Skills & Traits
Agility Skills
Every Blood Bowl player has access to a category-coloured pool of Skills and Traits that shape how they play. Use the filter above to drill into one category, or browse the full list with descriptions and rulings.
Catch
Agility
This player may reroll a failed Agility test when attempting to catch the ball.
Q: Can the Catch skill be used when attempting to catch a Bomb?
A: No, a Bomb is not a ball.
Q: What happens if a player already has the Catch skill or the Monstrous Mouth skill and
randomly rolls the other Skill?
A: If a player has the Monstrous Mouth skill and subsequently rolls the Catch skill, then they
should re-roll. If a player has the Catch skill and subsequently rolls the Monstrous Mouth
skill, then they may not re-roll, as the Monstrous Mouth skill provides an additional benefit.
Diving Catch
Agility
This player may attempt to catch the ball if a pass, throw-in or kick-off causes it
to land in a square within their tackle Zone after scattering or deviating. This skill does
not allow this player to attempt to catch the ball if it bounces into a square within their
Tackle Zone.
Additionally, this player may apply a +1 modifier to any attempt to catch an accurate pass if they occupy the target square.
Additionally, this player may apply a +1 modifier to any attempt to catch an accurate pass if they occupy the target square.
Q: What happens if the ball lands in the Tackle Zones of multiple players from the same team
with the Diving Catch skill?
A: Each player may attempt to catch the ball, in an order chosen by the controlling coach.
Q: What happens if the ball lands in the Tackle Zones of multiple players from opposing teams
with the Diving Catch skill?
A: Each player may attempt to catch the ball, in an order chosen by the active team's coach.
Q: If a player with the Diving Catch skill attempts to catch the ball when it is landing in an
adjacent square and fails, does the ball bounce from the player who failed the catch, or from
where it was going to initially land?
A: The ball will bounce from where it was initially going to land.
Diving Tackle
Agility
Should an active opposition player that is attempting to Dodge, Jump or Leap in
order to vacate a square in which they are being Marked by this player pass their Agility
test, you may declare that this player will use this Skill. Your opponent must immediately
subtract 2 from the result of the Agility test. This player is then Placed Prone in the square
vacated by the opposition player. If the opposition player was being Marked by more than one
player with this Skill, only one player may use it.
Q: If a player attempts to Dodge away from a player with the Diving Tackle skill and fails the
original Dodge roll, but then uses a re-roll and succeeds, can the player with Diving Tackle
use this Skill on the re-rolled attempt?
A: Yes
Q: Does a player with the Pogo Stick trait still suffer the -1 modifier to their Agility test
when attempting to Leap away from a player with the Prehensile Tail mutation?
A: No, a player with the Pogo Stick trait ignores all negative modifiers applied for being
Marked when attempting to Leap.
Q: Does a player with the Pogo Stick trait still suffer the -2 modifier to their Agility test
when attempting to Leap away from a player who uses the Diving Tackle skill?
A: No, a player with the Pogo Stick trait ignores all negative modifiers applied for being
Marked when attempting to Leap.
Q: What is the timing of Diving Tackle and Dodge? For example,
if the dodging player passes the Agility test, then my player uses
a Diving Tackle to make them fail, can they re-roll the test with
Dodge? Does the negative apply to the new test? (p.75)
A: To dodge, a player moves into the intended square then
makes an Agility test. If the test is passed without using the
Dodge re-roll and a Marking player uses Diving Tackle, then
a Dodge re-roll can be used to re-roll a now failed test. The
dodging player must still subtract 2 from the result of the
re-rolled Agility test.
Dodge
Agility
Once per turn, during their activation, this player may re-roll a failed Agility
test when attempting to Dodge. Additionally, this player may choose to use this Skill when
they are the target of a Block action and a Stumble result is applied against them, as
described on page 57.
Q: Q. Can the Dodge skill be used on moves outside of a player's activation, such as those
provided from On the Ball, or the Blitz result on the Kick-off Event table?
A: No. The Dodge skill can only be used to re-roll a Dodge roll during that player's activation
during their own team turn.
Q: What is the timing of Diving Tackle and Dodge? For example,
if the dodging player passes the Agility test, then my player uses
a Diving Tackle to make them fail, can they re-roll the test with
Dodge? Does the negative apply to the new test? (p.75)
A: To dodge, a player moves into the intended square then
makes an Agility test. If the test is passed without using the
Dodge re-roll and a Marking player uses Diving Tackle, then
a Dodge re-roll can be used to re-roll a now failed test. The
dodging player must still subtract 2 from the result of the
re-rolled Agility test.
Defensive
Agility
During your opponent's team turn (but not during your own team), any opposition
player being marked by this player cannot use the guard skill.
Jump Up
Agility
If this player is Prone they may stand up for free (i.e. standing up does not cost
this player three (3) squares of their Movement Allowance, as it normally would).
Additionally, if this player is Prone when activated, they may attempt to Jump Up and perform
a Block action. This player makes an Agility test, applying a +1 modifier, if this test is
passed, they stand up and may perform a Block action. If the test failed, they remain Prone
and their activation ends. This Skill may still be used if the player is
Prone or has lost their Tackle Zone.
Q: Does a player who has the Jump Up skill still need to roll to stand up if they also have a
Movement Allowance of 2 or less?
A: No.
Q: If a player with the Animal Savagery trait also has the Jump Up skill, do they still get the
+2 to the roll if they wish to attempt to make a Block action while prone?
A: Yes.
Q: If a player has both the Jump Up skill and the Stab trait, can they use the Jump Up skill to
allow them to make a Block action from Prone on a 2 + and then replace this Block action with
a Stab Special action?
A: Yes.
Leap
Agility
During their movement! instead of jumping over a single square that is occupied by
a Prone or Stunned player, as described on page 45, a player with this skill may choose to
Leap over any single adjacent square, including unoccupied squares and squares occupied by
standing players. Additionally, this player may reduce any negative modifier applied to the
Agility test when they attempt to Jump over a Prone or Stunned player, or to Leap over an
empty square or a square occupied by a standing player by 1, to a minimum of -1. A player with
this skill cannot also have the Pogo Stick trait.
Q: If a player with the Leap skill or Pogo Stick trait has used all of their Movement Allowance
and is attempting to use the Leap skill or Pogo Stick trait to jump over a square, what
happens if they fail the Rush roll?
A: If the Rush fails, then the player will fall over in the square they have moved into, do not
roll the Agility test for the jumping player.
Safe Pair of Hands
Agility
If this player is Knocked Down or Placed Prone (but not it they Fall Over) whilst
in possession of the ball, the ball does not bounce. Instead, you may place the ball in an
unoccupied square adjacent to the one this player occupies when they become Prone. This Skill may still be used if the player is Prone.
Q: If a player with the Safe Pair of Hands skill is targeted by a Block action performed by a
player with the Strip Ball skill, and they suffer a Push Back result, can they still use Safe
Pair of Hands?
A: No.
Q: If a player with the Safe Pair of Hands skill is Knocked Down, and there are no empty squares
for them to put the ball into, what happens?
A: The Safe Pair of Hands skill cannot be used in this instance, and so the ball will bounce as
normal.
Sidestep
Agility
If this player is pushed back for any reason, they are not moved into a square
chosen by the opposing coach. Instead you may choose any unoccupied square adjacent to this
player. This player is pushed back into that square instead. If there are no unoccupied
squares adjacent to this player, this skill cannot be used.
Q: As I choose the square my player with Sidestep moves
into when pushed, does this count as a voluntary move or an
involuntary move for Skills such as Tentacles? (p.75)
A: Involuntary.
You choose the square but are still being
pushed back and so moving involuntarily.
Sneaky Git
Agility
When this player performs a Foul action, they are not Sent-Off for committing a
Foul should they roll a natural double on armour roll.
Additionally, the activation of this player does not have to end once the Foul have
been committed. If you wish and this player has not used their full Movement Allowance, they
may continue to move after committing the Foul.
Q: Can a player with the Sneaky Git skill that performs a Foul action still be Sent-off if it
rolls a natural double on the Injury roll?
A: Yes.
Sprint
Agility
when this player performs any action that includes movement, they may attempt to
Rush three times, rather than the usual two.
Sure Feet
Agility
Once per team turn, during their activation, this player may re-roll the D6 when
attempting to Rush.
Q: Can the Sure Feet skill be used on moves outside of a player's activation, such as those
provided from the Blitz result on the Kick-off Event table?
A: No. The Sure Feet skill can only be used during that player's activation.