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
These are short memnonics and not definitive descriptions!