Accurate
Passing
When this player performs a Quick Pass action or a Short Pass action, you may apply an additional +1 modifier to the Passing Ability test.
Cannoneer
Passing
When this player performs a Long Pass action or a Long Bomb Pass action, you may apply an additional +1 modifier to the Passing Ability test.
FaQ
Q: Does the Cannoneer skill still apply when a player makes a Hail Mary Pass? (p.79)
A: Yes.
Cloud Burster
Passing
When this player performs a Long Pass action or a Long Bomb Pass action, you may choose to make the opposing coach re-roll a successful attempt to interfere with the pass.
Dump-Off
Passing
If this player is nominated as the target of a Block action (or a Special action granted by a Skill or Trait that can be performed instead of a Block action) and if they are in possession of the ball, they may immediately perform a Quick Pass action, interrupting the activation of the opposition player performing the Block action (or Special action) to do so. This Quick Pass action cannot cause a Turnover, but otherwise all of the normal rules for passing the ball apply. Once the Quick Pass action is resolved, the active player performs the Block action and their team turn continues.
FaQ
Q: When a player with the Dump-off skill is nominated as the target of a Blitz action, when do they make their Quick Pass action? (p.79)
A: As soon as they are nominated as the target of the Blitz action.
Q: Can a player with both the Dump-off and the Pass skills use the Pass skill when making a Pass action as part of the Dumpoff skill? (p.79)
A: Yes.
Q: Can a player with both the Bombardier trait and the Dumpoff skill use the Dump-off skill to perform a Throw Bomb Special action when they are chosen as the target of a Block Action? (p.79 & 83)
A: No.
Q: If a player with a Trait that requires them to roll a dice
to see if they can activate normally (such as Bone Head or
Unchanneled Fury) and wishes to declare a player with either
the Foul Appearance or Dump-off skills as the target of an
action, do they roll for their Trait or for the opposing player’s
Skill first? (p.78 & 79)
A: The player will first nominate the target of their action,
then roll for their Trait, and then the opposing player will use
their Skill.
Fumblerooskie
Passing
When this player performs a Move or Blitz action whilst in possession of the ball, they may choose to 'drop' the ball. The ball may be placed in any square the player vacates during their movement and does not bounce. No turnover is caused.
Hail Mary Pass
Passing
When this player performs a Pass action (or a Throw Bomb action), the target square can be anywhere on the pitch and the range ruler does not need to be used. A Hail Mary Pass is never accurate, regardless of the result of the Passing Ability test it will always be inaccurate at best. A Passing Ability test is made and can be re-rolled as normal in order to determine if the Hail Mary Pass is wildly inaccurate or is fumbled. A Hail Mary Pass cannot be interfered with. This Skill may not be used in a Blizzard.
FaQ
Q: Is a Hail Mary Pass treated as a Long bomb when determining any modifiers for testing for accuracy? (p.79)
A: Yes.
Q: Does the Cannoneer skill still apply when a player makes a Hail Mary Pass? (p.79)
A: Yes.
Q: If a player with the Fumblerooskie skill begins their Activation
without the ball, and then picks it up during their Activation, can
they still use the Fumblerooskie skill during their Activation?
(p.79)
A: Yes.
Give and Go
Passing
If this player performs a Hand-off action, their activation does not have to end once the Hand-off is resolved. If you wish and if this player has not used their full Movement Allowance, they may continue to move after resolving the Hand-off.
Leader
Passing
A team which has one or more players with this Skill gains a single extra team re-roll, However, the Leader re-roll can only be used if there is at least one player with this Skill on the pitch (even if the player with this Skill is Prone, Stunned or has lost their Tackle Zone). If all players with this Skill are removed from play before the Leader re-roll is used, is lost. The Leader Re-roll can be carried over into extra time if it is not used, but the team does not receive a new one at the start of extra time. Unlike standard Team Re-rolls, the Leader Re-roll cannot be lost due to a Halfling Master Chef. Otherwise, the Leader re-roll is treated just like a normal team re-roll.
FaQ
Q: If a player with the Leader re-roll is removed from the pitch before their Leader re-roll has been used, then the re-roll would be lost. If the player would subsequently return to the pitch (such as recovering from being KO’d), is the re-roll available again? (p.79)
A: Yes.
Nerves of Steel
Passing
This player may ignore any modifier(s) for being Marked when they attempt to perform a Pass action, attempt to catch the ball or attempt to interfere with a pass.
On The Ball
Passing
This player may move up to three squares (regardless their MA), following all of the normal movement rules, when the opposing coach declares that one of their player is going to perform a Pass action. This move is made after the range has been measured and the target square declared, but before the active player makes a Passing Ability test. Making this move interrupts the activation of the opposition player performing the Pass action. A player may use this Skill when an opposition player uses the Dump-Off skill, but should this player Fail Over whilst moving, a Turnover is caused. Additionally, during each Start of Drive sequence, after Step 2 but before Step 3, one Open player with this Skill on the receiving team may move up to three squares (regardless of their MA). This Skill may not be used if a touchback is caused when the kick deviates and does not allow the player to cross into their opponent's half of the pitch.
FaQ
Q: Can multiple players from the same team use the On The Ball skill in response to the same Pass action? If so, what happens if one of them Falls Over before the others have been able to use the On The Ball skill? (p.79)
A: Yes. However, if one player Falls Over before the others have been able to use the On The Ball skill then the sequence ends and no further players can move.
Pass
Passing
This player may re-roll a failed Passing Ability test when performing a Pass action.
Portal Passer
Passing
During its activation, when this player teleports using a Portal, it may declare a Pass action after determining which Portal it is teleporting to. This Skill may be used even if the player did not declare a Pass action at the beginning of their activation.
Running Pass
Passing
If this player performs a Quick Pass action, their activation does not have to end once the pass is resolved. If you wish and if this player has not used their full Movement Allowance, they may continue to move after resolving the pass.
FaQ
Q: If a player with the Safe Pass skill and Running Pass skill
fumbles a Pass action, does their activation end or can they
make use of Running Pass? (p.79)
A: Their activation will end.
Safe Pass
Passing
Should This player fumble a Pass Action, the ball is not dropped, does not bounce from the square this player occupies, and no Turnover is caused. Instead, this player retains possession of the ball and their activation ends.
FaQ
Q: If a player with the Safe Pass skill and Running Pass skill
fumbles a Pass action, does their activation end or can they
make use of Running Pass? (p.79)
A: Their activation will end.
Wall Thrower
Passing
When this player throws the ball at the wall, they may apply an additional +1 modifier when testing for the accuracy of the pass.