MBBL2 League Skill Descriptions

This page has been written to allow the players in my league easy reference to the skills descriptions for SPP rolls skill selection. The descriptions have been taken from those listed in the Games Workshop Death Zone Supplement Rule Book on pages 10-13 and Blood Bowl Magazine #1 pages 11-12. The information on this page is copyrighted material from Games Workshop (copyright 1998 and 2000 respectively) and is used without their permission.
SKILLS or TRAITS:

In addition, the following skills listed here are not from the Death Zone book:
From the 2nd edition Blood Bowl Rulebooks: Mace Tail
From the Blood Bowl Compendium 1: Null Field (formerly Tattoos)
From the Blood Bowl Compendium 3: Double Blitz
From the Citadel Journal #10: Cold Resistant
From Aziz Al-Doory: Trip Up
From Doug Webber: Jam, Stiff Arm
From Jonathan Murphy and Father Tim: Pitch Player
From Kent Wingsund: Wings
From Martin Laerkes: Perfect Spiral
From Milo Sharp: Bear Hug
From Benny Moeller: Kickoff Return
From Tom Anders: Bullet Throw, Double Dauntless, Heat Resistant, Juggernaut

Skill type:
ColorCategory
WhiteMBBL2 Skill
GreenMBBL2 Trait

MBBL2 Note: Kicking skills can be accessed by ANY player.

Skills Categories

General Agility Passing Strength Kicking Physical
Block Catch Accurate Bear Hug Dirty Kick Big Hand
Dauntless Diving Catch Bullet Throw Break Tackle Kick Claw
Dirty Player Diving Tackle Dump Off Double Blitz Kickoff Return Extra Arms
Double Dauntless Dodge Hail Mary Pass Guard Pooch Kick Extra Leg
Frenzy Jam Pass Invincible Punt Foul Appearance
Leader Jump Up Perfect Spiral Juggernaut Horns
Nerves of Steel Leap Safe Throw Mighty Blow Mace Tail
Pass Block Side Step Strong Arm Multiple Block Prehensile Tail
Pro Sprint Piling On Tentacles
Shadowing Stiff Arm Pitch Player Two Heads
Strip Ball Sure Feet Push Very Long Legs
Sure Hands Stand Firm Weather Immunity
Tackle Strong Leg Wings
Trip Up Thick Skull
Toughness

Skills Description

General Skills

Block (SKILL) - The block skill affects the results of the block dice.

Dauntless (SKILL) - 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 2D6 and adds them together. If the total is greater than the opponent's strength value, then the dauntless player's 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 opponent's strength value, then the dauntless player must use his normal strength for the block. If the player with Dauntless has the Horns skill, the +1 bonus is applied (if applicable) after the Dauntless roll. A player with Dauntless may use this skill to try to match the summed strength of the targets of a Multiple Block. Dauntless rolls must be rolled before EACH block, including subsequent blocks thrown by a Frenzied player.

Dirty Player (SKILL) - 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 either the armour or the injury roll. Notes: this skill can only be used if the player actually make a foul; it may not be used if he is assisting another player who is making a foul.

Double Dauntless (TRAIT) - This trait can only be taken if the player already has the Dauntless skill. The player loses Dauntless and gains Double Dauntless. This skill works exactly as Dauntless and has one extra. Any player attempting to block this player, must roll under or equal to his ST on a 2D6 first. On a successful roll, he may block this player as normal. A failure means that the Double Dauntless player's strength is counted as being equal to his opponent's for this block. Remember this roll is made before any bonuses for defensive or offensive assists or Horns are added. A player with Double Dauntless who is being hit with multiple blocks by a player with Frenzy or Double Blitz must have a new Double Dauntless roll made against them before EACH block is thrown at him.

Frenzy (TRAIT) - A player with the Frenzy skill must always follow an opponent up if they push them back. In addition, if a frenzied player pushes back an opponent without knocking them over, then they must follow up the opponent and then throw another block at them, which is worked out using the normal rules. Frenzy is not used with secret weapon attacks or any other kind of attack other than a straightforward normal block! (ie cannot be used with Multiple Block). Note that these changes mean that a frenzied player can now only throw ONE additional block per team turn, no matter what the result of the second block. Also note that if the second block pushes the opposing player back then the frenzied player must still follow up. A player with Frenzy is NOT required to Go For It to throw the second block of a Frenzy. A Frenzying player with Horns will receive a +1 on his ST for each of his blocks when blitzing if he moved at least one square before his first block roll. i.e. a Frenzied player will still get +1 ST on his 2nd block against a Stand Firm player if he moved at least one square before the first block. You must roll Foul Appearance and Avoid before each Frenzy block and a failed Foul Appearance/Avoid roll stops the Frenzy. You may not throw the second Frenzy block if both players have Block, and you roll Pow/Skulls.

Leader (TRAIT) - 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 exactly the same way as a Team Re-Roll counter, but it may be used only if a player with the Leader skill is on the field (standing, prone, or stunned) at the time the counter is used. A Leader re-roll may not be stolen by the Halfling Master Chef or Wizard on the Pitch.

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

Pass Block (SKILL) - 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. Pass Block may ONLY be used during your opponent's turn. This move is made out of sequence, after the range has been measured, but before any interception attemps 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. This special move is free, and in no way affects the player's 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. The Shadowing and Diving Tackle skills may not be used against a player during his Pass Block move. You can Pass Block a Dump Off pass, but not a Custard Pie, Stick Bomb, Bombardier's Bombs, or a Hand Off. 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 of players with Pass Block may be moved into the Tackle Zone of the catcher or thrower. A player may use Pass Block to move into the Tackle Zone of a thrower using Throw Team-Mate or into a square adjacent to the one the player being thrown will land in. You may not Go For It on a Pass Block move.

Pro (SKILL) - 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 (this included Dodge, Shadowing, or Interception rolls made during the opponent's turn) unless it is forbidden (like Spellcasting and Clan Axme card rolls). However, before the re-roll may be made, his coach must roll a dice. On a a 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. The Pro skill may not be used to re-roll armour and injury rolls.

Shadowing (SKILL) - The player may use this skill when the active player on the opposing team moves out of his tackle zone for any reason. Each coach rolls a dice and adds their player's movement allowance to the score. If the shadowing player's coach manages to beat OR tie 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 so Diving Tackle cannot be used against him. This move has no effect on his own movement in his own team turn. If the shadowing player's coach rolls less than to the other coach's score then his player is left standing. A player may make any number of shadowing moves per turn. A player with Shadow may follow a player has used Leap, but the player with Shadow will enter the square the opponent's player had occupied before the Leap. You may not Shadow a Pass Block move.
PBeM rule changes: When an opposing player leaves the tackle zone of a player with Shadowing, the opposing coach must roll 2D6. A dice roll is successful if it is equal to or higher than (8 + Shadowing player's MA stat - opposing player's MA stat). On a successful result, the opposing player may Dodge as normal. On a failed result, the Shadowing player AUTOMATICALLY moves into the square vacated by the opposing player UNLESS 1) he is adjacent to the ball OR the ball carrier from either team and the moving player does not have the ball or 2) the Shadowing player is holding the ball. Also a Shadowing player with Pro can force the first Shadowing roll to be rerolled with a successful Pro roll.

Strip Ball (SKILL) - 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 knocked over. The ball will scatter one square. A player may only use Strip Ball if a PUSH BACK result is rolled on the block dice (this includes a PUSH BACK from the Dodge-Push Back/Knock Down result). The player with Strip Ball must choose whether to follow up or not before the ball scatters due to the Strip Ball skill. Strip Ball will knock the ball loose from a player with Stand Firm or Side Step if a PUSH BACK result is rolled on the block dice. A player with Strip Ball must choose whether or not to follow up before the ball scatters due to the Strip Ball skill. If a player has the Push skill and Strip Ball, the ball will still be scattered from the square that the player is pushed to (even though it is two squares away).

Sure Hands (SKILL) - A player with this 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.

Tackle (SKILL) - Opposing players who are standing in this player's 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.

Trip Up (SKILL) - A player with this skill can be down but is never out (of action that is). The player with Trip Up still exerts a tackle zone even when prone (not stunned). This does not allow him to lend or prevent assists when prone.

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Agility Skills

Catch (SKILL) - A player with this 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 (SKILL) - The player is superb at stretching and grabbing balls others cannot reach. When standing he can attempt to catch any pass, kick off or crowd throw-in, but not bouncing ball, that would land in an empty square in his tackle zone as if it had landed in his own square. If there are two or more players attempting to use this skill then they get in each otherís way and neither can use it.

Diving Tackle (SKILL) - The player may use this skill if an opposing player that is taking a move or blitz action leaves a square in his tackle zone. Place the player using this skill prone in the square that the opposing player has just left. The opposing player must subtract -2 from his Dodge roll. If the Dodging player has Stand Firm and fails his Dodge roll, the Diving Tackle player is placed prone in his own square. If a player is attempting to leave the tackle zone of several player that have the Diving Tackle skill, then only one of the opposing players may make a Diving Tackle.
PBeM rule changes: A player with Diving Tackle will AUTOMATICALLY use this skill against any opposing player leaving his tackle zone UNLESS 1) he is adjacent to the ball, 2) he is adjacent to the opposing ball carrier and the dodging opponent is not the ball carrier, 3) he is adjacent to his own team's ball carrier and the dodging opponent is not blitzing or 4) the Diving Tackle player is holding the ball.

Dodge (SKILL) - A player with this 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.

Jam (TRAIT) - A player with this skill can try to stop a blitzing opponent in his tracks. If an opponent enters a player with Jam's tackle zone from outside the Jam player's tackle zone when blitzing the Jam player, the player with Jam may choose to have both players roll a D6. The Jamming player adds his Agility and the opposing player may add his Agility or Strength (coach's choice). If the opponent gets a higher result or equal result, then his action continues as normal. If the Jamming player is higher, then the opponent stops in his tracks and his action ends. ST modifiers such as Horns or Dauntless are not considered for Jam. A Turnover is never caused from the use of Jam.
PBeM rule change: ANYTIME a blitzing opposing player moves into the Jam player's tackle zone from outside it to blitz him, the blitzing coach rolls a D6 and to succeed the result must be equal to or higher than (3 + Jam player's AG - the higher of the opposing player's ST or AG). On a successful result, the opposing player continues his action as normal. On a failed result, the opposing player stops in his tracks and his action ends. A Turnover is never caused from the use of Jam. Jam rolls of 1+ or less needed are automatically successful with rolling the D6. The ST of the opponent for the Jam roll should not include ST modifiers such as Stiff Arm, Horns, or Dauntless.

Jump Up (TRAIT) - 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. A player with Jump Up and a movement of 2 or less may use the Jump Up skill to ignore the "Help I've Fallen and I Can't Get Up" rules. MBBL2 addition: Jump Up may be used at the beginning of a Pass Block move

Leap (SKILL) - Leap may be used once per turn per a player. 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 (in effect this means that the Leap does not have to be a straight line direction and that a player may Leap to a square adjacent to the starting square if desired), and then make an agility roll for the player. Normally no modifiers apply to this dice roll at all (unless the player also has the Wings skill). If the player successfully make the dice roll then they make a perfect jump and may carry on moving. 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 team's turn ends immediately. You may use Go For It Squares to Leap, failure means you fall down in the square you were leaping to. A Leap does not ignore tackle zones and it is not a Dodge movement, so Tentacles may be used to stop a Leap but Tackle and Prehesile Tail may not. Leap moves can be Shadowed (see that skill for details).

Side Step (SKILL) - 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 unoccupied square the player is moved to when he is pushed back or knocked over after the pushback, rather than the opposing coach. Furthermore, the coach may choose to move the player to any adjacent unoccupied square, not just the three squares shown on the push back diagram. If there are no unoccupied squares adjacent to the player, Side Step may not be used.
PBeM rule change: The square of the side step is automatically determined by the game.

Sprint (SKILL) - The player may attempt to move to three extra squares rather than the normal two. The coach must still roll to see if the player falls over in each extra square he enters. Sprint by definition is only used when "Going For" the third square.

Stiff Arm (SKILL) - This player is skilled at pushing a would be blitzer off with a stiff shove. If an opponent has moved at least one square and then blitzes this player, the player with Stiff Arm may apply -1 ST to the blitzer(minimum ST 1). This skill may only be used once a turn and is applied before other strength modifiers (such as Dauntless and Horns).

Sure Feet (SKILL) - The play may re-roll the dice if he falls over when trying to move an extra square. This skill can only be used once per a turn per a player.

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Passing Skills

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

Bullet Throw (SKILL) - If the player with this skill has the ball, he may throw it at extremely high speed at any player that is not in an adjacent square. Roll to see if the player is successful throwing the ball as normal (expect that this pass may not be intercepted or Pass Blocked). If the pass is successful, the player to whom the ball is thrown must make a successful Strength roll (agility roll using Strength) with a -1 modifier (extra -1 modifier if the thrower also has the Strong Arm skill). If the modified roll is successful, the targeted player may attempt to catch the ball as though it was thrown to them (+1 modifier for accurate pass, if opponent catches the ball it counts as an interception). If the modified Strength roll is unsuccessful, the targeted player is nailed by the pass unaware. Make an injury roll straight away (no armour roll is required) with one of the following modifiers for the distance of the pass: +2 for Quick Pass Range, +1 for Short Pass Range, 0 for Long Pass Range, -1 for Long Bomb Range. If the player with the Bullet Throw skill also has the Strong Arm skill, add an additional +1 to the injury roll. After hitting the targeted player, the ball scatters one square from the target player. Using the Bullet Throw skill will result in a turnover unless the Bullet Throw is caught by a friendly player or successfully hits a opponent who then fails the Strength roll. If the ball hits an opponent who then fails his Strength roll, it will not count as a turnover even though the ball then scatters one square (the refs love this play when it works too much to blow the whistle). Use of this skill does count as the team's pass action for this turn and you do get SPPs for opponents who suffer casualties from use of this skill.

Dump Off (SKILL) - 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 team 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 the turn carries on as normal. Dump Off passes may be Pass Blocked. Players with Dump Off and Strong Arm may NOT dump off passes to the Short range band. A Dump Off must be to a player within Quick Pass range (ie. you cannot just throw the ball away). You may not Dump Off pass to the crowd.

Hail Mary Pass (SKILL) - 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 scatters once from the thrower's square. On a roll of 2+, 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. The dice roll for throwing a Hail Mary Pass is modified by -1 per an enemy tackle zone on the player throwing the ball. Hail Mary Pass can not be used during the Blizzard weather condition.

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

Perfect Spiral (TRAIT) - With enough time, this player can launch an almost perfect pass. If this player throws an accurate Pass, the catcher may add an additional +1 to the catch roll.

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

Strong Arm (TRAIT) - 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. Strong Arm affects the Bullet Throw skill, but may NOT be used with the Dump Off skill.

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Strength Skills

Bear Hug (TRAIT) - Instead of making a block, a player with Bear Hug can choose to crush his opponent within his powerful arms. Both coaches should roll a D6 and add their player's strength (counting assists). If the attacking player rolls higher than his opponent, make an armour and injury roll for the defending player as normal (no modifiers allowed to these rolls). If the Bear Hug player fails to break the armour of the opponent, nothing happens. If the armour roll is successful and a Stunned result is rolled for the injury, the opponent is placed stunned in the square they were in (ie no push back). If the defending player is removed from the field due to injury, the attacking player may not follow-up. Bear Hugs may not be used if the player has moved (ie not as part of blitz action).
PBeM rule change: Instead of both coaches rolling a D6, the coach with Bear Hug will succeed with using this skill if he rolls equal to or greater than (4 + opposing player's Strength stat + # of defensive assists - Bear Hug player's Strength stat - # of offensive assists).

Break Tackle (SKILL) - 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.

Double Blitz (TRAIT) - A player with this skill MAY immediately followup and throw one additional block against the same player after the first on a blitz move if neither of the players is knocked down. Unlike a Frenzy, this additional block is optional. Note: this second block is a new block and Double Blitz allows a 2nd attempt for failed Foul Appearance, Avoid, and Jam rolls which would normally stop a blitzing action.

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

Invincible (TRAIT) - (also known as Tattoos and Null Field) - A player with this skill is either just freaking tough as nails or surrounded by a thin yet incredible strong personal aura created by mutation or unshakable faith. This resistance/field/aura means his AV is fixed, and cannot be modified by anything. This means Mighty Blow, Dirty Player, Claw, Fouls assists, Chainsaws, etc. have no effect for the purposes of the player's Armour roll. Skills that effect the Injury roll will still work, if the armour is penetrated.

Juggernaut (SKILL): A player with this skill in virtually unstoppable once he is in motion. If this player has moved at least one square first during a blitz action, opposing players may not use their Block, Jam, or Stand Firm skills against his blocks. This skill can only be used once per a turn and may only be taken by a player with a minimum Strength of 4.

Mighty Blow (SKILL) - Add +1 to either the armour or injury rolls made by a player with this skill. This skill may not be taken by players with a strength of 2 or less. This bonus can not be added to bonuses for Claw, or Razor Sharp Fangs.

Multiple Block (SKILL) - The player is allowed to make a block at two opposing players at the same time. The two opposing players must be adjacent to each other and adjacent to the player throwing the Multiple Block. Their strengths are added together and both suffer the effects of the block equally. Both sides may use assists normally. Dauntless and Piling On may be combined with Multiple Block (see other skill descriptions). Players targeted by a multiple block may not give assists for defensive. Players offensively assisting a Multiple Block cannot be in the tackle zone of two or more of the targets. Each player may only add ONE offensive or defensive assist to a Multiple Block. In the case of each opponent being pushed back, fully resolve the push back for one opponent before opponent before resolving the second opponent's push back.

Piling On (SKILL) - The player may use this skill after he has made a block, but only if the piling on player is standing and the victim was knocked over and passed his Armour roll. You may re-roll the Armour 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!) If the player has pushed back his opponent before knocking him over, then he must have followed up the block in order to use this skill. Piling On does not cause a turnover unless the Piling On player is carrying the ball.

Pitch Player (SKILL) - This skill allows a player to throw an opponent using the Throw TeamMate rules. However you must first roll to see if you snag the player to throw him. Make a Strength roll (ie an Agility roll using Strength instead of Agility as the stat) with the following modifiers:

A failed roll before or AFTER means nothing happened (and a roll of 1 is always a failure and a modified 1 or less is a failure even if the natural roll was a 6). A success means that the player may throw the opponent using the Throw TeamMate rules however the Landing roll will always be done with a -2 modifier regardless of the result of the Throw TeamMate pass. Players suffering casualties from a Pitch Player play count for casualty SPPs (this includes if you eat the opponent).

Push (SKILL) - When blocking, if a player with this skill chooses to push back an opponent without knocking him over in the direction of the block, he may chose to push the blocked player one additional square in the same direction as the original push back, as long as this additional square is not occupied. This second push back must be in a direct line with the orginal blocking direction and the first push back, unless this would cause the blocked player to be pushed into the crowd. In this case, treat the additional push back as a normal push in that direction, with all three squares available. This means, following the normal push back rules, an empty square on the pitch must be chosen before pushing a player off the pitch. The blocking player can still only follow up one square. Push may not be used against a player with Stand Firm or Side Step.

Stand Firm (TRAIT) - A player with this skill is never pushed back as the result of a block. He may completely ignore PUSH BACK results from the block dice, and a KNOCK DOWN result always knocks the player over in the square he started in. In addition, the player does not fall over if he fails a dodge roll, instead he remains upright in the square that he was dodging from and a turnover does not take place. A player with Stand Firm will still loose the ball from a PUSH BACK result from an opponent with Strip Ball.

Strong Leg (SKILL) - The player has a rocker of a leg! The player may add twice his Strength (instead of his just his Strength) to any distance rolls for this player when he kicks the football.

Thick Skull (SKILL) - Roll a dice if the player is KO'd. On a roll or 4 or more, the player shakes off 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.

Toughness (TRAIT) - Add +1 to the player's Armour Value. Toughness may not raise a player's Armour Value above 10.

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Kicking Skills

Dirty Kick (SKILL) - The player is skilled at kicking his opponent right where it hurts in a swift and devastating attack, and may use this skill instead of making a Block (or if he moved first, as part of a Blitz). This move does not use the Kick action for the player, but the player cannot move after using this skill. This attack is a great equalizer, so ignore the Strength values and any assists for the players involved. Roll on Blocking dice instead, consulting the table below.

 

The Kicker is knocked over, but do not make an Armour roll for him.

 

The defender fends the Kicker off. Leave both players where they stand, and the Dirty Kick has no effect.

 

The defender back away before he can be kicked. Treat this as a pushback result on the Blocking dice, but the defending coach may choose the target square. For PBeM: the game will randomly move the player back.

 

The Kicker connects with the defender, hard! Place the defender face up in his square, but do not make an armour roll for him.

 

The defender is kicked where it hurts! Place him face down in his square as if he has been Stunned


Kick (SKILL) - The player is a skilled kicker. A player with this skill may re-roll the dice if he fumbles or shanks a roll the Away roll of a normal Kick action. In addition if this player is set up on the field when his team kicks off not in either wide zone or on the line of scrimmage. the player is allowed to take the kick-off. Because his kick is so accurate, the number of squares that the ball scatters on kick-off is halved, rounding any fractions down (ie. 1=0, 2-3=1, 4-5=2, 6=3).

Kickoff Return (SKILL) - A player on the receiving team may use this skill when the ball has been kicked. It allows him to move up to 3 squares to the ball after the ball has been scattered but before it hits the ground (and bounces). All normal movement rules apply (such as dodging) with the exception that no Go For Its are allowed during this special move. Players set up on the Line of Scrimmage may not use this skill. This 3 square movement occurs before resolution of kickoff table result. Only one player may use this skill each kickoff and must be used to move towards the's ball landing square. This skill may not be used for a touchback kickoff and does not allow the player to cross the line of scrimmage into the opponent's half of the field.

Pooch Kick (SKILL) - The player is skilled at kicking the ball 'just right'. When he kicks the ball, treat the distance roll as a range. The player may choose to drop the ball into play at any point in the target kicking area.

Punt (SKILL) - A player with this skill is great at getting the ball downfield without a lot of accuracy. The player must roll a 2+ (nothing modifies this roll, not tackle zones or foul appearance, nothing. Punt cannot be Kick Blocked). On a 1, the Punt is fumbled. On a 2+, the ball may be targeted at any square on the pitch. After selecting a target square, roll for scatter and a D6 for the number of sqaures it scatters in that direction (just like a kickoff roll). This is the actual square the ball lands in. The Kick skill can be used to reroll a failed Punt.

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Physical Skills/Traits

NO Physical Skill may be taken more than once.

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

Claw (TRAIT) - A player with this skill may add +2 to the dice roll when he makes an armour roll. This bonus can not be added to bonuses for Dirty Player or Mighty Blow.

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

Extra Leg (SKILL) - The player may add +1 to any attempt to get the ball away when he kicks it.

Foul Appearance (TRAIT) - The player's 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 (including hand-offs). 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 team does not suffer a turnover).

Horns (TRAIT) - A player with this skill may use them to butt an opponent during a blitz. The player add +1 to his strength when he makes a block as part of a blitz. This skill may only be used if he has moved at least one square before he makes the block.

Mace Tail (TRAIT) - A player with this skill has grown a long, powerful tail covered with lumps and spikes which he can use to attack opponents, if he takes the time to size him up. During his turn, a player with this skill who has not moved may attack an opponent instead of throwing a block at an adjacent opponent. Both coaches roll a D6 and add their player's agility. If the score for the player with Mace Tail is higher, the opponent has been knocked down in the square he was standing (armour roll is made with a -1 modifier and any injury roll is made at +1.)
PBeM rule change: Instead of both coaches rolling a D6, the coach with Mace Tail will succeed with using this skill if he rolls equal to or greater than (4 + opposing player's Agility - Mace Tail player's Agility).

Prehensile Tail - The player has a long, thick tail which can be used 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 player's tackle zone.

Tentacles - The player may attempt to use this trait when an opposing player attempts to leave his tackle zone. Each player rolls a D6 and adds their player's ST value to the score. If the result for the tentacled player is higher than the result of the moving player, then the moving player is held firm and may not leave the square or attempt to move any further, though they may block, pass, or catch the ball as normal. Failing the strength roll is not considered a turnover.

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

Very Long Legs - Add +1 to the player's movement. In addition, the player is allowed to add +1 to the dice roll whenever he attempts to intercept the ball. This skill will not add +1 to the player's movement if he has already gained two points of movement.

Weather Immunity - This player may pass to Long Bomb and Hail Mary distance during a Blizzard, GFIs for on 2+ during a Blizzard, does not suffer a -1 to pickup/catch during Pouring Rain or a -1 to passing during Very Sunny, and never makes heat exhaustion rolls for Sweltering Heat. Put another way ... this player ignore any effects from the current weather.

Wings - A player with this skill may make Leap move (same as the Leap skill) with a +2 modifier to the Agility roll (a roll of 1 is still considered a failure). The player must move 2 squares before using the Wings skill. If the player also has the Leap skill, he may use his Wings to "Leap" 3 squares instead of 2 (this will use 3 MA and the player will still need to move 2 squares before using Wings).

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Racial Characteristics

Cold Resistant - A player with this skill was born and raised in the snow and cold. During the weather condition, Blizzard, the player will only slip and fall on a roll of 1 when attempting to move an extra square. In addition the player is so used to detecting movement during a snowstorm, he can attempt quick, short, and long passes (but not long bomb or Hail Mary passes) during the weather condition, Blizzard. However, because of living constantly in the cold, the player will fail the heat exhaustion roll on a 1 or 2 during the weather condition, Sweltering Heat.

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 match as a result of his injuries, even if he suffers two results with this effect.

Heat Resistant - A player with skill has spent his life basking under a searing sun. During the weather condition, Sweltering Heat, the player does not need to a make a heat exhaustion roll after each touchdown is scored. However because of this lifestyle, during the weather condition Blizzard, the player must roll a D6 after a touchdown is scored. On a roll or 1, the player goes into topor and must miss the next drive.

Hypnotic Gaze - The player has a powerful telepathic ability that he can use to stun an opponent into immobility. The player may use the hypnotic gaze at the end of any 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 zone and may not catch or pass the ball, assist either player on a block or a foul, or move voluntarily for the rest of the team turn. If the Agility test is failed, then the Hypnotic Gaze has no effect.

Regeneration - If the player suffers a Casualty result on the Injury Table, then roll a D6 for Regenerate 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-organize" himself, and is placed in the Reserves box instead. Regeneration rolls man not be re-rolled. Note that opposing players still earn Star Player points as normal for inflicting a Casualty result on the player with this skill, even if the result doesn't affect the player in the normal way.

Right Stuff - A player with this skill may be thrown by a player with the Throw Team-Mate skill. This skill may only be taken by players with a strength of 2 or less (however, if later the player becomes strength 3 or higher, they do not lose this skill). If a player with Right Stuff is thrown and does not also have the Stunty/Titchy skill, the throw is made with a 2 band instead of a 1 band penalty.

Stab - A player with this skill is armed with something very good at stabbing, slashing or hacking up an opponent, like sharp fangs, a sharpened stake, or a trusty dagger. This player may attack an opponent with their stabbing attack instead of throwing a block at them. Make an unmodified Armour roll for the victim. If the score is less than or equal to the victimís Armour value then the attack has no effect. If the score beats the victimsís Armour value then they have been wounded and an unmodified Injury roll must be made. If this skill is used as part of a Blitz, the player cannot continue moving after using it. Casualties caused by a stabbing attack do not count for Star Player Points.

Stunty - The player is so small that they are very difficult to tackle because they can duck underneath opposing player's outstretched arems 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)(other skills such as Prehensile Tail may change this). This ability does not apply if the player is armed with ANY secret weapon (such as a pogo stick or chainsaw), as the weapon slows the little fellow down and makes him easier to grab. In addition, any player with Stunty is a bit too small to throw the ball well, and so must increase the range by one band/category when they make a pass. In addition, the little guys tend to break rather easily, which is represented by allowing the opposing coach to add +1 to the dice roll whenever he makes an Injury roll for a player with Stunty (this in addition to any bonuses for Mighty Blow, Dirty Player, or Razor Sharp Fangs.)

Toss Team-Mate - Works exactly the same as Throw Team-Mate but player may only be thrown to Quick Pass distance.

Throw Team-Mate - A player with this skill may throw team-mates who have the Right Stuff. This skill may only be taken and used by players with a Strength of 5 or more. If the thrower fumbles, then the player being thrown is knocked over in starting square; no roll is made to see if lands on his feet and a turnover takes place. Pass may be used in conjunction with Throw Team-Mate, but no other Passing skills may be used. If you throw a non-Stunty/Titchy player that has Right Stuff, then he takes a two-band range penalty for the throw (short becomes long bomb, etc.). During the weather condition, Blizzard, you may still throw players with the Right Stuff up to the Short pass range, even if it is treated as a Long or Long Bomb pass.

Titchy - The player is incredibly tiny (even smaller than a Halfling or Goblin.) To represent this he makes all dodge rolls with a +2 modifier and may ignore any enemy tackle zones on the square he is moving to as long as he is not armed with a secret weapon. Titchy player must increase the range by two categories when they make a pass and opposing coaches may add +2 to the injury roll for a Titchy player. Titchy player do not exert a -1 penalty when dodging into their tackle zone. In addition, it is very hard for the ref to keep track of how many Titchy players are on the pitch at any one time. To represent this a coach may be able to set up extra Titchy players every time he set up his team (roll a D6: 1=0 extra, 2-5=1 extra, 6=2 extra), after setting up his normal allocation of 11 players. This may allow teams with Titchy player to have more then eleven player on the field.

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Negative Skills

Always Hungry - The player is always ravenously hungry - and what's more he'll eat absolutely anything! Should a player with this negative skill ever use the Throw Team-Mate or Pitch Player skill, roll a D6 after he picks the player to be thrown up, but before he throws them. On a roll of 1, he attempts to eat the unfortunate player! Roll the D6 again, a second 1 means that he successfully scoffs the other player down the hatch with obviously fatal results for the latter. On a roll of 2-6, the player squirms free and should be placed prone in a randomly selected square using the scatter template (if the square is occupied then the original occupant is pushed back and knocked over).

Appetite - After every game, this player must be given 10,000 gold pieces (deducted from the treasury) worth of food to sate his enormous appetite otherwise he will eat 1 point of Fan Factor worth of your crowd!

Are We There Yet? - The player may never use Go For It squares.

Banishment - The player is considered Dead if he is Badly Hurt or Seriously Injured.

BoneHead - Roll a D6 before taking an action for a player with this skill including going from stunned to prone. On a 1, they stand around trying to remember what to do. This means they can't do anything for the turn and they lose their tackle zone until they manage to not roll a 1. Bonehead is rolled for after actions are declared.

Brittle - If this player is seriously injured, add +10 to the serious injury roll.

Cold Blooded - This player may never be on the pitch during the weather condition, Blizzard. If the weather changes to Blizzard while this player is on the pitch, the player will be immediately removed from the pitch and placed in Reserves. In addition, roll a D6 before taking an action for a player with this skill including going from stunned to prone. On a 1, they stand around trying to remember what to do. This means they can't do anything for the turn and they lose their tackle zone until they manage to not roll a 1.

Cold Natured - This player may never be on the pitch during the weather condition, Sweltering Heat. If the weather changes to Sweltering Heat while this player is on the pitch, the player will be immediately removed from the pitch and placed in Reserves. In addition, roll a D6 before taking an action for a player with this skill including going from stunned to prone. On a 1, they stand around trying to remember what to do. This means they can't do anything for the turn and they lose their tackle zone until they manage to not roll a 1.

Cruelty - If there is a prone player, regardless of team, next to this player at the beginning of HIS turn, roll a d6. On a result of 1, this player MUST move first this turn immediately after any Wild Animal or Ball & Chain players (you may not skip him) and make a sort of foul. This will be all he does during this turn. This foul does not count when using IGMEOY and thus the player will only be evicted on a double and the foul will not move the IGMEOY marker. No assists can be given.

Easily Injured - If this player's armour is ever broken, the opponent may add +1 to the injury roll.

Elemental/Player Link - In order to remain on the field, this player needs a defined controlling player roster position on the field at the same time. If at any time all of the controlling roster type is removed from the field, all of the linked players are removed from the field as well. This will cause a turnover, if it is that teams turn. If an linked player removed from the field this way was carrying the ball, the ball is dropped and scatters one square. Controlling roster players in the reserve box or knocked out/dead/injured box are not considered on the field. Linked players removed from the field are placed in the Reserves box and will be available for the next drive, if a controlling roster player is then able to go on the field. Example: Assume that the Blitzer position is the controller, in order to have any Linked players on the field, there most also be at least one Blitzer on the field from your team. Note: a prone or stunned controlling player type counts as being on the field.

Fragile - The player can barely lift their own body weight let allow a football. To represent this, a Fragile player carrying the ball may not block or use go for it squares, they have enough trouble just holding onto the ball. Fragile players find it difficult to catch a thrown ball and often end up being flattened by it. When a Fragile player tries to catch a ball, roll a D6. On a result of 1-3, the Fragile player has been knocked prone by the ball (make armour/injury rolls as normal), and the ball scatters one square. On a result of 4+, the Fragile player can catch the ball as normal (ie make a Catch roll.)

Go For It Injury - If this player fails a Go For It roll, roll straight away for injury (ie no armour roll).

Greater Glory to Me! - This trait represents a player's tendency to be a glory hound. When a player with this Negative skill wishes to Hand-Off or Pass the ball, roll a D6, on a 1, 2, or 3, the player becomes overcomed with his desire to score the touchdown and will not give up the ball, otherwise he may Pass or Hand-Off as normal. If the player refuses to give up the ball, he retains possession of it and this does NOT result in a Turnover despite the 4th edition rule about not finishing a Pass/Hand-off action being a turnover.

Gluttony - At every Kick-off, roll a D6 for every player with Gluttony that could play in this drive. On a 1, the player is too busy eating to play.

Help, I've Fallen and I Can't Get Up! (HIFAICGU) - This player cannot stand automatically if prone. This player must roll 4+ on a D6 roll modified by +1 by each team member standing next to him not in an opponent's tackle zone (just like a Treeman). Failing to stand does not cause a turnover. Standing requires all the squares of this player's movement.

Honorable - This player may never foul and will not assist with a foul.

Idleness - If this player scores a touchdown, roll a d6. On a roll of 1 or 6, the player feels he has done enough for a while and will retreat to the dugout for the next drive, indulging in whatever he, she or it fancies. The player will miss the next drive, but will be available for play again after that drive.

Illdisciplined - This player requires the steadying influence of another specific roster player on the field. If there are no steading roster players on the pitch, then the Illdisciplined player play with penalties of -1 MV and -1 AG (to a minimum of 1).

Lesser Banishment - This player is considered Dead if ever Seriously Injured unless they have reached Star Player status in which case Seriously Injured counts as Badly Hurt.

Limited Movement - A player with this skill actually has a facing (ie. it is important which way the player is facing.) A player with this skill must always be facing a certain direction when they are standing. The player is assumed to be facing the square directly in from of them (if it is not obvious which way the player is facing the opposing coach may decide.) The player may NEVER face diagonally. If the player moves forward, or on to one of the two diagonals ahead of them they may use their full movement and their facing remains the same (in other words, the player ends up in the square facing the same direction as it was originally.) A player with this skill may only change their facing so that they are facing a new direction as long as they do not move or have not moved during this turn (as it takes all of their movement to turn around.) A player with this skill can only Block and is considered to only have a Tackle Zone for the three squares directly and diagonally in front of them. When a player with this skill that is prone stands up, he may be faced in any direction the coach wishes.

Medic! - A player with this negative skill will always refuse to be healed by a team Apothecary and will only allow their Personal Apothecary to heal them. If the player does not have a Personal Apothecary then the player would rather suffer the injury than use the common team Apothecary.

Mercenary - After the winnings are received (including amounts from special play cards) at the end of each game, this player must be given a mercenary contract fee of half the gold pieces won for that game (deduct this amount from the winnings). The Mercenary player can be permanently removed from a team, but only after he has been paid for that game. Since this player does not like to have anyone interfering with his payment (he has a tendency of hunting down such people with terminal results), the coach of the team with this player on it may not have any 3rd edition special play cards played against him that would/could reduce the end of game winnings to zero (examples include: Bankruptcy!, Robbed, Kidnap Rival Coach, or A Large Donation). Note: this player does not have to be paid an appearance fee to play in a game (as per the 4th edition rules), his taking 50% of winnings replaces the amount that would normally be required in appearance fees for a star player.

Mine! Mine! Mine! - A player with this skill is totally focused on getting a touchdown if they get their hands on the ball. A player with this skill who is carrying the football must move in such a way as to be at least no further away from his End Zone. (i.e. every square of movement must be towards his End Zone or a horizontal move towards the sidelines.) The player will also refuse to hand-off, pass, or drop the ball, unless its knocked from his hands.

Nonball Handler - The player may not pick up or catch the ball.

Not a Team Player - This player demands to be feed one roster player from your team at the end of each match. The player eaten can be one that has died during THIS match. Permanently remove the eaten player from the team roster.

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 normally, but on a roll of 1-3 they've popped into the crowd to bite the lily-white neck of an attractive maiden - and who can blame them! - and cannot be used for this drive.

On Team as Penance - This player is forced by a superior to play for the team. This angers the player greatly. Because of this anger, this player has the following penalties:

  • Will never lend assists on either offense or defense
  • Cannot use team, trophy, or Leader re-rolls
  • Cannot gain the Leader or Guard skills
  • Will never hand-off off or pass the ball to another player
  • Can not be moved during a team turn if another player was moved first
  • Hates losing so much that if the team loses, he kills a player in a beserker rage. The coach chooses one LIVING player (can be injured but not dead) that got killed by this player. Delete the killed player from the roster (no apothecary or regeneration allowed).

Penalty ##+ - For whatever reason, this player is not a Secret Weapon player but has a Penalty roll at the end of each drive he participated in just like a secret weapon. The ##+ will be either 7+, 8+, 9+, or 10+.

Pride - This player is being forced to play for the team. But the player is a proud person and not broken easily. Before taking any actions with this player (including handing off the ball to him) roll a d6. On a roll of 1, he will refuse to cooperate until he rolls something other than a 1 for a future Pride roll (or until the end of the drive). He may take no actions. He will not try catch the ball, and he will not provide assists or extend a tackle zone. This negative skill can be bought away by expending a double on a Star Player roll. If you choose to do this the player will receive the honorary title of "entrusted" and receive a +1 AV bonus. They still counts as their original position though. ie: if you have two throwers with Pride and one becomes entrusted you may not buy a third thrower. If the Pride player survives to gain his third star player roll he will beconsidered "broken". He then looses his pride skill automatically. Though he will not gain the +1 AV like an "entrusted" player. "Broken" players still count as their original slave position as per "entrusted" players.

Really Stupid - Roll a D6 before taking an action for a player with this skill including going from stunned to prone. On a 1-3, they stand around trying to remember what to do. This means they can't do anything for the turn and they lose their tackle zone until they manage to not roll a 1-3. If a player without BoneHead or Really Stupid is standing next to this player, they will only fail the Really Stupid roll on a result of 1.

Rusting - This player may not take the field if it is Weather Condition: Pouring Rain. If the weather changes to Pouring Rain during a drive, this player is immediately removed from the field. This will result in a turnover if this player was carrying the ball (which will scatter one square).

Single Eye - This player has a single eye in the middle of the forehead and very poor depth-vision. This player must reroll any successful pass, using the result from the second dice roll (even if it is successful). Note: a coach may use a team/leader/tropy re-roll, Pass or Pro skill on either of these two dice rolls but NOT both.

Single Minded - This player is totally focused on someone getting a touchdown IF he is holding the football. He can never move to a square or handoff/pass the ball to a player in which that square is farther from his endzone then he is.

Stomach Pains - At the end of each of your turns roll a dice. On the roll of 1, this player is overcome by the agony of his stomach condition and is forced to lie down. Place him prone. This is the base rule, there are additional rules if this related to the Champion of the Chaos Halfling team.

Splat - Whenever this player is knocked down by a Block, Dirty Trick or other means he falls in a random direction using the D8. The ball scatter template is then placed next to the playerís feet in the direction indicated. (This means that normally 9 squares are covered, squares partially covered are counted as covered on a 4+ on a D6 roll.) Any players who are covered by the template have to make a basic Agility roll or they are knocked over and suffer an automatic Injury roll.

Squig Rules - Squigs have a lots of negatives. See Night Goblin team if you want to see them all.

The Ingines Kaen't Staend the Preshir, Keptin! (TIKSTPK) - Before trying to perform an action with this player, roll a D6. On a 1, the engines are overheating and the player loses its tackle zones and cannot perform any actions that turn. If you try to perform an action the turn after the engines were overheating and roll another 1, the engines explode. This will instantly kill the player's driver and destroy the player. In addition, any player in an adjacent square must make an immediate injury roll due to the shrapnel and flames. (Note: if you don't perform any actions with this player in the turn subsequent to rolling a one, the player will cool down and the regain its tackle zone at the end of the turn.)

Take Root - Before taking an action with this player, roll a D6. On a 1, the player's MA becomes 0 for the rest of the drive and he cannot use GFI squares. He will still be able to block without follow-up.

Uncontrollable - You must roll a D6 after declaring an action with this player, but before taking the action. On a roll of 1, they will move D6 squares in a random direction determined by the scatter template, after which the player's action ends. No dodge rolls are required during this compulsory movement. If his random movement would cause the Uncontrollable player to move through a square occupied by another player (from either team), then this movement immediately ends, and he must throw a block at the player obstructing his path. Being forced to throw a block in this way does count as the team's blitz action for the turn. Note that the Uncontrollable player must throw a block against a player obstructing his random movement, even if the team's Blitz action for the turn has already been used. If his random movement would take the player off the pitch, then he counts as being pushed into the crowd.

Unique - If this player is killed, they cannot be repurchased.

Unstable - Roll a D6 at the end of each drive or half, on a 5 or 6, the player returns to the void or speeds off on a holy mission and misses the rest of this game.

Wanderer - The player just cannot play with the same team for too long. At the end of each game, roll a D6. On a 1, the player leaves the teams. Remove him from the roster.

We're Not Worthy! - This trait represents a player's tendency to be very subservent to what the player believes to be his betters. When a player with this Negative skill is holding the ball at the beginning of the turn, roll a D6 before moving any other player (other than Wild Animals). On a 1, 2, or 3, the player becomes overwhelmed with fear that holding the ball will be seen as overstepping his "bounds". The player must then move immediately and before finishing his move, he must hand off or pass the ball to a player that does not have the We're Not Worthy! skill (if no other player without the We're Not Worthy skill is within Long Bomb range, the player will drop the ball at the end of his movement which will result in a turnover.)

Wild Animal - Wild Animals are uncontrollable creatures that rarely do exactly what a coach wants of them. In fact, just about all you really rely on them to do is lash out at opposing players that move too close to them! To represent this, when you declare 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 stands still and roars in rage instead, and the action is wasted. Note that the Wild Animal no longer has to move first and that he can now use assists. Also note that no D6 roll is required for the Wild Animal to turn face-up when stunned.

Will He Show - This player must roll a D6 at the start of the match. On a rull of 2-6, the player can be used normally, but on a roll of 1 the player has either arrived late because he's forgotten about the match, or is having trouble tying up his boot-laces, or is doing something equally stupid, with the result that he may not be used during the first drive of the match.

Wizard Link - This player may only be placed on the pitch, if a Spellcaster is placed on the pitch at the same time. If during play the Spellcaster is removed from pitch (injury, special play card, etc) all the Linked players on the pitch lose their sense of invulnerability immediately ... which causes them to run off the pitch in complete fear into the Reserves box. If a Linked player was carrying the ball when this happens, it will scatter one square from where he was standing. If the Spellcaster dies, the Linked players will stay on the team roster (hiding in the Dugout) but refuse to play since its just way too scary out there on the pitch for them.

Wooh Nelly - Lots of special rules for a spookable riden player. See the Forest Goblin team for all the rules.

Woof Woof - Skeletons killed by this player may not regenerate. The player is placed in the reserves box for the remainder of the match if he kills a Skeleton. If a Treeman is on the pitch, roll a D6 before taking an action with this player. On a 1, the player must move towards the Treeman until adjacent (this is not optional). If the player is adjacent to a Treeman, roll a D6. On a 1, the player may take no further action that turn.

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