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[agility skills] [general skills] [passing skills] [strength skills] [physical abilities] [weapons] [negative skills]

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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