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.
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.
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.
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.
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.
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.
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.
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.
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.
A player may re-roll the dice if he falls over when trying to move an extra square.
General Skills [top]
The block skill affects the results rolled with the block dice.
A player with this skill is capable of psyching themselves up so that they can take on even the very strongest opponent. The skill only works when the player attempts to block an opponent who is stronger than himself. When the skill is used the coach of the Dauntless player rolls two dice and adds them together. If the total is greater than the opponents strength value, then the Dauntless player's Strength is counted as being equal to his opponent's when he makes the block, before any bonuses for defensive or offensive assists are added. If the dice roll is less than or equal to the opponent's Strength value, then the Dauntless player must use his normal Strength for the block.
A player with this skill has trained long and hard to learn every dirty trick in the book. If he fouls an opposing player, add 2 to both the armour and the injury rolls. Note that this skill can only be used if the player actually makes a foul; it may not be used if he is assisting another player who is making a foul.
A player with the Frenzy skill is allowed to make an extra block if he pushes back an opponent without knocking them over. The player must follow up their opponent and throw another block at them, even if his coach doesn't want him to! Each additional block made by a frenzied player costs them an extra square of movement if they are taking a blitz action. The blocks are free if the player is taking a block action, but the player may not throw more blocks than his movement allowance.
In order to use this skill the player must be set up on the field when his team kicks off. The player may not be set up in either wide zone or on the line of scrimmage. Assuming all of these conditions are met then the player is allowed to take the kick-off. Because his kick is so accurate, the number of squares the ball scatters on kick-off is halved, rounding any fractions down (ie, 1=0, 2-3=1, 4-5=2, 6=3).
The player is a natural leader and inspires the rest of the team while he is on the field. Having such a player in the team allows the coach to take a leader re-roll at the start of the match and at half-time and place it on the re-roll track along with his team re-roll counters. A team may only ever have one leader re-roll counter, even if it has several players with this skill. The counter is used in exactly the same way as a team re-roll counter, but it may only be used if a player with the leader skill is on the playing field (standing or prone) at the time the counter is used.
Nerves of Steel
The player may ignore the -1 dice modifier for enemy tackle zones when he attempts to pass or catch the ball.
A player with this skill is allowed to move three square when the opposing coach announces that one of his players is going to pass the ball. This move is made out of sequence, after the range has been measured, but before any interception attempts have been made. However, the move may only be made if it allows the player to move into a position to attempt an interception, or to put the thrower or catcher in his tackle zone. The opposing coach is not allowed to change his mind about passing the ball after the player with this skill has made his move. The special move is free, and in no way affects the player's ability to move in the following turn. Apart from this, however, the move is made using all the normal rules, and the player does have to dodge in order to leave opposing player's tackle zones.
A player with this skill is a hardened veteran. Such players are called professional or Pros's by other Blood Bowl players because they rarely, if ever, make a mistake. Once per team turn, a Pro is allowed to re-roll any one dice roll he has made. However, before the re-roll may be made, his coach must roll a dice. On a roll of 4, 5, or 6 the re-roll may be made. On a roll of 1-3 the original result stands and may not be re-rolled with a skill or team re-roll.
The player may use this skill when an opposing player moves out of his tackle zone. Each coach rolls a dice and adds their own player's movement allowance to the score. If the shadowing player's coach manages to beat the other coach's score, then he may move his player into the square vacated by the opposing player. He does not have to make any dodge rolls when he makes this move, and it has no effect on his own movement in his own team turn. If the shadowing player's coach rolls less than or equal to the other coach's score then his player does not move. A player may make any number of shadowing moves per turn.
A player with this skill forces any opposing player that he pushes back to drop the ball in the square that they are pushed to, even if the opposing player is not knocked down. Players with Stand Firm still drop the ball.
A player with the Sure Hands Skill is allowed to re-roll the dice if he fails to pick up the ball. In addition, the Strip Ball skill will not work against a player with this skill.
Opposing players who are standing in this player's tackle zone are not allowed to use their Dodge skill if they attempt to dodge out of the player's tackle zone, nor may they use their dodge skill if the player throws a block at them.
Passing Skills [top]
The player may add +1 to the dice roll when he passes the ball.
This skill allows the player to make a Quick Pass when an opposing player declares that he will throw a block at him, allowing the player to get rid of the ball before he is hit. Work out the pass using the normal rules before the opposing player makes the block. The normal throwing rules apply, except that neither team's turn ends as a result of the throw, whatever it may be. After the throw is worked out your opponent completes the block, and then carries on with his turn.
Hail Marry Pass
The player may throw the ball to any square on the playing field, no matter what the range; the range ruler is not used. On a roll of 1 the player fumbles the throw, and the ball will scatter once from the thrower's square. On a roll of 2-6 the player may make the pass. The Hail Marry Pass may not be intercepted, but it is never accurate - the ball automatically misses and scatters three squares. Not that if you are lucky the ball will scatter back into the target square! Also note that this skill is very useful when combined with the Diving Catch skill.
A player with the Pass skill is allowed to re-roll the dice if he misses a pass.
Roll a dice if a pass is made by the player is successfully intercepted. On a 2 or more the interception is cancelled out. On a roll of 1 the interception takes place as normal.
Reduce the range by one band (but never lower than 'Quick') when the player passes the ball. For example, a long pass is treated as a short pass, etc.
Strength Skills [top]
The player may use his Strength instead of his Agility when making a dodge roll.
A player with this skill may assist an offensive or defensive block even if he is in another player's tackle zone.
Add +1 to any Armour and Injury rolls made by a player with this skill. This skill may not be used by players with a Strength of 2 or less.
The player is allowed to make a block at two or more opposing players at the same time. The opposing players must be next to the player making the block and next to each other. Their strengths are added together and both suffer the effects of the block equally. Both sides may use assists normally.
The player may use this skill after he has made a block, but only if the victim was knocked over. The player falls on top of the player that he has just knocked down and may add his Strength to the Armour Roll for the player who is piling on, as his fall is cushioned by the victim. Note that the player who is piling on is knocked over in his own square rather than that of his victim - it is assumed that he rolls back there after flattening his opponent. Piling on does not cause a turnover unless the piling on player is carrying the ball.
A player with this skill is never pushed back as the result of a block. He may completely ignore 'Push Back' results, and 'Knock-Down' results always knock down the player over in the square where he started. In addition, the player does not fall over if he fails a Dodge roll. Although the player stays on his feet, he stumbles as he moves into the square he was dodging to, so his action ends and he may do nothing else that turn. A turnover, however, does not take place.
A player with this skill may throw team-mates who have the Right Stuff skill. This skill may only be used by players with a Strength of 6 or more. Throws in this manner are considered one band higher, and as a result long bombs can never be thrown. Afterwards, the player thrown must land. An agility check using the catch modifiers is made. If the check is successful the player lands on his feet, otherwise the player is knocked down, and an Armour roll is made.
Physical Abilities [top]
A player with one or more big hands will pick up the ball on a D6 roll of 2 ore more if they enter a square where the ball is on the ground. No modifiers apply to this roll.
A player with a claw may add 2 to the dice roll when making an Armour roll.
A player with on or more extra arms may add +1 to all his Catch rolls.
The player's appearance is so horrible that any opposing player within three square of him must subtract 1 from the dice when they pass or catch the ball. In addition, any opposing player that wants to block the player must first roll 2 or more on a dice. If the opposing player rolls a 1 he is too revolted to make the block, and it is wasted (though the opposing team does not suffer a turnover).
A player with horns may use them to butt an opponent. This adds +1 to the player's Strength when he makes a block. However, the player may only use this ability if he has moved at least one square before he makes the block.
This player has powerful telepathic ability which he can use to stun an opponent into immobility. The player may use his hypnotic gaze once during each of his own side's team turns, at any point during the turn. The hypnotic gaze is a free action and does not interfere with the player's ability to take any other action either before or after he uses the ability. The player may turn his hypnotic gaze on one opposing player who is in an adjacent square. Roll a dice: if the score is greater than the victim's Agility, then the victim is hypnotized and loses their tackle zone for the rest of the team turn. If the score of the dice is less than or equal to the opponent's Agility then the hypnotic gaze has no effect.
The player has a long, thick tail which he can use to trip up opposing players. To represent this, opposing players must subtract 1 from the dice roll if they attempt to dodge out of the player's tackle zone.
Razor Sharp Fangs
The player may add +2 to any injury rolls that are made.
A player with this skill is very, very difficult to kill. This can either be because their flesh is able to regrow as quickly as it is damaged, like a Troll, or because damage that would kill a normal creature doesn't affect them, as with the Undead. To represent this, a player with this ability cannot normally be killed or injured, but he can be broken badly enough so that it takes some time for him to pull himself together! Stunned and KO'd results on the injury table are treated as normal. If the player is badly hurt, seriously injured, or killed then they are placed in the Dead and injured players box in the Dugout as normal. Before the next kick-off takes place (or at the end of the match if that comes first) a dice is rolled for the player to see if he regenerates. One a roll of 1-3 the player suffers the effects of the injury as normal. On a roll of 2-6 the player regenerates and should be moved to the Reserve box in the dugout. Note that opposing players earn Star Player Points as normal for inflicting a badly hurt, serious injury, or dead result on a player with this skill, even if the result doesn't affect the player in the normal way.
Add 1 to the player's Armour Value.
The player is so small that they are very difficult to tackle because they can duck underneath the opposing players' outstretched arms and run between their legs. To represent this the player may ignore any enemy tackle zones on the square he is moving to when he makes a Dodge roll (ie, they always end up with a +1 dodge roll modifier). This ability does not apply if the player is armed with a secret weapon (such as a pogo stick or chainsaw), as the weapon slows the little fellow down and makes him easier to grab.
In order to leave this player's tackle zone an opponent must roll under their Strength on a D6. If the player rolls equal to or greater than their strength, then they have been grabbed by a tentacle and may not move, though they may block, pass or catch the ball as normal.
Roll a dice if the player is KO'd. On a roll of 4 or more the player shakes off the effects of the injury and it is treated as a 'Stunned' result instead. The player may remain on the playing field and is placed face-down. On a roll of 3 or less the player is placed in the KO'd players box as normal.
Add 1 to all the Dodge rolls the player makes.
Very Long Legs
Add 1 to the player's Movement. In addition, the player is allowed to add 1 to the dice roll whenever he attempts to intercept the ball.
Ball and Chain
penalty roll: 7+
Goblin Fanatics carry a huge ball and chain, a weapon so large that it would be impossible for them to pick up under normal circumstances. The Fanatic's strength, however, is boosted by a strange and extremely potent form of fungus beer, enabling the Goblin to swing the heavy ball round and round. The Goblin is carried onto the field by the res of the team, and held firmly in place until the kick-off whistle is blown. Free at last, the deranged Goblin starts to whirl round crazily, swinging the ball and chain in a dizzy circle of death. Anything that gets in the way is smashed to the ground. Despite the eager shouting of his team-mates, the Fanatic has little idea of where he is going, and will happily plough through players from his own side if they get in the way!
Goblin Fanatics do not have a tackle zone and are only allowed to take move actions. They must be the first model on their team to take an action. If the coach moves another player first then his opponent can make an illegal procedure call just as if the player had forgotten to move the turn counter.
Goblin Fanatics are never allowed to pick up or catch the ball, and can't be used to assist other players in a block. The Fanatic can move up to four squares per turn, but unfortunately the coach has very little control over which four squares he will move to! To see where he moves, place the Throw-in template rather than the Scatter template. This gives you some control over the direction the Fanatic moves in, but not a lot! Roll a dice and move the Fanatic into the square indicated by the Fanatic's move. You may change the facing of the throw-in template after each square of movement and, as no opposing player would be dumb enough to try to tackle the Fanatic, he never has to make a dodge roll to leave the square.
Now for the fun bit. If the dice roll indicates that the Fanatic will enter a square occupied by a player of either team, then he must throw a block against that player. The Fanatic's strength counts as being '6' for the block, but no player may assist either side due to the swirling ball and chain. If the victim is forced back then the Fanatic must occupy the square opposing player was in (unless the opponent has the Stand Firm skill, in which case the Fanatic's move ends). If a Fanatic is knocked over when he throws a block, he is automatically injured as the chain wraps itself round his neck. Roll for injury as normal, except count 'stunned' results as KO'd instead.
The Fanatic can keep on moving after he has made a block, if he has any squares of movement left, and is allowed throw more blocks, in fact, he must block the occupant of any further occupied squares he moves into. Sometimes a Fanatic will be forced to move into a square that contains a prone player. In this case, simply 'force back' the prone player, representing them desperately rolling away from the Fanatic!
After you have finished the Fanatic's move, you must roll a dice to see if he has become exhausted. On a roll of 2-6 the Fanatic may remain in play. On a roll of 1 the Fanatic collapses in a heap and must be place in the dead and injured players box. Roll the dice again to see what has happened to him: 1-3= cardiac arrest, the Fanatic dies from over-exertion; 4-6=Knackered, the Fanatic is worn out, but will recover in time for the next match.
The only player in an opposing team that can attempt to block a Fanatic is another Fanatic. Should this ever happen both players are automatically knocked over.
penalty roll: 10+
A chaos dwarf who is holding the ball and armed with a blunderbuss may use it to fire the ball down the field. The Chaos Dwarf is not allowed to do anything else when he fires the ball, because he needs the time to stuff the ball into the muzzle of the blunderbuss.
The normal rules apply for passing the ball are not used when it is fired from a blunderbuss. Instead, nominate a square anywhere on the field, and then roll a dice to see where the ball comes down. On a roll of 1-3 it scatters in exactly the same way as a kick-off (ie, it scatters the number of squares equal to the roll of a dice in a random direction). On a roll of 4-6 the ball is bang on target and may be caught by a player in the target square in the same way as an accurate pass.
After the blunderbuss has been used it may not be fired again until after a touchdown is scored or a half ends. This is to allow time for the weapon's user to reload it with a fresh charge of gunpowder!
penalty roll: 8+
A favorite weapon of many of the more psychopathic Bloodbowl players is that old standby: a bomb! Players who use this type of secret weapon are known as Bombardiers. They usually carry a large sack of bombs, which they sneak onto the field when the referee isn't looking. The bombs used by Blood Bowl players tend to be rather primitive affairs, made from a round metal case filled with gunpowder, with a fuse poking out of the top.
When the Bombardier decides to throw the bomb, he lights the fuse, waits for a couple of seconds to make sure it is burning along nicely, and then lobs it towards an opposing player. Or at least, that's the plan. More often than not something goes dreadfully wrong. Either the fuse is too short and the bomb goes off in the bombardier's hands, or the bomb is caught by an opposing player, and lobbed back, or the bombardier's throw goes wild and the bomb lands next to a player from his own team! As you can see, Bombardiers are almost as dangerous to their own team as to their opponents!
A coach may choose to have a bombardier throw a bomb instead of taking any other action. The bombardier is not allowed to move when he throws a bomb, because he needs to stand still in order to light the fuse. Roll a dice to see if he gets the fuse alight without mishap. On a roll of 1 the bomb explodes prematurely in the bombardier's square, with the results described below. On a roll of 2 to 6 he gets the fuse alight and may throw the bomb. If a player holding a lit bomb falls over for any reason (because of the use of a Special Play card or a Wizard's spell, for example), then the bomb will scatter one square and then explode as described below.
The bomb is thrown using the rules for throwing the football. The bomb may be intercepted or caught, in which case the player catching it must throw it again immediately. This is a special bonus action which takes place out of the normal sequence of play.
For the second (and any subsequent) throws a dice roll must be made to see if the bomb goes off in the new thrower's square. For any throws after the first the bomb goes off in the thrower's square on a roll of 1-3.
If the bomb lands in a square with a player who decides not to catch it, or if it lands in an empty square, then it will bounce and scatter one square in the same way as a dropped or missed pass. After it has bounced one square it will explode, even if it ends up on a square that is occupied by a player.
When the bomb finally does explode - either because a dice roll is failed or because the bomb has hit the ground and bounce - it knocks over any player in the same square, and knocks over any player in the same square, and knocks over players on adjacent squares on a roll of 4+. Make armour and Injury rolls for any players knocked over by the blast as normal.
penalty roll: 8+
A player can't enter the field with a running chainsaw (it's very difficult to sneak it past the ref!), so he must get the thing started before he is allowed to use it.
Turning the chainsaw on counts as an action, and the player may do nothing else that turn. To see if the player gets the chainsaw running, make an Agility roll for him with no modifiers. If the roll succeeds the player has managed to turn the chainsaw on, and is allowed to attack with it in any succeeding turn. If the player fails to start up the chainsaw he is not allowed to attack with it, though he can try to start it up again in a future turn. Failing to start a chainsaw does NOT count as a turnover, and does not end the moving team's turn. The chainsaw must be restarted if it is used again after a touchdown has been scored or a half ended.
A player armed with a running chainsaw does may never catch or carry the ball, and must drop the ball if he has it. He can move normally, however, and attack with the chainsaw instead of making a block. A running chainsaw is a dangerous thing to carry around, and so if a player holding a chainsaw falls over for any reason, the opposing coach is allowed to add 3 to his armour roll to see if the player was injured.
A player armed with a chainsaw is allowed to use it to attack other players instead of making a normal block. When the chainsaw is used to make an attack, do not roll the block dice. Instead simply make an armour roll for the victim adding 3 to the score. If the roll beats the victim's armour value then they are injured - roll on the injury table. If the roll fails to beat the victim's armour value then the attack has no effect. A player armed with a chainsaw may take part in a foul on a prone player, and adds +3 to the dice roll instead of the normal +1.
penalty roll: 7+
The Death-Roller is far to solid and sturdy to be tackled, so it can ignore enemy tackle zones when it moves and never has to dodge in order to leave one. Death-Rollers may attempt to move extra squares, but if they 'fall over' it is assumed that the boiler has blown up (see below for the effects). A death-roller is at its most deadly when it is used against prone players who cannot move out of the way. To represent this, if a death-roller is used to foul a player lying on the field, then 6 is added to the armour roll to see if the prone player is injured.
Death-rollers that are knocked over by a block, or by the use of a wizard's spell or a special play card, or whose boiler has blows moving extra squares, or that suffered an injury in any way, are wrecked for the rest of the game. Remove the model from the field and place it in the dead and injured player's box in the dugout to show this. The death-roller may not be used again that match, though it will be repaired in time for the next game.
penalty roll: 10+
A player armed with a poisoned dagger may use it to attack another player instead of throwing a block at them. Make an armour roll for the victim. If the score is less than or equal to the victim's armour value then the attack has no effect. If the score beats the victim's armour value then they have been stabbed by the dagger and an injury roll must be made. Treat a 'stunned' result on the injury table as a KO'd result, because of the effect of the poison. Once the dagger has been used to successfully stab a victim (ie they failed their armour roll), then the poison is wiped off and the dagger causes injuries as normal until after a touchdown is scored or the half ends.
penalty roll: 10+
Any player equipped with a pogo stick is allowed to attempt to move up to four extra squares when he 'goes for it' rather than the normal two. In addition, the player may use the pogo stick to leap over occupied squares in exactly the same way as if he had the leap skill.