Agility Skills
Catch
A Player who has the Catch skill is allowed to re-roll
the dice if he fails to catch the ball. It also allows
the player to re-roll the dice if he fails to catch
the ball. It also allows the player to re-roll the dice
if he drops a hand-off or fails to make an inters-off
or fails to make an interception.
Diving Catch
The player may use this skill if the ball was thrown
to him and missed. It allows the player to move one
square after the ball has scattered. This move is
made after the ball has scattered, but before it hits
the ground or can be caught. No Dodge roll is required
to make this move. If the move takes the player into
the square that the ball is in, then he is allowed
to try to catch it. Although a player using Diving
Catch ends up on the ground for a moment, because
this is a controlled fall he will not be injured,
and he will almost instantly regain his feet. Therefore
the player is not knocked over when he uses the skill.
Diving Tackle
The player may use this skill if an opposing player
enters his tackle zone. It allows the player to interrupt
the opponent's turn and throw a block at the moving
player. The block is worked out using all of the normal
rules (both sides may use assists). If the opposing
player is pushed back or knocked over, then their
move ends immediately and they may not do anything
else that turn, although their team does not suffer
a turnover unless the player was holding the ball
and drops it. Although a player using diving Tackle
ends up on the ground for a moment, because it is
a controlled fall he will not be injured and he will
almost instantly regain his feet. Therefore the player
is not knocked over when he uses the skill, unless
he suffers an 'attacker down' or 'both players down'
result on the Block dice.
Ruling (Jervis): Diving tackle may be used only during
the opponent's turn, and only once per turn per player
with diving tackle.
Ruling (PBBL league): If a player uses diving tackle
on an opponent entering a square containing the ball,
the diving tackle is resolved first.
Ruling (PBBL league): Frenzy, multiple block, and
secret weapons cannot be used with diving tackle.
(How can a player who dives at an approaching opponent?
The tackler has landed on the ground and will spend
time getting up rather than frenzying.)
Ruling (PBBL league): Any player entering a diving
tackler's tackle zone, even by following up a block
(unless the block was to the diving tackler), can
be tackled by the diving tackler.
Ruling (PBBL league): A dump-off pass may be attempted
by a player targetted by a diving tackle. This quick
pass will count as the team's pass for the turn and
failure to make a completion will cause a turnover.
Dodge
A player with the Dodge skill is allowed to re-roll
the dice if he fail to dodge out of an opposing player's
tackle zone. However, the player may only re-roll
one failed dodge roll per team turn. In addition,
the Dodge skill affects the results rolled on the
Block dice.
Jump Up
A player with this skill may stand up for free at
the start of any action; he does not have to pay three
square of movement. This means that the player can
take a Block action even when he is prone, because
he can stand up for free at the start of the action.
Leap
A player with the Leap skill is allowed to attempt
to jump over an adjacent square, even if it is occupied
by a knocked over or standing player from either team.
Making a leap costs the player two squares of his
normal movement. In order to make the leap, move the
player to any empty square adjacent to the square
that they are jumping over, and then make an Agility
roll for the player. No modifiers apply to this roll.
If the player successfully makes the dice roll then
they make a perfect jump and may carry on moving (and
may leap again if they have enough movement left).
If the player fails the Agility roll then he falls
over in the square that he was leaping to, and the
opposing coach may make an Armour roll to see if he
was injured. A failed leap counts as a turnover, and
the moving team's turn ends immediately.
Ruling (Jervis): No dodge roll is required. Leaping
into the tackle zone of a diving tackler will not
prevent a diving tackle.
Right Stuff
A player with this skill may be thrown by a large
monster with the Throw Team-Mate skill. This skill
may only be used by players with a Strength of 2 or
less.
Side Step
A player with this skill is an expert at stepping
neatly out of the way of an attacker. To represent
this ability, his coach may choose which square the
player is moved to when he is pushed back, rather
than the opposing coach. Furthermore, the coach may
choose to move the player to any adjacent square,
not just the three squares shown on the Push Back
diagram in the Blood Bowl Handbook. Note that the
coach may choose which square the player is moved
to even if the player is knocked over after the push
back.
Sprint
The player may attempt to move up to three extra square
rather than the normal two. Their coach must still
roll to see if the player falls over in each extra
square he enters.
Sure Feet
A player may re-roll the dice if he falls over when
trying to move an extra square.
Ruling (PBBL league): Sure feet can be used once for
every extra square attempted.
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