Exhaustive List of Skills

Here is a tasking list of all skills. I wouldn't be finished for quite a while so check back frequently.

Quick Reference:

General:
Agility:
Passing:
Strength:
Mutations:
Negative Skills:

General Skills

Block
Block affects the dice as normal.

Dauntless
A player with this skill is capable is capable of pysching themselves up so that they can take on even the strongest opponents.This skill only works when the player attempts to block a stronger opponent. When the skill is used, the coach rolls 2 dice and adds them together. If the total is greater than the opponents strength value, then the dauntless players strength is counted as being equal before any assists of any kind are added. If the roll is less, the player uses his normal strength for the block

Dirty Player
A player with this skill has been trained long a nd hard to learn every dirty trick in the book. If he fouls an opposing player then add +2 to both armour and injury rolls. This can only be used if the player actually makes the foul, not for an assist.

Frenzy
A player with the frenzy skill is allowed to make an extra block if he pushes an opponent back without knocking him over. The player must follow up their opponent and throw another block, even if the coach doesn't want him (her) 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 they are taking a block action, but the player may not throw more blocks than his movement.

Leader
The player is a natural leader and inspires the rest of the team while he is on the field. Having such a player allows the coach to take a Leader Re-roll counter at the start of the match and at half time. Their may only be one Leader Re-roll counter even if there are more than one players with this skill. It is the same as any other re-role except it can only be used when the player is on the field (standing or prone).

Kick
In order to use this skill the player must be on the field when his team kicks off. He may not be in the wide zone or the line of scrimage. The kick is so accurate that the amount that the ball scatters is halfed (1=0, 2-3=1, 4-5=2, 6=3).

See Also:
Field Goals

Nerves Of Steel
The player with this skill may ignore the -1 modifier for enemy tackle zones when he attempts to pass or catch the ball.

Pass Block
A player with this skill is allowed to move 3 squares after the opposing coach anouces that he is going to make a pass. This move is made out of sequence, after range has been measured, but before any interception attempts have been made. This move may only be made if it puts him in position to attempt an interception or put a tackle zone on the thrower or catcher. The opposing coach cannot change his mind after the player has moved. The move is free and in no way effects the players abilities in the next turn. Apart from this, all rules aplly. Such as having to dodge to leave tackle zones, etc.

Pro
A player with this skill is a hardened veteran and hardly ever makes mistakes. Once per team turn, a Pro is allowed to re-role anyone dice roll he has made. However, first he must roll a 4,5 or 6. On any of these roles, he re-roles normally. On a 1-3 the orginal result stands and may not be re-rolled by a team re-roll or with a skill.

Shadowing
The player may use this skill when an opposing player moves out of his tackle zone. Each coach rolls a die and adds their own players movement allowance to the score. If the shadowing player's beats the other score then it can move into the square vacated by the opposoing player. He dosen't have to make a dodge role on any kind and his movement has no effect on his movement in his own team turn. A player can make as many shadowing moves as he wants in one turn.

Strip Ball
A player with this skill forces any opposing player that he pushes back to drop the ball in the square they are pushed back to, even if they aren't knocked down.

Sure Hands
A player with this skill may re-roll any dice if he fails to pick up the ball. In addition Strip Ball doesn't work against a player with this skill.

Tackle Opposing players standing in this players tackle zone are not allowed to use their dodge skill if they attempt to dodge out of the players tackle zone, nor may they use it to affect the block dice.


Agility Skills

Catch
The player is allowed to re-roll failed catch roles. This also applies to missed hand-offs and interceptions.

Diving Catch
This skill is used if the ball was thrown to him and missed. The player may move one square after the ball scatters, but before it hits the ground or can be caught. No dodge role is needed to made this move. If the player ends up in the same square as the ball, he may try to catch it. Although the player ends up on the ground for the moment, the player is not injured and is not knocked down.


The player may use this skill if a player leaves his tackle zone. The block is worked as normally (assists and all). If the opposing player is pushed back or knocked over, both moves end immediately. This does not count as a turnover unless the player was holding the ball and drops it. Since this is a controlled fall he is not kncked over or injured.

Dodge
This skills allows a player to re-role failed dodge rolls (to get out of tackle zones). However, it may only re-role one dodge role per turn. It also affects the block dice roll.

Jump Up
A Player with this skill can stand up without having to use three squares of movement as normal and it is a free action.

Leap
A player with the leap skill can jump over any adjacent skill, even if it is occupied by a prone or standing player from either team. This move costs 2 movement points instead of one. In order to make a leap, move the player into an empty square adjacent to the target square. Then make an agility roll for the player. No modifiers apply to this roll.

If the player succeeds then he made a perfect jump and may carry on moving (and may leap again if he has enough movement). If the player fails, then he falls over in the square he was leaping to. The opposing coach makes an armour roll as normal and it counts as a turnover.

Right Stuff
A player with this skill can be thrown by a monster with the Throw Team Mate skill. This skill may only be aquired by players with a strength on 2 or less.
See Also: Throw Team Mate

Side Step
The coach of this player may choose which square the player is pushed back or knocked back to. This square can be any, not just the normal 3 in the push back diagram.

Sprint
The player may try to move ("Go for it") 3 extra squares instead of the normal 2.

Sure Feet
The player can re-roll the dice if he fails when trying to move extra squares. Up to three per team turn per player.


Passing Skills

Accurate
Player adds +1 to the dice when he passes the ball.

Dump Off
The player may make a quick pass when a block is thrown at him, allowing him to get rid of the ball before he is hit. Work out the throw as normal before the block is worked out, with the exception that niether teams turns end as a result of the throw. After the throw, complete the block as normal.

Hail Mary Pass
The player may throw the ball to anywhere on the field; the range ruler is not used.On a roll of 1, the play fumbles the ball and it scatters once from the thrower's square. On 2-6 continue as detailed ahead. This pass may notbe intercepted, but it is never accurate- it always scatters three squares. It's a gift from whomever you thank for it to scatter back and is a good skill if combined with Diving Catch.

Pass
The player may re-roll the dice if he misses a pass

Safe Throw
Roll the dice if it is successfully intercepted. On a 1, the ball is intercepted as normal. On a 2-6 the interception is cancelled out.

Strong Arm
reduce range by one band, but never lower than a Quick Pass.


Strength Skills

Break Tackle
The player may use his Strength instead Agility when making Dodge rolls. So a Mummy would have a 5 agility instead of 1 for the purpose of dodging.

Guard
A player with this skill may assist an offensive or defensive block even if he is in a tackle zone.

Mighty Blow
Add +1 to armour and injury rolls that this player makes. Cannot be given to players with a Strength of 2 or less.

Multiple Block
The player is allowed to block two or more 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.

Piling On
The player may use this skill after he has made a block, but only if the victim is knocked down. The player adds his strength to the armour and injury rolls. The player is knocked down too, but is cushoned by the victim and doesn't have to take any A&I (armour and injury) rolls (nice with jump up). Note that he is knocked down in his own square. This dosen't cause a turnover unless piling on player is carrying the ball.

Stand Firm
A player with this can completly ignored "push back results" on the block dice. On "knock over" results, he simply falls over in the square he started in. In addition, he does not fall over if he fails a dodge role. Although he stays standing, he simply stumbles and his move ends in the square he was dodging to. A turnover does not occur because of this action.

Throw Team Mate
A player may throw a team mate with the Right Stuff. This skill may only be taken if the player has a strength of 6 or more. If he fumbles, then the player being thrown is knocked over in his starting square; no roll in made to see if he lands on his feet.


Physical Skills

Big Hand
The player picks up the ball on a 2 or more. No modifiers apply.

Claw
A player may add +2 to the dice roll when he makes an armour roll.

Extra Arms
The player adds +1 to catch rolls.

Foul Appearance
Any opposing player within 3 squares of him must subtract -1 when trying to pass or catch the ball. Any opposing player who wants to block him must roll a die. On a 1 he is too revolted and the block is wasted. 2-6 lets him proceed normally.

Horns
The player adds +1 to strength when making a blitz (must move at least 1 square first).

Hypnotic Gaze
One opposing player can be hypnotized per turn. As a result, they loose their tackle zone for the team turn. This is a free action. If the score is greater than the victims agility then he is effected as described above. Otherwise it has no effect.

Prehensile Tail
Opposing players must subtract -1 from dodge rolls in his tackle zone.

Razor Sharp ClawsorFangs
The player may add +2 to any injury rolls that he makes.

Regeneration
These players are not killed and injured normally. Anytime they are killed or injured, they can regenerate on a 2+. Stuns and KOs are treated normally (kinda makes you want those high injury rolls)! On a 1 the player is injured as normal. The rolls take place before any kick off or the end of the game.

Spikes
Add +1 to the armour value.

Stunty
The player may ignore enemy tackle zones on the square they are dodging to (always have a +1 dodge modifier). This is null if the player is armed with a secret weapon.

Tentacles
In order to leave this player's tackle zone, the opposing player must roll under their own strength on a D6.

Thick Skull
Roll the dice if the player is KO'd. On a 4+ the player shakes of the effects of the injury and is treated as stunned. On a 1-3, the player is KO'd as normal. (This is a great skill when combined with regeneration)!

Two Heads
Add +1 to dodge rolls.

Very Long Legs
Add +1 to the players movement. In addition, the player is allowed to add +1 to the dice whenever he attempts to intercept the ball. (Great with Pass Block).


Negative Skills

Always Hungry
If the player ever uses the Throw Team Mate Skill, roll a D6 after the player has been picked up. On a 1 he attempts he attempts to eat the player. On a second roll of 1 he successfully eats the littlun'. On a 2-6, he squirms free and should be placed prone in a random adjacent square.

Writer's note: How about not giving the Throw Team Mate skill to something thats always hungry.

Bone Head
On a 1 they forget what they're supposed to be doing. This means they can't do anything that turn and loose their tackle zone. On the next turn, they must roll something other than a 1in the beginning. They must also take their actions last unless there is a non-Bone Headed player in a adjacent square.

Off For A Bite
Roll D6 for each player each time they set up. On 4-6 they set up as normal. On 1-3 they're sucking blob until the next set up.

Really Stupid
Just like Bone-Head except they stand around on a 1-3. Unless there is a friendly, normal IQ player around. Then they are only Bone-Headed. Also, they must take their actions last, even if there is a noraml player near by.

Take Root
On a 1-3 in the beginning of the game, player is sleeping in woods and misses the entire match.

Wild Animal
Wild Animals always move first. If this doesn't happen,then your opponent can call illegal procedure.

On a D6 roll of 1, the animal goes beserk and blitzes the nearest player, friend or foe. If there is a choice, the animal will always go for an enemy. If that doesn't narrow it off enough, roll off. In the process he drops the ball if he has it. He also attacks as if he has Frenzy and uses up the team blitz for the turn. He must use all of his move in Frenzy, including the two squares he has to roll for.


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