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Skills Agility

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Skills Agility Empty Skills Agility

Message  Joey 13.01.08 20:27

Catch (Agility)
A player who has the Catch skill is allowed to re-roll the D6 if he fails a
catch roll. It also allows the player to re-roll the D6 if he drops a hand-off
or fails to make an interception.

Diving Catch (Agility)
The player is superb at diving to catch balls others cannot reach. The
player can attempt to catch any pass, kick off or crowd throw-in, but not
bouncing ball, that would land in an empty square in one of his tackle
zones as if it had landed in his own square without leaving his current
square. If there are two or more players attempting to use this skill then
they get in each other’s way and neither can use it.

Diving Tackle (Agility)
The player may use this skill after an opposing player attempts to dodge
out of any of his tackle zones. The player using this skill is Placed Prone
in the square vacated by the dodging player, but do not make an Armour
or Injury roll for them. The opposing player must then subtract 2 from his
Dodge roll for leaving the player's tackle zone. If a player is attempting to
leave the tackle zone of several players that have the Diving Tackle skill,
then only one of the opposing players may use Diving Tackle. Diving
Tackle may be used on a re-rolled dodge if not declared for use on the
first Dodge roll. In addition, if Diving Tackle is used on the 1st Dodge roll,
both the -2 modifier and tackle zone still apply to the Dodge re-roll.

Dodge (Agility)
A player with the Dodge skill is adept at slipping away from opponents,
and is allowed to re-roll the D6 if he fails to dodge out of any of an
opposing player’s tackle zones. However, the player may only re-roll one
failed Dodge roll per turn. In addition, the Dodge skill, if used, affects the
results rolled on the Block dice, as explained in the Blocking rules in the
Blood Bowl book.

Jump Up (Agility)
A player with this skill is able to quickly get back into the game. If the
player declares any Action other than a Block Action he may stand up for
free without paying the three squares of movement. The player may also
declare a Block Action while Prone which requires an Agility roll with a +2
modifier to see if he can complete the Action. A successful roll means
the player can stand up for free and block an adjacent opponent. A failed
roll means the Block Action is wasted and the player may not stand up.

Leap (Agility)
A player with the Leap skill is allowed to jump to any empty square within
2 squares even if it requires jumping over a player from either team.
Making a leap costs the player two squares of movement. In order to
make the leap, move the player to any empty square 1 to 2 squares from
their current square and then make an Agility roll for the player. No
modifiers apply to this D6 roll unless he has Very Long Legs. The player
does not have to dodge to leave the square he starts in. If the player
successfully makes the D6 roll then they make a perfect jump and may
carry on moving. If the player fails the Agility roll then he is Knocked
Down in the square that he was leaping to, and the opposing coach
makes an Armour roll to see if he was injured. A failed leap causes a
turnover, and the moving team’s turn ends immediately. A player may
only use the Leap skill once per Action.

Side Step (Agility)
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. Note that the
player may not use this skill if there are no open
squares on the pitch adjacent to this player.
Note that the coach may choose which square
the player is moved to even if the player is
Knocked Down after the push back.

Sneaky Git (Agility)
This player has the quickness and finesse to stick the boot to a downed
opponent without drawing a referee's attention unless he hears the
armour crack. During a Foul Action a player with this skill is not ejected
for rolling doubles on the Armour roll unless the Armour roll was
successful.

Sprint (Agility)
The player may attempt to move up to three extra squares rather than
the normal two when Going For It (see page 20). His coach must still roll
to see if the player is Knocked Down in each extra square he enters.

Sure Feet (Agility)
The player may re-roll the D6 if he is Knocked Down when trying to Go
For It (see page 20). A player may only use the Sure Feet skill once per
turn.
Joey
Joey
Admin
Admin

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

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