strong arm re-roll one failed Dodge roll per turn. In addition, the Dodge skill, if used, affects the results rolled on the Block dice, as explained in the Blocking rules (see page 10.)

Dump-Off (Passing)
This skill allows the player to make a Quick Pass when an opponent 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 Dump-Off pass before the opponent makes his block. The normal throwing rules apply, except that neither team's 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. Dump-Off may not be used on the second block from an opponent with the Frenzy skill or in conjunction with the Bombardier or Throw Team-Mate skills.

Extra Arms (Mutation)
A player with one or more extra arms may add 1 to any attempt to pick up, catch or intercept.

Fan Favorite (Extraordinary)
The fans love seeing this player on the pitch so much that even the opposing fans cheer for your team. For each player with Fan Favourite on the pitch your team receives an additional +1 FAME modifier (see page 18) for any Kick-Off table results, but not for the Winnings roll.

Fend (General)
This player is very skilled at holding off would-be attackers. Opposing players may not follow-up blocks made against this player even if the Fend player is Knocked Down. The opposing player may still continue moving after blocking if he had declared a Blitz Action.

Foul Appearance (Mutation)
The player's appearance is so horrible that any opposing player that wants to block the player (or use a special attack that takes the place of a block) must first roll a D6 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).

Frenzy (General)
A player with this skill is a slavering psychopath who attacks his opponents in an uncontrollable rage. Unless otherwise overridden, this skill must always be used. When making a block, a player with this skill must always follow up if he can. If a 'Pushed' or 'Defender Stumbles' result was chosen, blood bowl strong arm, the player must immediately throw a second block against the same opponent so long as they are both still standing and adjacent. If possible, the player must also follow up this second block. If the frenzied player is performing a Blitz Action then he must pay a square of Movement and must make the second block unless he has no further normal movement and cannot Go For It again.

Grab (Strength)
A player with this skill uses his great strength and prowess to grab his opponent and blood bowl strong arm him around. To represent this, only while making a Block Action, if his block results in a push back he may choose any empty square adjacent to his opponent to push back his opponent. When making a Block or Blitz Action, Grab and Side Step will cancel each other out and the standard pushback rules apply. Grab will not work if there are no empty adjacent squares. A player with the Grab skill can never learn or gain the Frenzy skill through any means. Likewise, a player with the Frenzy skill can never learn or gain the Grab skill through any means.

Guard (Strength)
A player with this skill assists an offensive or defensive block even if he is in another player's tackle zone. This skill may not be used to assist a foul.

Hail Mary Pass (Passing)
The player may throw the ball to any square on the playing pitch, no matter what the range: the range ruler is not used. Roll a D6. On a roll of 1 blood bowl strong arm player fumbles the throw, and the ball will bounce once from the thrower's square. On a roll of 2-6, the player may make the pass, blood bowl strong arm. 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! This skill may not be used in a Blizzard or with the Throw Team-Mate skill.

Horns (Mutation)
A player with Horns may use them to butt an opponent. Horns adds 1 to the player's Strength for any block(s) he makes during a Blitz Action.

Hypnotic Gaze (Extraordinary)
The player has a powerful telepathic ability that he can use to stun an opponent into immobility, blood bowl strong arm. The player may use hypnotic gaze at the end of his Move Action on one opposing player who is in an adjacent square. Make an Agility roll for the player with hypnotic gaze, with a -1 modifier for each opposing tackle zone on the player with hypnotic gaze other than the victim's. If the Agility roll is successful, then the opposing player loses his tackle zones and may not catch, intercept or pass the ball, assist another player on a block or foul, or move voluntarily until the start of his next Action or the drive ends. If the roll fails, then the hypnotic gaze has no effect.

Juggernaut (Strength)
A player with this skill is virtually impossible to stop once he is in motion. If this player takes a Blitz Action, the opposing player may not use his Fend, Stand Firm or Wrestle skills against the Juggernaut player's blocks. The Juggernaut player may also choose to treat a !Both Down' result as if a !Pushed' result has been rolled instead for blocks he makes during a Blitz Action.

Jump Up (Agility)
A player with this skill is able to quickly get back into blood bowl strong arm game. If the player declares any Action other than a Block Action he may stand up for free without paying the three squares of movement. The player may also declare a Block Action while Prone which requires an Agility roll with a +2 modifier to see if he can complete the Action. A successful roll means the player can stand up for free and block an adjacent opponent. A failed blood bowl strong arm means the Block Action is wasted and the player may not stand up.

Kick (General)
The player is an expert at kicking the ball and can place the kick with great precision. In order to use this skill the player must be set up on the pitch when his team kicks off. The player may not be set up in either wide zone or on the line of scrimmage. Only if all these conditions are met is the player then allowed to take the kick-off. Because his kick is so accurate, you may choose to halve the number of squares that the ball scatters on kick-off, rounding any fractions down (i.e., 1 = 0, 2-3 = 1, 4- 5 = 2, 6 = 3).

Kick-Off Return (General)
A player on the receiving team that is not on the Line of Scrimmage or in an opposing tackle zone may use this skill when the ball has been kicked. It allows the player to move up to 3 squares after the ball has been scattered but before rolling on the Kick-Off table. Only one player may use this skill each kick-off. This skill may not be used for a touchback kick-off and does not allow the player to cross into the opponent's half of the pitch.

Leader (Passing)
The player is a natural leader and commands the rest of the team from the back-field as he prepares to throw the ball. A team with one or more players with the Leader skill may take a single Leader Re-roll counter and add it to their team re-rolls at the start of the game and at half time after any Master Chef rolls. The Leader re-roll is used exactly the same in every way as a normal Team re-roll with all the same restrictions. In addition, the Leader re-roll may only be used so long blood bowl strong arm at least one player with the Leader skill is on the pitch - even if they are Prone or Stunned! Re- rolls from Leader may be carried over into Overtime if not used, but the team does not receive a new Leader re-roll at the start of Overtime.

Leap (Agility)
A player with the Leap skill is blood bowl strong arm to jump to any empty square within 2 squares even if it requires jumping over a player from either team, blood bowl strong arm. Making a leap costs the player two squares of movement. In order to make the leap, move the player to salem youth basketball tournament empty square 1 to 2 squares from his current square and then make an Agility roll for the player. No modifiers apply to this D6 roll unless he has Very Long Legs. The player does not have to dodge to leave the square he starts in. If the player successfully makes the D6 roll then he makes a perfect jump and may carry on moving. If the player fails the Agility roll then he is Knocked Down in the square that he was leaping to, and the opposing coach makes an Armour roll to see if he was injured. A player may only use the Leap skill once per turn.

Loner (Extraordinary)
Loners, through inexperience, arrogance, animal ferocity or just plain stupidity, do not work well with the rest of the team. As a result, a Loner may use team re-rolls but has to roll a D6 first. On a roll of 4+, he may use the team re-roll as normal. On a roll of 1-3 the original result stands without being re-rolled but the team re-roll is lost (i.e., used).

Mighty Blow (Strength)
Add 1 to any Armour or Injury roll made by a player with this skill when an opponent is Knocked Down by this player during a block. Note that you only modify one of the dice rolls, so if you decide to use Mighty Blow to modify the Armour roll, you may not modify the Injury roll as well. Mighty Blow cannot be used with the Stab or Chainsaw skills.

Multiple Block (Strength)
At the start of a Block Action a player who is adjacent to at least two opponents may choose to throw blocks against two of them. Make each block in turn as normal except that each defender's strength is increased by 2. The player cannot follow up either block when using this skill, so Multiple Block can be used instead of Frenzy, but both skills cannot be used together. To have the option to throw the second block the player must still be on his feet after the first block.

Nerves of Steel (Passing)
The player ignores modifiers for enemy tackle zones when he attempts to pass, catch or intercept.

No Hands (Extraordinary)
The player is unable to pick up, intercept or carry the ball and will fail any catch roll automatically, either because he literally has no hands or because his hands are full. If he attempts to pick up the ball then it will bounce, and will cause a turnover if it is his team's turn.

Nurgle's Rot (Extraordinary)
This player has a horrible infectious disease which spreads when he kills an opponent during a Block, Blitz or Foul Action. Instead of truly dying, the infected opponent becomes a new rookie Rotter. To do so, the opponent must have been removed from the roster during step 2.1 of the Post-game sequence, his Strength cannot exceed 4, and he cannot have the Decay, Regeneration or Stunty skills. The new Rotter can be added to the Nurgle team for free during step 5 of Updating Your Team Roster (see page 29) if the team has an open Roster slot. This new Rotter still counts at full value towards the total value of the Nurgle team.

Pass (Passing)
A player with the Pass skill is allowed to re-roll the D6 if he throws an inaccurate pass or fumbles.

Pass Block (General)
A player with this skill is allowed to move up to three squares when the opposing coach announces that one of his players is going to pass the ball (but not a bomb). The opposing coach may not change his mind about passing once Pass Block's use is declared. The move is made out of sequence, after the range has been measured, but before any interception attempts have been made. A player may not make the move unless able to reach a legal destination and may not follow a route that would not allow them to reach a legal destination. A legal destination puts the player in a position to attempt an interception, an empty square that is the target of the pass, or with his tackle zone on the thrower or catcher. The player may not stop moving until he has reached a legal destination, has been held fast by Tentacles or has been Knocked Down. The special move is free, and in no way affects the player's ability to move in a subsequent action. The move is made using all of the normal rules and skills (for example, having to dodge in order to leave opposing players' tackle zones.) Players with Pass Block may use this skill against a Dump Off pass. If a player performing a Pass Block in their own turn is Knocked Down then this is a turnover, no other players may perform Pass Block moves, and your turn ends as soon as the results of the pass and the block are resolved.

Piling On (Strength)
The player may use this skill after he has made a block as part of one of his Block or Blitz Actions, but only if the Piling On player is currently standing adjacent to the victim and the victim was Knocked Down. You may re-roll the Armour roll or Injury roll for the victim. The Piling On player is Placed Prone in his own square -- it is assumed that he rolls back there after flattening his opponent (do not make an Armour roll for him as he has been cushioned by the other player!). Piling On does not cause a turnover unless the Piling On player is carrying the ball. Piling On cannot be used with the Stab or Chainsaw skills.

Prehensile Tail (Mutation)
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 D6 roll if they attempt to dodge out of any of the player's tackle zones.

Pro (General)
A player with this skill is a hardened veteran. Such players are called professionals or Pros by other Blood Bowl players because they rarely make a mistake. Once per turn, a Pro is allowed to re-roll any one dice roll he has made other than Armour, Injury or Casualty, blood bowl strong arm, even if he is Prone or Stunned. However, before the re-roll may be made, his myokarditis sport must roll a D6. 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 a skill or team re-roll; however you can re-roll the Pro roll with a Team re-roll.

Really Stupid (Extraordinary)
This player is without doubt one of the dimmest creatures to ever take to a Blood Bowl pitch (which, considering the IQ of most other players, is really saying something!). Because of this you must roll a D6 immediately after declaring an Action for the player, but before taking the Action. If there are one or more players from the same team standing adjacent to the Really Stupid player's square, and who aren't Really Stupid, then add 2 to the D6 roll. On a result of 1-3 he stands around trying to remember what it is he's meant to be doing. The player can't do anything for the turn, and the player's team loses the declared Action for that turn (for example, if a Really Stupid player declares a Blitz Action and fails the Really Stupid roll, then the team cannot declare another Blitz Action that turn). The player loses his tackle zones and may not catch, intercept or pass the ball, assist another player on a block or foul, blood bowl strong arm, or voluntarily move until he manages to roll a successful result for a Really Stupid roll at the start of a future Action or the drive ends.

Regeneration (Extraordinary)
If the player suffers a Casualty result on the Injury table, then roll a D6 for Regeneration after the roll on the Casualty table and after any Apothecary roll, if allowed. On a result of 1-3, the player suffers the result of this injury. On a 4-6, the player will heal the injury after a short period of time to 're-organise' himself, and is placed in the Reserves box instead. Regeneration rolls may not be re-rolled. Note that an opposing player still earns Star Player points as normal for inflicting a Casualty result on a player with this skill, even if the result doesn't affect the player in the normal way.

Right Stuff (Extraordinary)
A player with the Right Stuff skill can be thrown by another player from his team who has the Throw Team-Mate skill. See the Throw Team-Mate skill entry below for details of how the player is thrown. When a player with this skill is thrown or fumbled and ends up in an unoccupied square, he must make a landing roll unless he landed on another player during the throw. A landing roll is an Agility roll with a -1 modifier for each opposing player's tackle zone on the square he lands in. If he passes the roll he lands on his feet. If the landing roll is failed or he landed on another player during the throw he is Placed Prone and must pass an Armour roll to avoid injury. If the player is not injured during his landing he may take an Action later this turn if he has not already done so. A failed landing roll or landing in the crowd does not cause a turnover, unless he was holding the ball.

Safe Throw (Passing)
This player is an expert at throwing the ball in a way that makes it even more difficult for any opponent to intercept it. If a pass made by this player is ever intercepted then the Safe Throw player may make an unmodified Agility roll. If successful, the interception is cancelled out and the passing sequence continues as normal. In addition, if this player fumbles a pass of a ball (not a bomb or team-mate) on any roll other than a natural 1, he manages to keep hold of the ball instead of suffering a fumble and the team does not suffer a turnover.

Secret Blood bowl strong arm (Extraordinary)
Some players are armed with special pieces of equipment that are called !secret weapons.' Although the Blood Bowl rules specifically ban the use of any weapons, the game has a long history of teams trying to get weapons of some sort onto the pitch. Nonetheless, the use of secret weapons is simply not legal, and referees have a nasty habit of sending off players that use them. Once a drive ends that this player has played in at any point, the referee orders the player to be sent off to the dungeon to join players that have been caught committing fouls during the match, regardless of whether the player is still on the pitch or not.

Shadowing (General)
The player may use this skill when a player performing an Action on the opposing team moves out of any of his tackle zones for any reason. The opposing coach rolls 2D6 adding his own player’s movement allowance and subtracting the Shadowing player's movement allowance from the score. If the final result is 7 or less, the player with Shadowing may move 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 turn. If the final result is 8 or more, the opposing player successfully avoids the Shadowing player and the Shadowing player may not move into the vacated square. A player may make any number of shadowing moves per turn. If a player has left the tackle zone of several players that have the Shadowing skill, then only one of the opposing players may attempt to shadow him.

Side Step (Agility)
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 opposing 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 player may not use this skill if there are no open squares on the pitch adjacent to this player. Note that the coach may choose which square the player is moved to even if the player is Knocked Down after the push back.

Sneaky Git (Agility)
This player has the quickness and finesse to stick the boot to a downed opponent without drawing a referee's attention unless he hears the armour crack. During a Foul Action a player with this skill is not ejected for rolling doubles on the Armour roll unless the Armour roll was successful.

Sprint (Agility)
The player may attempt to move up to three extra squares rather than the normal two when Going For It (see page 20). His coach must still roll to see if the player is Knocked Down in each extra square he enters.

Stab (Extraordinary)
A player with this skill is armed with something very good at stabbing, slashing or hacking up an opponent, like sharp fangs or a trusty dagger. This player may attack an opponent with his stabbing attack instead of throwing a block. Make an unmodified Armour roll (except for Stakes) for the victim. If the score is less than or equal to the victim's Armour value then the attack has no effect. If the score beats the victim's Armour value then he has been wounded and an Injury roll must be made. This Injury roll ignores all modifiers from any source - including Niggling injuries. If Stab is used as part of a Blitz Action, the player cannot continue moving after using it. Casualties caused by a stabbing attack do not count for Star Player points.

Stakes (Extraordinary)
This player is armed with special stakes that are blessed to cause extra damage to the Undead and those that work with them. This player may add 1 to the Armour roll when they make a Stab attack against any player playing for a Khemri, Necromantic, Undead or Vampire team.

Stand Firm (Strength)
A player with this skill may choose to not be pushed back as the result of a block. He may choose to ignore being pushed by !Pushed' results, and to have 'Knock-down' results knock the player down in the square where he started. If a player is pushed back into a player using Stand Firm then neither player moves.

Strip Ball (General)
When a player with this skill blocks an opponent with the ball, applying a !Pushed' or !Defender Stumbles' result will cause the opposing player to drop the ball in the square that they are pushed to, even if the opposing player is not Knocked Down.

Strong Arm (Strength)
The player may add 1 to the D6 when he passes to Short, Long or Long Bomb range.

Stunty (Extraordinary)
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, blood bowl strong arm. On the other hand, Stunty players are just a bit too small to throw the ball very well, and are easily injured. To represent these things a player with the Stunty skill may ignore any enemy tackle zones on the square he is moving to when he makes a Dodge roll (i.e., they always end up with a +1 Dodge roll modifier), but must subtract 1 from the roll when he passes. In addition, this player treats a roll of 7 and 9 on the Injury table after any modifiers have been applied as a KO'd and Badly Hurt result respectively, rather than the normal results. Stunties that are armed with a Secret Weapon are not allowed to ignore enemy tackle zones, but still suffer the other penalties.

Sure Feet (Agility)
The player may re-roll the D6 if he is Knocked Down when trying to Go For It (see page 20). A player may only use the Sure Feet skill once per turn.

Sure Hands (General)
A player with the Sure Hands skill is allowed to re-roll the D6 if he fails to pick up the ball. In addition, the Strip Ball skill will not work against a player with this skill.

Tackle (General)
Opposing players who are standing in any of this player's tackle zones are not allowed to use their Dodge skill if they attempt to dodge out of any of the player's tackle zones, nor may they use their Dodge skill if the player throws a block at them and uses the Tackle skill.

Take Root (Extraordinary)
Immediately after declaring an Action with this player, roll a D6. On a 2 or more, the player may take his Action as normal. On a 1, the player “takes root”, and his MA is considered 0 until a drive ends, or he is Knocked Down or Placed Prone (and no, players from his own team may not try and block him in order to try to knock him down!). A player that has taken root may not Go For It, be pushed back for any reason, or use any skill that would allow him to move out of his current square or be Placed Prone. The player may block adjacent players without following-up as part of a Block Action however if a player fails his Take Root roll as part of a Blitz Action he may not block that turn (he can still roll to stand up if he is Prone).

Tentacles (Mutation)
The player may use this skill when an opposing player attempts to dodge or leap out of any of his tackle zones. The opposing coach rolls 2D6 adding his player’s ST and subtracting the Tentacles player's ST from the score. If the final result is 5 or less, then the moving player is held firm, and his Action ends immediately. If a player attempts to leave the tackle zone of several players that have the Tentacles skill, only one may attempt to grab him with Tentacles.

Thick Skull (Strength)
This player treats a roll of 8 on the Blood bowl strong arm table, after any modifiers have been applied, as a Stunned result rather than a KO'd result. This skill may be used even if the player is Prone or Stunned.

Throw Team-Mate (Extraordinary)
A player with this skill has the ability to throw a player from the same team instead of the ball! (This includes the ball if the player thrown already has it!) The throwing player must end the movement of his Pass Action standing next to the intended team-mate to be thrown, who must have the Right Stuff skill and be standing. The pass is worked out exactly the same as if the player with Throw Team-Mate was passing a ball, except the player must subtract 1 from the D6 roll when he passes the player, fumbles are not automatically turnovers, and Long Pass or Long Bomb range passes are not possible. In addition, accurate passes are treated instead as inaccurate passes thus scattering the thrown player three times as players are heavier and harder to pass than a ball. The thrown player cannot be intercepted. A fumbled team-mate will land in the square he originally occupied. If the thrown player scatters off the pitch, he is beaten up by the crowd in the same manner as a player who has been pushed off the pitch. If the final square he scatters into is occupied by another player, treat the player landed on as Knocked Down and roll for Armour (even if already Prone or Stunned), and then the player being thrown will scatter one more square. If the thrown player would land on another player, continue to scatter the thrown player until he ends up in blood bowl strong arm empty square or off the pitch (i.e., he cannot land on more than one player). See the Right Stuff entry to see if the player lands on his feet or head-down in a crumpled heap!

Titchy (Extraordinary)
Titchy players tend to be even smaller and more nimble than other Stunty players. To represent this, the player may add 1 to any Dodge roll he attempts. On the other hand, while opponents do have to dodge to leave any of a Titchy player's tackle zones, a Titchy player is so small that he does not exert a -1 modifier when opponents dodge into any of his tackle zones.

Two Heads (Mutation)
Having two heads enables this player to watch where he is going and the opponent trying to make sure he does not get there at the same time. Add 1 to all Dodge rolls the player makes.

Very Long Legs (Mutation)
The player is allowed to add 1 to the D6 roll whenever he attempts to intercept or uses the Leap skill. In addition, the Safe Throw skill may not be used to affect any Interception rolls made by this player.

Wild Animals (Extraordinary)
Wild Animals are uncontrollable creatures that rarely do exactly what a coach wants of them. In fact, just about all you can really rely on them to do is lash out at opposing players that move too close to them! To represent this, immediately after declaring an Action with a Wild Animal, roll a D6, adding 2 to the roll if taking a Block or Blitz Action. On a roll of 1-3, the Wild Animal does not move and roars in rage instead, and the Action is wasted.

Wrestle (General)
The player is specially trained in grappling techniques. This player may use Wrestle when he blocks or is blocked and a !Both Down' result on the Block dice is chosen by either coach. Instead of blood bowl strong arm the 'Both Down' result, both players are wrestled to the ground. Both players are Placed Prone in their respective squares even if one or both have the Block skill. Do not make Armour rolls for either player. Use of this skill does not cause a turnover unless the active player was holding the ball.

SkillCategoryDescription
CatchAgilityA player who has the Catch skill is allowed to re-roll the D6 if he fails a catch roll. It also allows the player to re-roll the D6 if blood bowl strong arm drops a hand-off or fails to make an interception.
Diving CatchAgilityThe player is superb at diving to catch balls others cannot reach and jumping to more easily catch perfect passes. The player may add 1 to any catch roll from an accurate pass targeted to his square. In addition, the player can attempt to catch any pass, kick off or crowd throw-in, but not bouncing ball, that would land in an empty square in one of his tackle zones as if it had landed in his own blood bowl strong arm without leaving his current square. A failed catch will bounce from the Diving Catch player's square. If there are two or more players attempting to use this skill then they get in each other's way and neither can use it.
Diving TackleAgilityThe player may use this skill after an opposing player attempts to dodge out of any of his tackle zones. The opposing player must subtract 2 from his Dodge roll for leaving the player's tackle zone. If a player is attempting to leave the tackle zone of several players that have the Diving Tackle skill, then only one of the opposing players may use Diving Tackle. Diving Tackle may be used on a re-rolled dodge if not declared for use on the first Dodge roll. Once the dodge is resolved but before any armour roll for the opponent (if needed), the Diving Tackle Player is Placed Prone in the square vacated by the dodging player but do not make an Armour or Injury roll for the Diving Tackle player.
DodgeAgilityA player with the Dodge skill is adept at slipping away from opponents, and is allowed to re-roll the D6 if he fails to dodge out of any of an opposing player's tackle zones. However, the player may only re-roll one failed Dodge roll per turn, blood bowl strong arm. In addition, the Dodge skill, if used, affects the results rolled on the Block dice, as explained in the Blocking rules (see page 10.)
Jump UpAgilityA player with this skill is able to quickly get back into the game. If the player declares any Action other than a Block Action he may stand up for free without paying the three squares of movement. The player may also declare a Block Action while Prone which requires an Agility roll with a +2 modifier to see if he can complete the Action. A successful roll means the player can stand up for free and block an adjacent opponent. A failed roll means the Block Action is wasted and the player may not stand up.
LeapAgilityA player with the Leap skill is allowed to jump to any empty square blood bowl strong arm 2 squares even if it requires jumping over a player from either team. Making a leap costs the player two squares of movement, blood bowl strong arm. In order to make the leap, blood bowl strong arm, move the player to any empty square 1 to 2 squares from his current square and then make an Agility roll for the player. No modifiers apply to this D6 roll unless he has Very Long Legs. The player does not have to dodge to leave the square he starts in. If the player successfully makes the D6 roll then he makes a perfect jump and may carry on moving. If the player fails the Agility roll then he is Knocked Down in the square that he was leaping to, and the opposing coach makes an Armour roll to see if he was injured. A player may only use the Leap skill once per turn.
Side StepAgilityA 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 blood bowl strong arm 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 player may not use this skill if there are no open squares on the pitch adjacent to this player. Note that the coach may choose which square the player is moved to even if the player is Knocked Down after the push back.
Sneaky GitAgilityThis player has the quickness and finesse to stick the boot to a downed opponent without drawing a referee's attention unless he hears the armour crack. During a Foul Action a player with this skill is not ejected for rolling doubles on the Armour roll unless the Armour roll was successful.
SprintAgilityThe player may attempt to move up to three extra squares rather than the normal two when Going For It (see page 20). His coach must still roll to see if the player is Knocked Down in each extra square he enters.
Sure FeetAgilityThe player may re-roll the D6 if he is Knocked Down when trying to Go For It (see page 20). A player may only use the Sure Feet skill once per turn.
Always HungryExtraordinaryThe player is always ravenously hungry – and what's more, he'll eat absolutely anything! Should the player ever use the Throw Team-Mate skill, roll a D6 after he has finished moving, but before he throws his team-mate. On a 2+ continue with the throw. On a roll of 1 he attempts to eat the unfortunate team-mate! Roll the D6 again, a second 1 means that he successfully scoffs the team-mate down, which kills the team-mate without opportunity for recovery (Apothecaries, Regeneration or anything else cannot be used). If the team-mate had the ball it will scatter once from the team-mate's square. If the second roll is 2-6 the team-mate squirms free and the Pass Action is automatically treated as a fumbled pass. Fumble the player with rénovation terrain de tennis Right Stuff skill as normal.
AnimosityExtraordinaryA player with this skill does not like players from his team that are a different race than he is and will often refuse to play with them despite the coach's orders. If this player at the end of his Hand-off or Pass Action attempts to hand-off or pass the ball to a team-mate that is not the same race as the Animosity player, roll a D6. On a 2+, the passhand-off is carried out as normal. On a 1, the player refuses to give the ball to any team-mate except one of his own race. The coach may choose to change the target of the passhand-off to another team-mate of the same race as the Animosity player, however no more movement is allowed for the Animosity player, so the current Action may be lost for the turn.
Ball & ChainExtraordinaryPlayers armed with a Ball & Chain can only take Move Actions. To move or Go For It, place the throw-in template over the player blood bowl strong arm up or down the pitch or towards either sideline. Then roll a D6 and move the player one square in the indicated direction; no Dodge roll is required if you leave a tackle zone. If this movement takes the player off the pitch, he is beaten up by the crowd in the same manner as a player who has been pushed off the pitch. Repeat this process for each and every square of normal movement the player has. You may then GFI using the same process if you wish. If during his Move Action he would move into an occupied square then the player will throw a block following normal blocking rules against whoever is in that square, friend or foe (and it even ignores Foul Appearance!). A Prone or Stunned player in an occupied square is pushed back and an Armour roll is made to see if he is injured, instead of the block being thrown at him. The player must follow up if he will push back another player, and will then carry on with his move as described above. If the player is ever Knocked Down or Placed Prone, roll immediately for injury (no Armour roll is required). Stunned results for any Injury rolls for the Ball & Chain player are always treated as KO'd. A Ball & Chain player may use the Grab skill (as if a Block Action was being used) with his blocks (if he has learned it!), blood bowl strong arm. A Ball & Chain player may never use the Diving Tackle, Frenzy, Kick-Off Return, Leap, Pass Block or Shadowing skills.
Blood LustExtraordinaryVampires 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, blood bowl strong arm, 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 him to feed on a spectator – move the Vampire to the reserves box if he was still on the pitch. If he was holding the blood bowl strong arm, 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.
BombardierExtraordinaryA coach may choose to have a Bombardier who is not Prone or Stunned throw a bomb instead of taking any other Action with the player. This does not use the team's Pass Action for the turn. The bomb is thrown using the rules for throwing the ball (including weather effects and use of Hail Mary Pass), except that the player may not move or stand up before throwing it (he needs time to light the fuse!). Intercepted bomb passes are not turnovers. Fumbles or any bomb explosions that lead to a player on the active team being Knocked Down are turnovers. All skills that may be used when a ball is thrown may be used when a bomb is thrown also. A bomb may be intercepted or caught using the same rules for catching the ball, blood bowl strong arm, in which case the player catching it must throw it again immediately. This is a special bonus Action that takes place out of the normal sequence of play. A player holding the ball can catch or intercept and throw a bomb. The bomb explodes when it lands in an empty square or an opportunity to catch the bomb fails or is declined (i.e., bombs don't !bounce'). If the bomb is fumbled it explodes in the bomb thrower's square. If a bomb lands in the crowd, it explodes with no effect. When the bomb finally does explode any player in the same square is Knocked Down, and players in adjacent squares are Knocked Down on a roll of 4+. Players can be hit by a bomb and treated as Knocked Down even if they are already Prone or Stunned, blood bowl strong arm. Make Armour and Injury rolls for any players Knocked Down by the bomb. Casualties caused by a bomb do not count for Star Player points.
Bone-headExtraordinaryThe blood bowl strong arm is not noted for his intelligence. Because of this you must roll a D6 immediately after declaring an Action for the player, but before taking the Action. On a roll blood bowl strong arm 1 he stands around trying to remember what it is he's blood bowl strong arm to be doing. The player can't do anything for the turn, and the player's team loses the declared Action for the turn. (So if a Bone-head player declares a Blitz Action and rolls a 1, then the team cannot declare another Blood bowl strong arm Action that turn.) The player loses his tackle zones and may not catch, intercept or pass, assist another player on a block or foul, or voluntarily move until he manages to roll a 2 or better at the start of a future Action or the drive ends.
ChainsawExtraordinaryA player armed with a chainsaw must attack with it instead of making a block as part of a Block or Blitz Action. When the chainsaw is used to make an attack, roll a D6 instead of the Block dice. On a roll of 2 or more the chainsaw hits the opposing player, but on a roll of 1 it !kicks back' and hits the wielder instead! Make an Armour roll for the player hit by the chainsaw, adding 3 to the score. If the roll beats the victim's Armour value then the victim is Knocked Down and injured – roll on the Injury table. If the roll fails to beat the victim's Armour value then the attack has no effect. A player armed with a chainsaw may take a Foul Action, and adds 3 to the Armour roll, but must roll for kick back as described above. A running chainsaw is a dangerous thing to carry around, so if a player holding a chainsaw is Knocked Down for any reason, the opposing coach is allowed to add 3 to his Armour roll to see if the player was injured. However, blocking a player with a chainsaw is equally dangerous! If an opponent knocks himself over when blocking the chainsaw player then add 3 to his Armour roll. This skill may only be used once per turn (e.g., cannot be used with Frenzy or Multiple Block) and if used as part of a Blitz Action, the player cannot continue moving after using it. Casualties caused by a chainsaw player do not count for Star Player points.
DecayExtraordinaryStaying 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 (see page 25) 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 centre sportif basketball this effect. A successful Regeneration roll will heal both results.
Fan FavoriteExtraordinaryThe fans love seeing this player on the pitch so much that even the opposing fans cheer for your team, blood bowl strong arm. For each player with Fan Favourite on the pitch your team receives an additional +1 FAME modifier (see page 18) for any Kick-Off table results, but not for the Winnings roll.
Hypnotic GazeExtraordinaryThe player has a powerful telepathic ability that he can blood bowl strong arm to stun an opponent into immobility. The player may use hypnotic gaze at the end of his Move Action on one opposing player who is in an adjacent square. Make an Agility roll for the player with hypnotic gaze, with a -1 modifier for each opposing tackle zone on the player with hypnotic gaze other than the victim's. If the Agility roll is successful, then the opposing player loses his tackle zones and may not catch, intercept or pass the ball, assist another player on a block or foul, blood bowl strong arm, or move voluntarily until the start of his next Action or the drive ends. If the roll fails, then the hypnotic gaze has no effect.
LonerExtraordinaryLoners, through inexperience, blood bowl strong arm, arrogance, animal ferocity or just plain stupidity, do not work well with the rest of the team. As a result, a Loner may use team re-rolls but has to roll a D6 first. On a roll of 4+, he may use the team re-roll as normal. On a roll of 1-3 the original result stands without being re-rolled but the team re-roll is lost (i.e., used).
No HandsExtraordinaryThe player is unable to pick up, intercept or carry the ball and will fail any catch roll automatically, either because he literally has no hands or because his hands are full. If he attempts to pick up the ball then it will bounce, and will cause a turnover if it is his team's turn.
Nurgle's RotExtraordinaryThis player has a horrible infectious disease which spreads when he kills an opponent during a Block, Blitz or Foul Action. Instead of truly dying, the infected opponent becomes a new rookie Rotter. To do so, the opponent must have been removed from the roster during step 2.1 of the Post-game sequence, his Strength cannot exceed 4, and he cannot have the Decay, Regeneration or Stunty skills. The new Rotter can be added to the Nurgle team for free during step 5 of Updating Your Team Roster (see page 29) if the team has an open Roster slot. This new Rotter still counts at full value towards the total value of the Nurgle team.
Really StupidExtraordinaryThis player is without doubt one of the dimmest creatures to ever take to a Blood Bowl pitch (which, blood bowl strong arm, considering the IQ of most other players, is really saying something!). Because of this you must roll a D6 immediately after declaring an Action for the player, but before taking the Action, blood bowl strong arm. If there are one or more players from the same team standing adjacent to the Really Stupid player's square, and who aren't Really Stupid, blood bowl strong arm, then add 2 to the D6 roll. On a result of 1-3 he stands around trying to remember what it is he's meant to be doing. The player can't do anything for the turn, and the player's team loses the declared Action for that turn (for example, if a Really Stupid player declares a Blitz Action and fails the Really Stupid roll, then the team cannot declare another Blitz Action that turn). The player loses his tackle zones and may not catch, intercept or pass the ball, assist another player on a block or foul, or voluntarily move until he manages to roll a successful result for a Really Stupid roll at the start of a future Action or the drive ends.
RegenerationExtraordinaryIf the player suffers a Casualty result on the Injury table, then roll a D6 for Regeneration after the roll on the Casualty table and after blood bowl strong arm Apothecary roll, if allowed. On a result of 1-3, the player suffers the result of this injury. On a 4-6, the player will heal the injury after a short period of time to 're-organise' himself, and is placed in the Reserves box instead. Regeneration rolls may not be re-rolled. Note that an opposing player still earns Star Player points as normal for inflicting a Casualty result on a player with this skill, even if the result doesn't affect the player in the normal way.
Right StuffExtraordinaryA player with the Right Stuff skill can be thrown by another player from his team who has the Throw Team-Mate skill. See the Throw Team-Mate skill entry below for details of how the player is thrown. When a player with this skill is thrown or fumbled and ends up in an unoccupied square, blood bowl strong arm, he must make a landing roll unless he landed on another player during the throw. A landing roll is an Agility roll with a -1 modifier for each opposing player's tackle zone on the square he lands in. If he passes the roll he lands on his feet. If the landing roll is failed or he landed on another player during the throw he is Placed Prone and must pass an Armour roll to avoid injury. If the player is not injured during his landing he may take an Action later this turn if he has not already done so. A failed landing roll or landing in the crowd does not cause a turnover, unless he was holding the ball.
Secret WeaponExtraordinarySome players are armed with special pieces of equipment that are called !secret weapons.' Although the Blood Bowl rules specifically ban the use of any weapons, the game has a long history of teams trying to get weapons of some sort onto the pitch. Nonetheless, the use of secret weapons is simply not legal, and referees have a nasty habit of sending off players that use them. Once a drive ends that this player has played in at any point, the referee orders the player to be sent off to the dungeon to join players that have been caught committing fouls during the match, blood bowl strong arm, regardless of whether the player is still on the pitch or not.
StabExtraordinaryA player with this skill is armed with something very good at stabbing, slashing or hacking up an opponent, like sharp fangs or a trusty dagger. This player may attack an opponent with his stabbing attack instead of throwing a block, blood bowl strong arm. Make an unmodified Armour roll (except for Stakes) for the victim. If the score is less than or equal to the victim's Armour value then the attack has no effect. If the score beats the victim's Armour value then he has been wounded and an Injury roll must be made. This Injury roll ignores all modifiers from any source - including Niggling injuries. If Stab is used as part of a Blitz Action, the player cannot continue moving after using it. Casualties caused by a stabbing attack do not count for Star Player points.
StakesExtraordinaryThis player is armed with special stakes that are blessed to cause extra damage to the Undead and those that work blood bowl strong arm them. This player may add 1 to the Armour roll when they make a Stab attack odc youth sports any player playing for a Khemri, Necromantic, Undead or Vampire team.
StuntyExtraordinaryThe 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. On the other hand, Stunty players are just a bit too small to throw the ball very well, and are easily injured. To represent these things a player with the Stunty skill may ignore any enemy tackle zones on the square he is moving to when he makes a Dodge roll (i.e., they always end up with a +1 Dodge roll modifier), but must subtract 1 from the roll when he passes. In addition, this player treats a roll of 7 and 9 on the Injury table after any modifiers have been applied as a KO'd and Badly Hurt result respectively, rather than the normal results. Stunties that are armed with a Secret Weapon are not allowed to ignore enemy tackle zones, but still suffer the other penalties.
Take RootExtraordinaryImmediately after declaring an Action with this player, roll a D6. On a 2 or more, the player may take his Action as normal. On a 1, the player “takes root”, and his MA is considered 0 until a drive ends, or he is Knocked Down or Placed Prone (and no, players from his own team may not try and block him in order to try to knock him down!). A player that has taken root may not Go For It, be pushed back for any reason, or use any skill that would allow him to move out of his current square or be Placed Prone. The player may block adjacent players without following-up as part of a Block Action however if a player fails his Take Root roll as part of a Blitz Action he may not block that turn (he can still roll to stand up if he is Prone).
Throw Team-MateExtraordinaryA player with this skill has the ability to throw a player from the same team instead of the ball! (This includes the ball if the player thrown already has it!) The throwing player must end the movement of his Pass Action standing next to the intended team-mate to be thrown, who must have the Right Stuff skill and be standing. The pass is worked out exactly the same as if the player with Throw Team-Mate was passing a ball, except the player must subtract 1 from the D6 roll when he passes the player, fumbles are not automatically turnovers, and Long Pass or Long Bomb range passes are not possible. In addition, accurate passes are treated instead as inaccurate passes thus scattering the thrown player three times as players are heavier and harder to pass than a ball. The thrown player cannot be intercepted. A fumbled team-mate will land in the square he originally occupied. If the thrown player scatters off the pitch, he is beaten up by the crowd in the destiny 2 hockey emote manner as a player who has been pushed off the pitch, blood bowl strong arm. If the final square he scatters into is occupied by another player, treat the player landed on as Knocked Down and roll for Armour (even if already Prone or Stunned), and then the player being thrown will scatter one more square. If the thrown player would land on another player, continue to scatter the thrown blood bowl strong arm until he ends up in an empty square or off the pitch (i.e., he cannot land on more than one player). See the Right Stuff entry to see if the player lands on his feet or head-down in a crumpled heap!
Titchyblood bowl strong arm players tend to be even smaller and more nimble than other Stunty players. To represent this, the player may add 1 to any Dodge roll he attempts. On the other hand, while opponents do have to dodge to leave any of a Titchy player's tackle zones, a Titchy player is so small that he does not exert a -1 modifier when opponents dodge into any of his tackle zones.
Wild AnimalsExtraordinaryWild Animals are uncontrollable creatures that rarely do exactly what a coach wants of them. In fact, just about all you can really rely on them to do is wilson showcase basketball out at opposing players that move too close to them! To represent this, immediately after declaring an Action with a Wild Animal, roll a D6, adding 2 to the roll if taking a Block or Blitz Action. On a roll of 1-3, the Wild Animal does not move and roars in rage instead, and the Action is wasted.
BlockGeneralA player with the Block skill is proficient at knocking opponents down. The Block skill, if used, affects the results rolled with the Block dice, as explained in the Blocking rules.
DauntlessGeneralA player with this skill is capable of psyching himself up so he can take on blood bowl strong arm 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 of the player with the Dauntless skill rolls a D6 and adds it to his strength. If the total is equal to or lower than the opponent's Strength, blood bowl strong arm, the player must block using his normal Strength. If the total is greater, blood bowl strong arm, then the player with the Dauntless skill counts as having a Strength equal to his opponent's when he makes the block. The strength of both players is calculated before any defensive or offensive assists are added but after all other modifiers.
Dirty PlayerGeneralA player with this skill has trained long and hard to learn every dirty trick in the book. Add 1 to any Armour roll or Injury roll made by a player with this skill when they make a Foul as part of a Foul Action. Note that you may only modify one of the dice rolls, so if you decide to use Dirty Player to modify the Armour roll, you may not modify the Injury roll as well.
FendGeneralThis player is very skilled at holding off would-be attackers. Opposing players may not follow-up blocks made against this player even if the Fend player is Knocked Down. The opposing player may still continue moving after blocking if he had declared a Blitz Action.
FrenzyGeneralA player with this skill is a slavering psychopath who attacks his opponents blood bowl strong arm an uncontrollable rage. Unless otherwise overridden, this skill must always be used. When making a block, a player with this skill must always follow up if he can. If a 'Pushed' or 'Defender Stumbles' result was chosen, the player must immediately throw a second block against the same opponent so long as they are both still standing and adjacent. If possible, the player must also follow up this second block. If the frenzied player is performing a Blitz Action then he must pay a square of Movement and blood bowl strong arm make the second block unless he has no further normal movement and cannot Go For It again.
KickGeneralThe player is an expert at kicking the ball and can blood bowl strong arm the kick with great precision. In order to use this skill the player must be set up on the pitch when his team kicks off. The player may not be set up in either wide zone or on the line of scrimmage. Only if all these conditions are met is the player then allowed to take the kick-off. Because his kick is so accurate, you may choose to halve the number of squares that the ball scatters on kick-off, rounding any fractions down (i.e., 1 = 0, 2-3 = 1, 4- 5 = 2, 6 = 3).
Kick-Off ReturnGeneralA player on the receiving team that is not on the Line of Scrimmage or in an opposing tackle zone may use this skill when blood bowl strong arm ball has been kicked. It allows the player to move up to 3 squares after the ball has been scattered but before rolling on the Kick-Off table. Only one player may use this skill each kick-off. This skill may not be used for a touchback kick-off and does not allow the player to cross into the opponent's half of the pitch.
Pass BlockGeneralA player with this skill is allowed to move up to three squares when the opposing coach announces that one of his players is going to pass the ball (but not a bomb), blood bowl strong arm. The opposing coach may not change his mind about passing once Pass Block's use blood bowl strong arm declared. The move is made out of sequence, blood bowl strong arm, after the range has been measured, but before any interception attempts have been made. A player may not make the move unless able to reach a legal destination and may not follow a route that would not allow them to reach a legal destination. A legal destination puts the player in a position to attempt an interception, an empty square that is the target of the pass, or with his tackle zone on the thrower or catcher. The player may not stop moving until he has reached a legal destination, has been held fast by Tentacles or has been Knocked Down. The special move is free, and in no way affects the player's ability to move in a subsequent action. The move is made using all of the normal rules and skills (for example, having to dodge in order to leave opposing players' tackle zones.) Players with Pass Block may use this skill against a Dump Off pass, blood bowl strong arm. If a player performing a Pass Block in their own turn is Knocked Down then this is a turnover, no other players may perform Pass Block moves, and your turn ends as soon as the results of the blood bowl strong arm and the block are resolved.
ProGeneralA player with this skill is a hardened veteran. Such players are called professionals or Pros by other Blood Bowl players because they rarely make a mistake. Once per turn, a Pro is allowed to re-roll any one dice roll he has made other than Armour, Injury blood bowl strong arm Casualty, even if he is Prone or Stunned. However, before the re-roll may be made, his coach must roll a D6. 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 a skill or team re-roll; however you can re-roll the Pro roll with a Team re-roll.
ShadowingGeneralThe player may use this skill when a player performing an Action on the opposing team moves out of any of his tackle zones for any reason. The opposing coach rolls 2D6 adding his own player’s movement allowance and subtracting the Shadowing player's movement allowance from the score. If the final result is 7 or less, the player with Shadowing may move 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 turn. If the final result is 8 or more, the blood bowl strong arm player successfully avoids the Shadowing player and the Shadowing player may not move into the vacated square. A player may make any number of shadowing moves per turn. If a player has left the harrows iconic darts zone of several players that have the Shadowing skill, then only one of the opposing players may attempt to shadow him.
Strip BallGeneralWhen a player with this skill blocks an opponent with the ball, applying a !Pushed' or !Defender Stumbles' result will cause the opposing player to drop the ball in the square that they are pushed to, even if the opposing player is not Knocked Down.
Sure HandsGeneralA player with the Sure Hands skill is allowed to re-roll the D6 if he fails to pick up the ball. In addition, the Strip Ball skill will not work against a player with this blood bowl strong arm colspan="2">TackleGeneralOpposing players who are standing in any of this player's tackle zones are not allowed to use their Dodge skill if they attempt to dodge out of any of the player's tackle zones, nor may they use their Dodge skill if the player throws a block at them and uses the Tackle skill.
WrestleGeneralThe player is specially trained in grappling techniques. This player may use Wrestle when he blocks or is blocked and a !Both Down' result on the Block dice is chosen by either coach. Instead of applying the 'Both Down' result, both players are wrestled to the ground. Both players are Blood bowl strong arm Prone in their respective squares even if one or both have the Block skill. Do not make Armour rolls for either player. Use of this skill does not cause a turnover unless the active player was holding the ball.
Big HandMutationOne of the player's hands has grown monstrously large, yet remained completely functional. The player ignores modifier(s) for enemy tackle zones or Pouring Rain weather when he attempts to pick up the ball.
Claw / ClawsMutationA player with this skill is blessed with a huge crab-like claw or razor sharp talons that make armour useless. When an opponent is Knocked Down by this player during a block, any Armour roll of 8 or more after modifications automatically breaks armour.
Disturbing PresenceMutationThis player's presence is very disturbing, whether it is caused by a massive cloud of flies, sprays of soporific musk, an aura of random chaos or intense cold, or a pheromone that causes fear and panic, blood bowl strong arm. Regardless of the nature of this mutation, any player must subtract 1 from the D6 when they pass, intercept or catch for each opposing player with Disturbing Presence that is within three squares of them, even if the Disturbing Presence player is Prone or Stunned.
Extra ArmsMutationA player with one or more extra arms may add 1 to any attempt to pick up, catch or intercept.
Foul AppearanceMutationThe player's appearance is so horrible that any opposing player that wants to block the player (or use a special attack that takes the place of a block) must first roll a D6 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).
HornsMutationA player with Horns may use them to butt an opponent. Horns adds 1 to the player's Strength for any block(s) he makes during a Blitz Action.
Prehensile TailMutationThe blood bowl strong arm has a long, thick tail which he can use to trip up opposing players. To represent this, opposing players must subtract 1 from the D6 roll if they attempt to dodge out of any of the player's tackle zones.
TentaclesMutationThe player may use this skill when an opposing player attempts to dodge or leap out of any of his tackle zones. The opposing coach rolls 2D6 adding his player’s ST and subtracting the Tentacles player's ST from the score. If the final result is 5 or less, then the moving player is held firm, and his Action ends immediately. If a player attempts to leave the tackle zone of several players that have the Tentacles skill, only one may attempt to grab him with Tentacles.
Two HeadsMutationHaving two heads enables this player to watch where he is going and the opponent trying to make sure he does not get there at the same time, blood bowl strong arm. Add 1 to all Dodge rolls the player makes.
Very Long LegsMutationThe player is allowed to add 1 to the D6 roll whenever he attempts to intercept or uses the Leap skill. In addition, the Safe Throw skill may not be used to affect any Interception rolls made by this player.
AccuratePassingThe player may add 1 to the D6 roll when he passes.
Dump-OffPassingThis skill allows the player to make a Quick Pass when an opponent 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 Dump-Off pass before the opponent makes his block. The normal throwing rules apply, except that neither team's 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. Dump-Off may not be used on the second block from an opponent with the Frenzy skill or in conjunction with the Bombardier or Throw Team-Mate skills.
Hail Mary PassPassingThe player may throw the ball to any square on the playing pitch, no matter what the range: the range ruler is not used. Roll a D6. On a roll of 1 the player fumbles the throw, and the ball will bounce once from the thrower's 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! This skill may not be used in a Blizzard or with the Throw Team-Mate skill.
LeaderPassingThe player is a natural leader and commands the rest of the team from the back-field as he prepares to throw the ball. A team with one or more players with the Leader skill may take a single Leader Re-roll counter and add it to their team re-rolls at the start of the game and at half time after any Master Chef rolls. The Leader re-roll is used exactly the same in every way as a normal Team re-roll with all the same restrictions. In addition, the Leader re-roll may only be used so long as at least one player with the Leader skill is on the pitch - even if they are Prone or Stunned! Re- rolls from Leader may be carried over into Overtime if not used, but the team does not receive a new Leader re-roll at the start of Overtime.
Nerves of SteelPassingThe player ignores modifiers for enemy tackle zones when he attempts to pass, catch or intercept.
PassPassingA player with the Pass skill is allowed to re-roll the D6 if he throws an inaccurate pass or fumbles.
Safe ThrowPassingThis player is an expert at throwing the ball in a way that makes it even more difficult for any opponent to intercept it. If a pass made by this player is blood bowl strong arm intercepted then the Safe Throw player may make an unmodified Agility roll. If successful, the interception is cancelled out and the passing sequence continues as normal. In addition, if this player fumbles a pass of a ball (not a bomb or team-mate) on any roll other than a natural 1, he manages to keep hold of the ball instead of suffering a fumble and the team does not suffer a turnover.
Break TackleStrengthThe player may use his Strength instead of his Agility when making blood bowl strong arm Dodge roll. For example, a player with Strength 4 and Agility 2 would count as having an Agility of 4 when making a Dodge roll. This skill may only be used once per turn.
GrabStrengthA player with this skill uses his great strength and prowess to grab his opponent and throw him around. To represent this, only while making a Block Action, if his 2016 junior world figure skating championships results in a push back he may blood bowl strong arm any empty square adjacent to his opponent to push back his opponent. When making a Block or Blitz Action, blood bowl strong arm, Grab and Side Step will cancel each other out and the standard pushback rules apply. Grab will not work if there are no empty adjacent squares. A player with the Grab skill can never learn or gain the Frenzy skill through any means. Likewise, a player with the Frenzy skill can never learn or gain the Grab skill through any means.
GuardStrengthA player with this skill assists an offensive or defensive block even if he is in another player's tackle zone. This skill may not be used to assist a foul.
JuggernautStrengthA player with this skill is virtually impossible to stop once he is in motion. If this player takes a Blitz Action, the opposing player may not use his Fend, Stand Firm or Wrestle skills against the Juggernaut player's blocks. The Juggernaut player may also choose to treat a !Both Down' result as if a !Pushed' result has been rolled instead for blocks he makes during a Blitz Action.
Mighty BlowStrengthAdd 1 to any Armour or Injury roll made by a player blood bowl strong arm this skill when an opponent is Knocked Down by this player during a block. Note that you only modify one of the dice rolls, so if you decide to use Mighty Blow to modify the Armour roll, you may not modify the Injury roll as well. Mighty Blow cannot be used with the Stab or Chainsaw skills.
Multiple BlockStrengthAt the start of a Block Action a player who is adjacent to at least two opponents may choose to throw blocks against two of them. Make each block in turn as normal except that each defender's strength is increased by 2. The player cannot follow up either block when using this skill, so Multiple Block can be used instead of Frenzy, but both skills cannot be used together. To have the option to throw the second block the player must still be on his feet after the first block.
Piling OnStrengthThe player may use this skill after he has made a block as part of one of his Block or Blitz Actions, but only if the Piling On player is currently standing adjacent to the victim and the victim was Knocked Down. You may re-roll the Armour roll or Injury roll for the victim. The Piling On player is Placed Prone in his own square -- it is assumed that he rolls back there after flattening his opponent (do not make an Armour roll for him as he has been cushioned by the other player!). Piling On does not cause a turnover unless the Piling On player is carrying the ball. Piling On cannot be used with the Stab or Chainsaw skills.
Stand FirmStrengthA player with this skill may choose to not be pushed back as the result of a block. He may choose to ignore being pushed by !Pushed' results, and to have 'Knock-down' results knock the player down in the square where he started. If a player is pushed back into a player using Stand Firm then neither player moves.
Strong ArmStrengthThe player may add 1 to the D6 when he passes to Short, Long or Long Bomb range.
Thick SkullStrengthThis player treats a roll of 8 on the Injury table, after any modifiers have been applied, as a Stunned result rather than a KO'd result. This skill may be used even if the player is Prone or Stunned.

Источник: [https://torrent-igruha.org/3551-portal.html]

lowrclassbrat11 years ago#1

I've got the basics of this down cept for passing keep getting drops or intercepts.What does one need to be aware of or stat to watch for throwing and receiving?

zhukov194311 years ago#2

Agility is the stat that covers both throwing and catching.and a lot of other things, too! AG4 players are the best for passing or receiving - try to avoid having any AG2 guys handle the ball, blood bowl strong arm, if you can help it. "Throw" and "Catch" both give a free re-roll to do those things, so they're handy to have, too. You can still have a decent passing game with an AG3 team, but you'll need to have lots of skills or lots of re-rolls to pull it off.

'Reality,' sa molesworth 2, 'is so unspeakably sordid it make me shudder.'

LoseAsDirected11 years ago#3

Also, try not to make any pass or catch attempts while in any tackle zones (ie, being right next to an opposing player), blood bowl strong arm, because each one you are in gives you a -1 to the attempt unless you have the Nerves of Steel skill, which will ignore the penalties.

For the passer, try to make sure it is with either an AG4 or AG3 with Pass skill player. If they level up, blood bowl strong arm, try to get them Accurate and Nerves of Steel skills, blood bowl strong arm. The former gives you a +1 on all Pass attempts no matter the range and the latter makes it easier to pass if you are in tackle zones, blood bowl strong arm. If you roll doubles, try to get Strong Arm as it makes Long Passes and Long Bombs much easier to attempt, as it gives you a +1 to all but Quick Passes. Of course it should go without saying that if you get a chance to increase their AG you should take blood bowl strong arm well leveled up Thrower might end up looking like this (using Humans as the baseline, but other races can make similar builds).

MA 6 - Average. He can scramble a bit and get closer to his targets to make the passes easier.
ST 3 - Average. Not really important except for Blocks, but you should try not to make Blocks with him if possible, and he shouldn't have the ball often enough that he gets attacked by the opponent too much.
AG 3(4) - Average (Increased) - If you get the increase, so much the better. Spongebob golf head cover not, his surfside sports coupon will make him a reliable passer anyway.
AV 8 - Average. Again, he shouldn't get harassed too much as you're going to try to pass the ball in the same turn that he picks it up in.

Pass - He comes with it. It's his bread and butter, blood bowl strong arm. It allows him to automatically re-roll any failed Pass attempts. A must have skill if you want a decent passing game.
Sure Hands - He comes with it. Again, as he will most likely be the one to pick the ball up, this is important. It allows him to automatically re-roll any failed attempt to pick up the ball.
Accurate - A +1 to all Pass attempts. Very useful. Makes a Quick Pass a +2, a Short Pass a +1, a Long Pass a +0 and a Long Bomb a -1.
Nerves of Steel - No longer needs to worry about taking penalties to Pass attempts when in enemy tackle zones means he wont have to worry about being pressured too much.
Long Bomb - A +1 to Short Pass, Long Pass and Long Bomb attempts. Gives you a total of +2 Quick Pass, +2 Short Pass, +1 Long Pass and +0 Long Bomb when combined with Accurate.

With an AG of 3 this means you will succeed on a Quick Pass or Short Pass on all but a d6 roll of 1 (or 87% of the time), and can re-roll a failed pass that will succeed on all but a d6 blood bowl strong arm of 1 (or 87% of the time) for a total of a 1 in 36 chance of failing (or less than 3% chance of failing). An AG4 doesn't really affect these odds at all.

With an AG of 3 this means you will succeed on a Long Pass on all but a d6 roll of 1 or 2 (or 67% of the time) and can re-roll a failed pass that will succeed on all but a d6 roll of 1 or 2 (or 67% of blood bowl strong arm time) for a total of 4 in 36 chance of failing (or 11% chance of failing). An AG4 will bump this up to the same odds of success as a Quick Pass or Short Pass.

With an AG of 3 this means you will succeed on a Long Bomb on a 4 or better on a d6 roll (or 50% of the blood bowl strong arm and can re-roll a failed pass that will succeed on a 4 or better on a d6 roll (or 50% of the time) for a total of 8 in 36 chance of failing (or 25% chance of failing). An AG4 will bump this up to the same odds of success as a Long Pass.

LoseAsDirected11 years ago#4

Of course now this means that your Catcher needs to be able to catch the ball and hold onto it long enough to score. There are several ways to improve these odds.

First, either try to have an AG4 player as your catcher, or try to have the right skills. Catch is a great one, blood bowl strong arm, and the human Catcher comes with it (as well as Dodge). Catch, like Pass and Sure Hands, gives you an automatic re-roll on any failed attempt to Catch the ball.

You'll also want to get Block as soon as you can because a player with Block and Dodge is notoriously difficult to take down. Any increase to AG is vital as well, as it improves your chance at both Catching and Dodging, which are the two things you're going to do with this guy the most. Any doubles should result in you taking Nerves of Steel, as it means he can ignore tackle zones when making a Catch, and thus can Catch much easier when he is pressured. It might also be worth taking Sure Hands if you know you're going to be facing an opponent with Strip Ball, as Sure Hands negates any attempt to Strip Ball.

Finally, it is a good idea to take Diving Catch as it gives him a +1 to any attempt to Catch a ball passed directly to his square, but also allows him to attempt to catch and ball that was kicked off, thrown in or inaccurately passed to a square adjacent to him.

It's also worth eventually taking Sure Feet, as it allows you a single automatic re-roll on a failed attempt to Go For It. Sprint rounds out your skill selection by blood bowl strong arm him to Go For It one more time, but I would only take that as a final skill, and I'd always take a +1 MA or AV over it.

By the way, should you get a +1 MA or AV roll for your skill, it might be tempting to take the +1MA as it allows you to score more easily, but I wouldn't overlook that extra point of AV. Most of your Catchers are going to score easily once you get a few skills under their belt, and anything you can do to keep them in good condition will be of great use (and that's why I suggest taking Block as the first skill you get for a Catcher), and since Catchers usually have lesser AVs than the rest of the team (plus a lesser ST), you're going to find that they go down to injury far too often.

LoseAsDirected11 years ago#5

In this game there are really only 4 teams that should try for a passing game anyway.

First and most obvious is the Wood Elves as they have a dedicated Thrower and Catcher positional player. The advice given above applies to them just as much as to humans, but the extra point of AG for your whole team means that even Linemen can be improvised Catchers if you find that you have one wide open and within running distance of their end zone. In fact, blood bowl strong arm, it might not be blood bowl strong arm bad idea to get each of your Linemen a TD or two over the course of a season as anything you can do to level them up (and thus blood bowl strong arm them to take Block and Dodge) will drastically increase their longevity on the field.

The humans are the next most obvious as they also have a dedicated Thrower and Catcher positional player, and I wrote the above with a human team in mind.

The next is the Skaven. You'll have to try to get Catch on your Gutter Runners, but if you can you'll find that they make for an awesome passing team in addition to their amazing running game.

And, finally, we have the Dark Elves. They should never rely exclusively on a passing game, but as they all have AG4, you can certainly feel comfortable knowing that picking up as Passing skill here or there for your team wont go to waste, and Dark Elves love having a variety of moves at their disposal. The Blood bowl strong arm (and many human players) assume you're going to run the Dark Elves as a bashing running team (and you really should), so that means the occasional Pass play can take them completely by surprise. You'll probably use your Runners as pseudo-Throwers and your Blitzers as pseudo-Catchers. Don't feel like you have to take the Catch skill on your Blitzers, but don't be afraid to take Pass on your Runners. If nothing else, it makes their Dump-Off skill that much more useful.

LoseAsDirected11 years ago#6

Quadruple post FTW! But as this is a nearly dead board, I don't think anyone will hold it against me.

Two more skills worth talking about.

Safe Throw for your Thrower. This is not a bad skill, but as Interceptions are really hard to attempt anyway, and you're mostly going to find yourself failing a Pass on a natural 1 (which always fumbles, even with this skill), it's probably not worth taking if you follow the build I outlined above.

Side Step for your Catcher. This is a great skill if you haven't had any luck getting attribute increases or Nerves of Steel. You're going to find that you get pushed more often than knocked down once you have both Block and Dodge, so why not make it so that you get pushed into the square you want to? Not a bad choice if you have Block, Sure Feet and Diving Catch already and you don't roll a double or attribute increase for your level up.

BrokenTusk11 years ago#7

What stat is Long Bomb under? There is Hail Mary under passing but it says that is never accurate. Also does str increase their throw range?

Chaos can also make a pretty good passing game as well due to mutations like extra arms, big hand, etc. If you do play a team that gets mutants Foul presence is great on your passer/catcher especially if they get caught in the open. Disturbing presence is great for interceptor/dodge killers

HK-47: Can I break his neck now master? It's been a long time fantasy of mine. You: Maybe later.
HK-47: Did you hear that meatbag? "I'LL BE BACK!"

LoseAsDirected11 years ago#8

Long Bomb is a Pass range.

There are 4 ranges.

Quick Pass, which gives you a +1 to the Pass attempt. This is the first circle, the green one.
Short Pass, which gives no modifier to the Pass attempt. This is the second circle, the yellow one.
Long Pass, which gives a -1 to the Pass attempt. This is the third circle, the orange one.
Long Bomb, which gives a -2 to the Pass attempt. This is the final circle, the red one.

Accurate gives you a +1 to all attempts, so.

Quick Pass gives you +2.
Short Pass gives you +1.
Long Pass gives you +0
Long Bomb gives you -1.

Strong Arm is a Strength blood bowl strong arm, so your Thrower will need to roll doubles on his level up skill check to get it. Strong Arm gives you a +1 to Short Pass, Long Pass and Long Bomb, so.

Quick Pass gives you +1.
Short Pass gives you +1.
Long Pass gives you +0.
Long Bomb gives you -1.

These skills stack, so if you have both Accurate and Strong Arm.

Quick Pass gives you +2.
Short Pass gives you +2.
Long Pass gives you +1.
Long Bomb gives you +0.

These are the modifiers to your d6 (standard, six sided dice numbered 1-6) roll to attempt to pass, blood bowl strong arm. The number you are trying to get is 7 or greater. You add your AG to the roll as well, so if you have both skills and an AG of 3 then you need.

A 2 or better for a Quick Pass.
A 2 or better for a Short Pass.
A 3 or better for a Long Pass.
A 4 or better for a Long Bomb.

A dice result of quikpak k1 1 person kayak 1 blood bowl strong arm dice roll itself is 1 before any modifiers or your AG are applied) is always a failure and a roll of a natural 6 (the dice roll itself is 6 before any modifiers or your AG are applied) is always a success.

So with an AG of 4 (and Accurate and Strong Arm skills) you need.

A 2 or better for a Quick Pass.
A 2 or better for a Short Pass.
A 2 or better for a Long Pass.
A 3 or better for a Long Bomb.

LoseAsDirected11 years ago#9

Blood Bowl is blood bowl strong arm on a board game made by Games Workshop, and it's a pretty accurate representation of the actual rules used for the board game itself. The official rules for the game are available on Games Workshops website for free, so if you want to better understand how computer calculates your chance of success or failure, blood bowl strong arm, try reading the rules. I know that once I read the official rulebook I understood the video game much better, and I play much better as a result. I'm also collecting teams for the board game now, but you don't have to do that if you don't want to.

The rules can be found here.

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m780049a_Blood_Bowl_Competition_Rules.pdf

Note to any mods, this is the source that the video game rules are based upon, and the rules are offered freely by the developer of the rules, so no copyright violations are taking place by my posting this, nor is this advertising or off-topic in nature, so please don't mod this post because of the link in question.

Jmaneuv01111 years ago#10

Any team can have a good passing game, but both passer and receiver should have at least 4 AGI otherwise it's a low percentage proposition. Any receiver with 7 MA is fine as that will get him into the end zone in two turns without having to "go for it"-even 6 MA is really good enough there as one "going for it" is a pretty good bet.

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2 comments

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