Skills Top

Skills Categories

General Skills

Agility Skills

Strength Skills

Passing Skills

Physical Abilities

Negative Skills

Block

Dauntless

Dirty Player

Frenzy

Leader

Kick

Tackle

Pass Block

Pro

Shadowing

Strip Ball

Sure Hands

Nerves Of Steel

Catch

Diving Catch

Diving Tackle

Dodge

Jump Up

Leap

Right Stuff

Side Step

Sprint

Sure Feet

Break Tackle

Guard

Mighty Blow

Multiple Block

Pilling On

Stand Firm

Throw Team Mate

Accurate

Dump Off

Hail Mary Pass

Pass

Safe Throw

Strong Arm

Big Hand

Claw

Extra Arms

Foul Appearance

Horns

Hypnotic Gaze

Prehensile Tail

Razor Sharp Fangs

Regeneration

Spikes

Stunty

Tentacles

Thick Skull

Two Heads

Very Long Legs

Off for a Bite

Sappy

 

General Skills

Block - The block skill affects the results of the block dice.

Dauntless - A player with this skill is capable of psyching themselves up so that they can take on even the very strongest opponent. The skill only works when the player attempts to block an opponent who is stronger than himself. When the skill is used the coach rolls two dice and adds them together. If the total is greater than the opponents strength value, then the dauntless players strength is counted as being equal to his opponent's when he makes the block, before any bonuses for defensive or offensive assists are added. If the dice roll is less than or equal to the opponents strength value, then the dauntless player must use his normal strength for the block.

Dauntless may be used to match the summed strength of the targets of a Multiple Block in a nasty combination of skills. [JJ]

The bonus for horns may be applied after any bonuses for dauntless. [GWUK]

Dauntless must be rolled before each block, including subsequent blocks thrown by a Frenzying player. [BB]

Dirty Player - A player with this skill has trained long and hard to learn every dirty trick in the book. If he fouls an opposing player then add +2 to both armour and the injury rolls. Note that this skill can only be used if the player actually makes a foul; it may not be used if he is assisting another player is making a foul.

Frenzy - A player with the frenzy skill is allowed to make an extra block if he pushes back an opponent without knocking them over. The player must follow up their opponent and throw another block at them, even if his coach doesn't want him to! Each additional block made by a frenzied player costs them an extra square of movement if they are taking a blitz action. The blocks are free if the player is taking a block action, but the player may not throw more blocks than his movement allowance.

A player holding a running Chainsaw may not use Frenzy.

A player may only Frenzy or continue a Frenzy if a PUSH BACK result is rolled on the block dice. If a block results in a No Result (both down result/both have block) the Frenzy stops. [BB]

A player may Frenzy against an opponent who has Stand Firm. [JJ]

A Frenzying player with Horns will receive a +1 on his ST when blitzing if he moves at least one square before his first block roll and makes a follow up move. i.e. the player will not gain the +1 on extra blocks against a player with Stand Firm. [JJ]

A player is not obligated to, but may Go For It to continue a Frenzy. Second (and third) Go For Its are optional. [JJ]

Leader - The player is a natural leader and inspires the rest of the team while he is on the field. Having such a player in the team allows the coach to take a Leader Re-Roll counter at the start of the match and at half time and place it on the Re-Roll track along with his Team Re-Roll counters. A team may only ever have one Leader Re-Roll counter, even if it has several players with this skill. The counter is used in exactly the same way as a Team Re-Roll counter, but it may only be used if a player with the Leader skill is on the playing field (standing or prone) at the time the counter is used.

Kick - In order to use this skill the player must be set up on the field when his team kicks off. The player may not be set up in either wide zone or on the line of scrimmage. Assuming all of these conditions are met then the player is allowed to take the kick-off. Because his kick is so accurate, the number of squares that the ball scatters on kick-off is halved, rounding any fractions down (i.e. 1=0, 2-3=1, 4-5=2, 6=3).

Tackle - Opposing players who are standing in this players tackle zone are not allowed to use their dodge skill if they attempt to dodge out of the players tackle zone, nor may they use their dodge skill if the player throws a block at them.

Pass Block - A player with this skill is allowed to move three squares when the opposing coach announces that one of his players is going to pass the ball. This move is made out of sequence, after the range has been measured, but before any interception attempts have been made. However, the move may only be made if it allows the player to move into a position to attempt an interception, or to put the thrower or catcher in his tackle zone. The opposing coach is not allowed to change his mind about the passing the ball after the player with this skill has made his move. The special move is free, and in no way affects the players ability to move in the following turn. Apart from this, however, the move is made using all of the normal rules, and the player does have to dodge in order to leave opposing players tackle zones.

You may Pass Block a Dump Off.

You may not go for it on a pass block. [JJ]

You may not Pass Block a Hand Off. [JJ]

You may not Pass Block a Custard Pie, Stink Bomb or Bombardier's Bombs. [JJ]

Only one player with Pass Block may move under the range ruler but not in the Tackle Zone of either the catcher or thrower. Any number may be moved into the Tackle Zone of the catcher or thrower. [JJ]

Pro - A player with this skill is a hardened veteran. Such players are called professionals or Pro's by other Blood Bowl players because they rarely, if ever, make a mistake. Once per team turn, a Pro is allowed to re-roll any one dice roll he has made. However, before the re-roll may be made, his coach must roll a dice. On a roll of 4, 5 or 6 the re-roll may be made. On a roll of 1, 2 or 3 the original result stands and may not be re-rolled with a skill or team re-roll.

Pro may be used to reroll armour rolls which don't penetrate or unsatisfactory injury rolls. [GWUK] Pro cannot be used to reroll an injury by the fans.

Shadowing - The player may use this skill when an opposing player moves out of his tackle zone. Each coach rolls a dice and adds their own players movement allowance to the score. If the shadowing players coach manages the beat the other coach’s score, then he may move his player into the square vacated by the opposing player. He does not have to make any dodge rolls when he makes this move, and it has no effect on his own movement in his own team turn. If the shadowing players coach rolls less than or equal to the other coach’s score then his player is left standing. A player may make any number of shadowing moves per turn.

You may Shadow a player who has used Leap. Your player will enter the square the opponent's player had occupied before the Leap.

Strip Ball - A player with this skill forces any opposing player that he pushes back to drop the ball in the square that they are pushed back to, even if the opposing player is not knock over.

A player may only Strip Ball if a PUSH BACK result is rolled on the block dice. If a block results in a No Result (both down result/both have block) the blocked player holds onto the ball. [JJ]

A Stripped Ball scatters from the square the into which the blocked player is pushed. [JJ]

The blocker must choose whether or not to follow up before the ball scatters due to the Strip Ball skill. [JJ]

Strip ball will knock the ball loose from a player with Stand Firm if a Push Back result is rolled. [JJ]

A player may not be pushed back into a square occupied by another player with Stand Firm. This is still a push back for Strip Ball purposes. [GWUK]

Sure Hands - A player with the sure hands skill is allowed to re-roll the dice if he fails to pick up the ball. In addition, the strip ball skill will not work against a player with this skill.

Nerves Of Steel - The player may ignore the -1 dice modifier for enemy tackle zones when he attempts to pass or catch the ball.

Tackle – If a player has this skill then opposing players who are in his tackle zone are not allowed to use their Dodge skill if they attempt to dodge out of the player's tackle zone, nor may they use their Dodge skill if the player throws a block at them.

 

 

 

Agility Skills- Top

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

Diving Catch - The player may use this skill if the ball was thrown to him and missed. It allows the player to move one square after the ball has scattered. This move is made after the ball has scattered, but before it hits the ground or can be caught. No dodge roll is required to make this move. If the move takes the player into the square that the ball is in then he is allowed to try and catch it. Although a player using a diving catch ends up on the ground for a moment, because this is a controlled fall he will not be injured and he will almost instantly regain his feet. Therefore the player is not knocked over when he uses this skill.

Diving Tackle - The player may use this skill if an opposing player enters his tackle zone. It allows the player to interrupt the opponents turn and throw a block at the moving player. The block is worked out using all of the normal rules (both sides may use assists). If the opposing player is knocked over, then their move ends immediately and they may not do anything else that turn, although their team does not suffer a turnover unless the player was holding the ball and drops it.

A push back or null result results do not end the player's turn, but costs them the movement. (ABBA)

Although a player using a diving tackle ends up on the ground for a moment, because it is a controlled fall he will not be injured and he will almost instantly regain his feet. Therefore the player is not knocked over when he uses the skill, unless he suffer an 'attacker down' or 'both players down' result on the block dice.

You may Diving Tackle a player who has used Leap to enter your player's tackle zone, providing he did not start the leap in that player's tackle zone.

Diving Tackle and Dump Off may be used by the blitzed player when Is It A TD? is played.

Even though the hand off is a 'free action', which may be taken at 'any time during your turn', you cannot hand off when the ball carrier is about to be hit by a Diving Tackle. [JJ]

Diving Tackle may only be used on your opponents turn, and only once per turn per player with Diving Tackle. [WD] [JJ]

You may not Diving Tackle on an opponent's Pass Block action, Shadow, or when, on your turn, you push an opposing player into the tackle zone of one of your players with Diving Tackle. [JJ]

A diving tackle which causes a push back does not allow a player to frenzy. [JJ]

It is a turnover if a diving tackle strips the ball from an opponent. [JJ]

A diving tackle may not be a multiple block. [JJ]

It is not a turnover if a player is knocked over by a Diving Tackle, unless that player was carrying the ball. (ABBA)

You may Diving Tackle a player who enters your tackle-zone on a Follow-up move. (ABBA)

Dodge - A player with the dodge skill is allowed to re-roll the dice if he fails to dodge out of an opposing players tackle zone. However, the player may only re-roll one failed dodge roll per team turn. In addition, the dodge skill affects the results rolled on the block dice.

Jump Up - A player with this skill may stand up for free at the start of any action; he does not have to pay three squares of movement. This means that the player can take a block action even when he is prone, because he can stand up for free at the start of the action.

Leap - A player with the leap skill is allowed to attempt to jump over an adjacent square, even if it is occupied by a knocked over or standing player from either team. Making a leap costs the player two squares of his normal movement. In order to make the leap, move the player to any empty square adjacent to the square that they are jumping over, and then make an agility roll for the player. No modifiers apply to this dice roll at all.

If the player successfully makes the dice roll then they make a perfect jump and may carry on moving (and may leap again if they have enough movement left). If the player fails the agility roll then he falls over in the square that he was leaping to, and the opposing coach may make an Armour roll to see if he was injured. A failed leap counts as a turnover, and the moving teams turn ends immediately.

Leap does not 'ignore tackle zones'. It is simply made with no modifiers to the die roll whatsoever.

Right Stuff - A player with this skill may be thrown by a large monster with the Throw Team Mate skill. This skill may only be used by players with a strength of 2 or less.

Side Step - A player with this skill is an expert at stepping neatly out of the way of an attacker. To represent this ability, his coach may choose which square the player is moved to when he is pushed back, rather than the 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 coach may choose which square the player is moved to even if the player is knocked over after the pushback.

Sprint - The player may attempt to move up to three extra squares rather than the normal two. Their coach must still roll to see if the player falls over in each extra square he enters.

Sure Feet - The player may re-roll the dice if he falls over when trying to move an extra square, up to a maximum of three re-rolls per team turn for that player.

Sure Feet may be used more than once a turn, but only once per extra square entered.

 

 

 

Passing Skills - Top

Accurate - The player adds +1 to the dice when he passes the ball.

Dump Off - This skill allows the player to make a Quick Pass when an opposing player declares that he will throw a block at him, allowing the player to get rid of the ball before he is hit. Work out the pass using the normal rules before the opposing player makes his block. The normal throwing rules apply, except that neither teams turn ends as a result of the throw, whatever it may be. After the throw is worked out your opponent completes the block, and then carries on with his turn.

If the ball carrier has Dump Off and is about to be hit by a Diving Tackle, he may attempt a quick pass. This counts as the passing action for the coach's turn, but will not result in a turnover if the ball is not caught. [JJ]

Strong arm _does not_ allow dump offs in the short range band. [JJ]

Hail Mary Pass - The player may throw the ball to any square on the playing field, no matter what range it is; the range ruler is not used. On a roll of 1 the player fumbles the throw, and the ball will scatter once from the throwers square. On a roll of 2-6 the player may make the pass. The Hail Mary pass may not be intercepted, but it is never accurate - the ball automatically misses and scatters three squares. Note that if you are lucky the ball will scatter back into the target square! Also note that this skill is very useful when combined with the diving catch skill.

Hail Mary Pass may not be used in a blizzard. [JJ]

Pass - A player with this skill is allowed to re-roll the dice if he misses a pass.

Safe Throw - Roll a dice if a pass made by a player is successfully intercepted. On a roll of 2 or more the interception is cancelled out. On a roll of 1 the interception takes place as normal.

Strong Arm - Reduce the range by one band (but never lower than a quick pass) when the player passes the ball. For example, a long pass is treated as a short pass, etc.

 

 

 

Strength Skills - Top

Break Tackle - The player may use his strength instead of his agility when making a dodge roll. For example, a player with strength 4 and agility 2 would count as having an agility of 4 when making any dodge rolls.

Guard - A player with this skill may assist an offensive or defensive block even if he is in another players tackle zone.

Mighty Blow - Add +1 to any armour and injury rolls made by a player with this skill. This skill may not be used by players with a strength of 2 or less.

Multiple Block - The player is allowed to make a block at two or more opposing players at the same time. The opposing players must be next to the player making the block and next to each other. Their strengths are added together and both suffer the effects of the block equally. Both sides may use assists normally.

A player may multiple block, then frenzy against one of the targets. [GWUK]

Targets of a multiple block must fill squares through which one may draw an unbroken path, but do not require each and every player to be directly adjacent to each and every other player. [JJ]

Players may give assists to a multiple block. Each player may give one assist only, and a player in the tackle zone of two targets may not assist against either. [JJ]

Piling On - The player may use this skill after he has made a block, but only if the victim was knocked over. The player falls on top of the player that he has just knocked down and may add his strength to the armour roll for the victim. For obvious reasons, when a player uses this skill he is knocked over as well. However, do not make an armour roll for the player who is piling on, as his fall is cushioned by the victim. Note that the player who is piling on is knocked over in his own square rather than that of his victim - it is assumed that he rolls back there after flattening his opponent. Piling on does not cause a turnover unless the piling on player is carrying the ball.

Piling On is a lengthy and methodical process which ends the player's action. You may not, therefore Jump Up or spend 3 MA to stand up a player when he has used Pile On as part of his Blitz action. [JJ]

Stand Firm - A player with this skill is never pushed back as the result of a block. He may completely ignore 'push back' results, and 'Knock down' results always knock the player over in the square he started in. In addition, the player does not fall over if he fails a dodge roll. Although the player stays on his feet, he stumbles as he moves into the square he was dodging to, so his action ends and he may do nothing else that turn. A turnover, however, does not take place.

A player may not be pushed back into a square occupied by another player with Stand Firm. This is still a push back for Strip Ball purposes. [GWUK]

Throw Team Mate - A player with this skill may throw team-mates who have the Right Stuff skill. This skill may only be used by players with a Strength of of 4 or more. The throwers strength must be more than double that of the intended throwee. If the thrower fumbles, then the player being thrown is knocked over in his starting; no roll is made to see if he lands on his feet.

 

 

 

Physical Abilities - Top

Big Hand - A player with one or more big hands will pick up the ball on a D6 roll of 2 or more if they enter a square where the ball is on the ground. No modifiers apply to this dice roll.

Claw - A player with a claw may add +2 to the dice roll when he makes an Armour roll.

Extra Arms - A player with one or more extra arms may add +1 to all his catch rolls.

Foul Appearance - The players appearance is so horrible that any opposing player within three squares of him must subtract -1 from the dice when they pass or catch the ball. In addition, any opposing player that wants to block the player must first roll a dice and score 2 or more. If the opposing player rolls a 1 he is too revolted to make the block and it is wasted (though the opposing team does not suffer a turnover).

Horns - A player with horns may use them to butt an opponent. This adds +1 to the players strength when he makes a block. However, the player may only use this ability as part of a Blitz, and only if he has moved at least one square before he makes the block.

Hypnotic Gaze - This player has a powerful telepathic ability which he can use to stun an opponent into immobility. The player may use his hypnotic gaze once during each of his own sides team turns, at any point during the turn. The hypnotic gaze is a free action and does not interfere with the players ability to take any other action either before or after he uses the ability. The player may turn his hypnotic gaze on one opposing player who is in an adjacent square. Roll a dice: if the score is greater than the victims Agility, then the victim is hypnotised and loses their tackle zone for the rest of the team turn. If the score of the dice is less than or equal to the opponents Agility then the hypnotic gaze has no effect.

Prehensile Tail - The player has a long, thick tail which he can use to trip up opposing players. To represent this, opposing players must subtract -1 from the dice roll if they attempt to dodge out of the players tackle zone.

Razor Sharp Claws or Fangs - The player may add +2 to any Injury rolls that he makes.

Regeneration - A player with this skill is very, very difficult to kill. This can either be because their flesh is able to regrow as quickly as it is damaged, like a Troll, or because damage that would kill a normal creature doesn't affect them, as with the undead. To represent this, a player with this ability cannot normally be killed or injured, but he can be broken badly enough so that it takes some time for him to pull himself together! Stunned and KO'd results on the injury table are treated as normal. If the player is badly hurt, seriously injured or killed, then they are placed in the Dead and Injured players box in the Dugout as normal.

Before the next kick-off takes place (or at the end of the match if that comes first), a dice is rolled for the player to see if he regenerates. On a roll of '1' the player suffers the effects of the injury as normal. On a roll of 2-6 the player regenerates and should be moved to the reserves box in the dugout. Note that opposing team players earn Star Player points a normal for inflicting a badly hurt, serious injury, or dead result on a player with this skill, even if the result doesn't affect the player in the normal way.

NOTE: During a League, the dice roll requirements can be increased to a 4+ to regenerate. The rules should stand as they are for one off games.

For league play, players with Regeneration regenerate on a 4+. [WD] [JJ]

Undead players may not regenerate if their Necromancer has left the game for any reason. [WD] [JJ]

Undead players playing for other teams cannot regenerate. [JJ]

Vampires and players who have gained the mutation Regenerate do not need a Necromancer to regenerate. [JJ]

Players may regenerate from injured in practice. [JJ]

Spikes - Add +1 to the players Armour Value.

Spikes physical ability may not be taken multiple times. [JJ]

Spikes may not raise a player's armour value above 10. [JJ]

Stunty - The player is so small that they are very difficult to tackle because they can duck underneath opposing players' outstretched arms and run between their legs. To represent this the player may ignore any enemy tackle zones on the square they are dodging to (ie, they always end up with a +1 Dodge roll modifier). This ability does not apply if the player is armed with a secret weapon (such as a pogo stick or chainsaw), as the weapon slows the little fellow down and makes him easier to grab.

Players who have gained the physical skill Stunty suffer a +1 on the injury dice in the same manner as halflings and goblins. [JJ]

Stunty should be limited to players with ST 2 or lower. [JJ]

Stunty players only ignore dodge modifiers for Tackle Zones, not other modifiers such as Prehensile Tail. [JJ]

Tentacles - In order to leave this players tackle zone an opponent must roll under their Strength on a D6. If the player roll equal to or greater then their strength, then they have been grabbed by a tentacle and may not move, though they may block, pass or catch the ball as normal.

Thick Skull - Roll a dice if the player is KO'd. On a roll of 4 or more the player shakes of the effects of the injury and is treated as a stunned result instead. The player may remain on the playing field and is placed face-down. On a roll of 3 or less the player is placed in the KO'd Players box in the Dugout as normal.

Two Heads - Add +1 to all Dodge rolls the player makes.

Very Long Legs - Add +1 to the players movement. In addition, the player is allowed to add +1 to the dice roll whenever he attempts to intercept the ball.

A player may who has gained two points of MA will not receive an extra +1 MA if he gains the physical skill Very Long Legs. [JJ]

 

 

 

Negative Skills - Top

Off For A Bite - Roll a D6 for *each* player with this skill each time you want to set them up on the pitch. On a roll of 4-6 they can be set up as normal, but on a roll of 1-3 they've popped into the crowd to bite the lily-white neck of an attractive maiden, and can't be used in this drive.

Sappy - Roll a D6 for the player before the match starts. On a roll of 1 the player is pining for the forest and misses the match


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