skills
Block
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.
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 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 Player
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.
Fend
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.
Frenzy
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 they 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.
Kick
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
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.
Pass Block
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 and the
player does have 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.
Pro
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.
Shadowing
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 player rolls 2D6 adding their 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 is left standing. 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 Ball
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.
Sure Hands
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
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.
Wrestle
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.