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Skills Generales

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Skills Generales Empty Skills Generales

Message  Joey 13.01.08 20:23

Block (General)
A player with the Block skill is proficient at knocking opponents down.
The Block skill, if used, affects the results rolled with the Block dice, as
explained in the Blocking rules.

Dauntless (General)
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 player with the Dauntless skill
rolls a D6 and adds it to his strength. If the total is equal to or lower than
the opponent’s Strength, the player must block using his normal
Strength. If the total is greater, then the player with the Dauntless skill
counts as having a Strength equal to his opponent’s when he makes the
block. The strength of both players is calculated before any defensive or
offensive assists are added but after all other modifiers.

Dirty Player (General)
A player with this skill has trained long and hard to learn every dirty trick
in the book. Add 1 to any Armour roll or Injury roll made by a player with
this skill when they make a Foul as part of a Foul Action. Note that you
may only modify one of the dice rolls, so if you decide to use Dirty Player
to modify the Armour roll, you may not modify the Injury roll as well.

Fend (General)
This player is very skilled at holding off would-be attackers. Opposing
players may not follow-up blocks made against this player even if the
Fend player is Knocked Down. The opposing player may still continue
moving after blocking if he had declared a Blitz Action.

Frenzy (General)
A player with this skill is a slavering psychopath who attacks his
opponents in an uncontrollable rage. Unless otherwise overridden, this
skill must always be used. When making a block, a player with this skill
must always follow up if they can. If a 'Pushed' or 'Defender Stumbles'
result was chosen, the player must immediately throw a second block
against the same opponent so long as they are both still standing and
adjacent. If possible the player must also follow up this second block. If
the frenzied player is performing a Blitz Action then he must pay a
square of Movement and must make the second block unless he has no
further normal movement and cannot go for it again.

Kick (General)
The player is an expert at kicking the ball and can place the kick with
great precision. In order to use this skill the player must be set up on the
pitch when his team kicks off. The player may not be set up in either
wide zone or on the line of scrimmage. Only if all these conditions are
met is the player then allowed to take the kick-off. Because his kick is so
accurate, you may choose to halve the number of squares that the ball
scatters on kick-off, rounding any fractions down (i.e., 1 = 0, 2-3 = 1,
4-5 = 2, 6 = 3).

Kick-Off Return (General)
A player on the receiving team that is not on the Line of Scrimmage or in
an opposing tackle zone may use this skill when the ball has been
kicked. It allows the player to move up to 3 squares after the ball has
been scattered but before rolling on the Kick-Off table. Only one player
may use this skill each kick-off. This skill may not be used for a
touchback kick-off and does not allow the player to cross into the
opponent’s half of the pitch.

Pass Block (General)
A player with this skill is allowed to move up to three squares when the
opposing coach announces that one of his players is going to pass the
ball or a bomb. This move is made out of sequence, after the range has
been measured, but before any interception attempts have been made.
The coach declares the full route that the player will take and this route
must finish with the player in a legal Pass Block square. A legal Pass
Block square puts the player in a position to attempt an interception, in
the empty square that is the target of the pass, or with the thrower or
catcher in one of his tackle zones. The player may not stop from moving
along this exact route this turn unless he has reached the final square,
has been held fast by Tentacles, has been Knocked Down, or has
reached another legal Pass Block square on the route. The opposing
coach is not allowed to change his mind about passing 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 of the normal rules and skills
and the player does have to dodge in order to leave opposing players’
tackle zones.

Pro (General)
A player with this skill is a hardened veteran. Such players are called
professionals or Pros by other Blood Bowl players because they rarely
make a mistake. Once per turn, a Pro is allowed to re-roll any one dice
roll he has made other than Armour, Injury or Casualty, even if he is
Prone or Stunned. However, before the re-roll may be made, his coach
must roll a D6. On a roll of 4, 5 or 6 the re-roll may be made. On a roll of
1, 2 or 3 the original result stands and may not be re-rolled with a skill or
team re-roll; however you can re-roll the Pro roll with a Team re-roll.

Shadowing (General)
The player may use this skill when a player performing an Action on the
opposing team moves out of any of his tackle zones for any reason.
Each coach rolls a D6 and adds their own player’s movement allowance
to the score. If the shadowing player’s coach manages to equal or 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 turn. If the Shadowing player’s coach rolls less
than the other coach’s score then his player is left standing. A player
may make any number of shadowing moves per turn. If a player has left
the tackle zone of several players that have the Shadowing skill, then
only one of the opposing players may attempt to shadow him.

Strip Ball (General)
When a player with this skill blocks an opponent with the ball, applying a
‘Pushed’ or ‘Defender Stumbles’ result will cause the opposing player to
drop the ball in the square that they are pushed to, even if the opposing
player is not Knocked Down.

Sure Hands (General)
A player with the Sure Hands skill is allowed to re-roll the D6 if he fails to
pick up the ball. In addition, the Strip Ball skill will not work against a
player with this skill.

Tackle (General)
Opposing players who are standing in any of this player’s tackle zones
are not allowed to use their Dodge skill if they attempt to dodge out of
any of the player’s tackle zones, nor may they use their Dodge skill if the
player throws a block at them and uses the Tackle skill.

Wrestle (General)
The player is specially trained in grappling techniques. This player may
use Wrestle when he blocks or is blocked and a ‘Both Down’ result on
the Block dice is chosen by either coach. Instead of applying the 'Both
Down' result, both players are wrestled to the ground. Both players are
Placed Prone in their respective squares even if one or both have the
Block skill. Do not make Armour rolls for either player. Use of this skill
does not cause a turnover unless the active player was holding the ball.
Joey
Joey
Admin
Admin

Messages : 247
Date d'inscription : 13/09/2007

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