Skills Descriptions | ||||||||||
* Block: Player may ignore Both Down result * Bone-Head: On Activation, 2+ for normal, on 1 stand still, lose TZ and waste any 1/turn action declared * Break Tackle: When Dodging, may add +1 if St 4- or +2 if 5+ * Catch: May re-roll failed Ag catching ball * Defensive: During Oppo's Turn (not yours), players you Mark can't use Guard * Diving Catch: May try and catch scatter/deviate that lands in Tackle Zone. +1 to catch Accurate * Diving Tackle: If player you Mark Dodges, declare skill, -2 from their result, you go Prone in the square they left * Fend: May choose to disallow Pushing player to follow up. They may still move if Blitzing. Not vs chain, Ball, Juggernaut * Frenzy: Must follow up, may Block a 2nd time, must follow up * Kick: If nominated Kicker, may halve the D6 for Deviate, round down * Loner (4+): To use a team re-roll, roll (x), on failure RR is wasted * Mighty Blow (+1): May modify Armour or Injury roll by (n). Not Stab or Chainsaw * Pass: May re-roll failed Pass * Running Pass: May keep moving after (Quick only) Pass if MA remains * Safe Pass: If Fumbled Pass, ball not dropped, no bounce or TO, keep ball, activation ends * Sidestep: If Pushed, may pick any empty adjacent square * Stand Firm: May choose not to be Pushed or Chain Pushed. Frenzy still gets a second Block * Strip Ball: If Push Back Ball Carrier, ball bounces from target dest square * Tackle: Marked player dodging out of your TZ can't use Dodge. Blocked player can't use Dodge on ! Result * Thick Skull: Treat 8 as Stunned, only 9 is a KO; Stunty is Stn 7 KO 8 * Wrestle: On Both Down, may place both Prone instead, no TO |
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These are short memnonics and not definitive descriptions! |