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Fields of Blood-Test Arena

Fields of Blood-Test Arena Open

Fields of Blood is a text based role play that implements the dice rolling and game mechanics of Blood Bowl created by Jervis Johnson and first published by Games Workshop in 1987.

Owner: klikxx
Game Masters: klikxx
Tags: dice, fantasy, sports, violence (Add Tags »)
Requires Approval: Yes

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Introduction

‘‘Good evening sports fans and welcome to the Blood Bowl for
tonight’s contest. You join a capacity crowd, packed with
members of every race from across the known world, all howling
like banshees in anticipation of tonight’s game. Oh, and yes,
there are some actual banshees... Well, kick-off is in about
twenty minutes time, so we’ve just got time to recap on the rules
of the game before battle starts. Your match commentators for
tonight are Jim Johnson and myself, Bob Bifford. Evening, Jim!’’
‘‘Thank you, Bob! Well, good evening, and boy, are you folks in
for a great night of top-class sporting entertainment! But first of
all, for those of you at home who are unfamiliar with the rules,
here’s how the game is played.’’
‘‘As you know, Blood Bowl is an epic conflict between two teams
of heavily-armored and quite insane warriors. Players pass,
throw or run with the ball, attempting to get it to the other end of
the pitch, the End Zone. Of course, the other team must try and
stop them, and recover the ball for their side. If a team gets the
ball over the line into the opponent’s End Zone it’s called a
touchdown; the team that scores the most touchdowns by the
end of the match wins the game, and are declared Blood Bowl
Champions! How do they do it? It’s like this...’’
Image

Rules

Player Cards:
Each player has 4 attributes that define his playing potential.
The player card shows the characteristics and skills of each of
the different types of players on the team:

Movement Allowance (abbreviated to MA): This shows the
number of squares the player may move in a turn.

Strength (ST): A player’s Strength represents how physically
powerful he is, and is used to block opponents.

Agility (AG): The higher a player’s agility, the more likely they are
to be able to avoid tackles attempted by other players, accurately
throw the ball, and catch a ball that is thrown to them.

Armour Value (AV): This shows the amount of armor the player
is wearing. The higher the number, the more armor the player
has on. Catchers, for example, wear little or no armor.

Skills: In addition to their characteristics, a player may have one
or more skills, which represent special talents or abilities. For
example, all Throwers have the Pass skill to show their
extraordinary ability at throwing the ball.

There are several possible positions to play on any team each
having a particular skill set to bring to the match.

Blitzers are just about the best all-round players on the pitch.
They are quite fast and agile, yet strong enough to smash their
way through the opposing line when they have to.
Title Cost MA ST AG AV Skills
Berserkers 90,000 6 3 3 7 Block, Frenzy,Jump Up

Catchers are the opposite of Blockers. Lightly armored and
very agile, they can’t afford to get into fights. In the open,
however, they are unmatched – and nobody is better at catching
the ball. Catchers specialize in waiting near the End Zone for
that all-important touchdown pass to come sailing in out of the
blue. The only problem in being a Catcher is if someone should
catch you!
Title Cost MA ST AG AV Skills
Catchers 70,000 8 2 3 7 Catch, Dodge

Throwers are the most glamorous players on the pitch, able to
throw a precise Long Bomb to the waiting hands of a player far
down the pitch. Or at least that’s the theory; throwing the ball
well takes real skill.
Title Cost MA ST AG AV Skills
Thrower 70,000 6 3 3 7 Block, Pass

Linemen are the standard players of the team, not brilliant at
any one thing, but capable enough to fill in for an injured player
when necessary. Some teams seem to be made up of nothing
but Linemen – which is why they are always at the bottom of the
league!
Title Cost MA ST AG AV Skills
Linemen 50,000 6 3 3 7 Block

Runners are normally the fastest players on the team, capable
of outdistancing their team-mates to quickly advance the ball up
pitch. While Runners might not have the talented hands of a
Catcher and Runners from different races may have very
different skill sets, teams that favor the running instead of the
passing game find these players are invaluable.
Title Cost MA ST AG AV Skills
Runners 90,000 7 3 3 7 Block, Dauntless

Blockers are very strong and wear extra armor to protect them-
selves in the powerful blocks they specialize in. However, they
are not very fast and against an agile opponent they will almost
always come off second best.
Title Cost MA ST AG AV Skills
Ulfwerener 110,000 6 4 2 8 Frenzy

Big Guys are tremendously strong and can deal with almost any
opponent. No armor offers protection enough from their powerful
blows. However, they are not the most intelligent or brilliant
players and will now and then freeze on the spot in mid action to
try and remember the instructions they were given.
Title Cost MA ST AG AV Skills
Ogre 140,000 5 5 2 9 Loner, Bone-head, Mighty Blow, Thick Skull,
Throw Team-Mate

NOTE: Role players have up to 150,000 in total to spend on stat cards
for 1-3 players. While it might be tempting to spend the total amount
on behemoth player keep in mind you are involved in an ultra violent
team sport. No holds are barred, you may find yourself trampled or
crippled by an opposing player while the referee conveniently looks away.
For this reason you may consider spreading yourself playing two or more
positions so you are not "out of the game" so to speak as your player
character is recuperating from on field misadventures.

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Character Portrait: Scrappa Sorehead I was once a prominent player......Now look at me!

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OOC Notes

# fantasy, 2010-06-28 20:30:10, as written by Crooked Thoughts
"Run, Fast-Heart!" exclaimed Naira.

Against the woman's wishes, he ran toward her voice. Heart wouldn't let his village be overrun with goblins, nor would he let them lay their slimy green paw on his love. He raced off, hurdling over the lunging green men, weaving in and out of the crowds, and shoved a fist in anyone's face that dare get too close; but it was all in vein. As he rounded the corner of a hut, he saw his love being carried into the distance. The distance was too great to travel by foot, but if he managed to get to a horse, he would catch up in no time. But, before he could set this plan in motion, a sudden pain in the back of his head caused him to crumple. Before blacking out, the last thing he saw was a, foul green face sneering at him...


After what felt like seconds and a bad dream, a sickening aroma was filling his nostrils. The growing nausea was enough to wake him from his nightmare. Slowly rising, his head began throbbing, what a fall, I must have had. Heart attributed the pain to the only probable cause, he was just glad to be awake and away from the worst fate possible.

"Naria!? Where are you sweetie? What happened to me?"

Waiting to hear the calm voice and warm touch of his wife, he opened his eyes expecting to take in his wonderful home. But, as the room stop spinning and everything came into focus. Instead of the warm home he thought he was in, a dungeon like cell surrounded him. The room was dark, lit by scattered torches, but he could still clearly see. All around were injured men, donned in battered armor. What is hell was going? Where am I?? Where is Naira??!!

"Sweetie? Ha, that's a first..." answered a strange voice.

The words spoken, was like being thrown into freezing cold waters. They sent a shiver through Fast-Heart's entire body. "You’re a long way from home buddy..." as the voice came again, it drew his attention. The owner was a filthy, snaggletooth, green skinned midget, with beady eyes, and a huge warted nose. The goblin was now moving toward him with something in his hand. Instinctively he reached for where his trusty knives. But, to no avail, they were not there. Figures.

"Whoa, if I wanted to kill ya, wouldn't I have been done it?"

His words held truth. Heart had figured his dream was reality, which meant the goblins had his wife, meaning he would need the goblin alive, either way; friend or foe. Watching the goblin's moves, he saw what he held was only a cloth. He tensed, ready to strike as the cloth made contact with his skin; it seemed he had a cut.

"Ya'see? You had a cut. No harm intended." the goblin grinned.

Smacking the goblins hand away, he barked, "Yeah? Well where is my wife, slimeback?"

"First I'm your sweetie, now I'm a slimeback? *Sigh* You won't get into chambers with that kind of talk." laughed the goblin. "Your wife, Naira, is fine. She will be returned to you once you are done here. Speaking of, it is time to get you out there. Follow me." The goblin walked off toward giant doors just ahead and opened them. As the doors were thrown back, Fast-Heart approached the bright light and the light faded a gruesome scene was revealed.

There on a field of grass and dirt, a small, crazed lunatic scampered downfield with a chainsaw. Ahead of the goblin was a recognizable face, a fierce arch-rival, fleeing with the ball. Tunok? Let's see if that saying of yours is true, 'I can run faster scared, than you can angry'. Before the tribal competitor knew what was going on, his arm had been hacked off by the weapon wielding freak and the ball fell with it. Guess he wasn’t scared enough. Picking up the limb, which still held the ball firmly, the goblin raised it in celebration as he high stepped the trophy into the opponent’s End Zone. Along the way a group of the goblin’s teammates swarmed over another fellow clansman, kicking, biting him clawing him to the ground.

"What in heavens hell's name is this? A fight to the death?"Heart asked in shock and horror.

Chuckling, the goblin answered, "You could call it that... But this -- this is, Blood Bowl."

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OOC Notes

# fantasy, 2010-06-29 07:31:14, as written by klikxx
Chuckling, the goblin answered, "You could call it that... But this? This is, Blood Bowl."

‘‘ To put it in simple terms the game is an epic conflict between two teams of armored and quite insane warriors. Players pass, throw or run with the ball, attempting to get it to the other end of the pitch, the End Zone. Of course, the other team must try and stop them, and recover the ball for their side. If a team gets the ball over the line into the opponent’s End Zone it’s called a touchdown; the team that scores the most touchdowns by the end of the match wins the game, and are declared Champions!

Of course some teams are not noted for the subtlety or originality of their game play. A simple drive up the centre of the pitch, maiming and injuring as many opposing players as possible, is about the limit of their game plan. They rarely, if ever, worry about such minor considerations like picking up the ball and scoring touchdowns – not while there are any players left alive on the opposing team, anyway.

If you are still alive after your tour of the pitch we will discuss your future further.

Now git out der and show ‘em what you are made of. Der about to kick off!”


No sooner had young Fast-Heart made it onto a large vacant patch of turf on his side of the pitch when the shrill whistle blew sending the grisly participants into motion. The stubbly legged gobbo took a short running start before a hop step and a whoosh sent the oblong projectile airborne from its holding tee. It seemed that the two, the ball and the new comer, were destined for each other as the inflated pigskin spun end over end like a lame duck towards him. Unfortunately, the near sighted kicker he had failed to take into account the sudden gust of head wind altering the outgoing trajectory as the prized object bounced several yards short of its intended mark coming to rest in a vacant tuff of grass behind the rough scrimmage wall of humans.

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OOC Notes

# fantasy, 2010-06-29 13:40:57, as written by klikxx
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# fantasy, 2010-07-08 10:23:03, as written by Crooked Thoughts
Fast-Heart was in a daze, dumbfounded by what these beasts called a sport. Back in his village, a sport consisted of kicking around a ball on a nice sunny day, laughing and smiling, just a way to pass time. But, this was murder for the hell of it. He had witnessed the death of two innocent men all just for the sake of returning a ball to the opposite end of the field. It burned him with flames of rage, but those flames were quickly snuffed. They were holding his beloved wife and many others in order for the men to cooperate. And if so much as sneezed rebellion, his loved ones would face things worse than death. So it was settled.

Heart listened intently as the small green man explained the rules of the game. Many of the terms seemed lost to him, but he was able to make sense of it all. The objective of the game: get the ball to the opposite end of the field by any means and stop the other team from doing the same. Everything else was just technical BS to fill out the game.

"Now git out der and show ‘em what you are made of. Der about to kick off!"

Slightly stumbling as he was pushed through doors, Heart regained his balanced and ran to his side of the field. As a whistle sounded, the goblins started running towards and the ball was sent flying through the air. "Alright, this is the kick off. Now go get the ball and run like hell..." Following his own orders, Fast-Heart did what he did best and ran. He watched the ball fall in the distance; he quickly deduced he was the best man for the job of scoring as he was the smallest and fastest. His teammates looked to be the cream of the crop. They were all mountains of muscle, no doubt warriors and were already living up to their occupation.

All around the goblins were literally getting their ass kicked. One guy had even managed to run over a troll! Seeing this reminded him of the battle field, a place where he was highly respected and skilled. Heart knew this would be no different. With new found strength and inspiration, he approached the ball and picked it up. He stood marveling at it for a while, remembering what had happened the last time someone held it.

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OOC Notes

# fantasy, 2010-07-08 12:38:53, as written by klikxx
Weepig squealed with enthusiasm at the gaping hole in the human lines providing a clear shot at the ball carrier. “I’ll just wait a few more seconds while the others slide into place,..that’s it.....Now!”

With Biggus already leading the way toward the unsuspecting prey, the diminutive green skinned combatant was all geared up to take his shot at the new comer holding the prized pigskin. The run, while it didn’t seem that great of distance when the notion first crept into his pint sized, was longer than anticipated. Not known for his sudden burst of speed or prolonged stamina, (heck, he spent more time with a close up view of the turf while lying helpless upon his belly in any given match) Weepig was soon huffing and puffing hard as his petite little legs churned as fast as they could propelling him closer to glory. He was only a few steps away when a different set of instructions reached his oversized pointed ears.

“Weepig!” Shouted Tugstump over the vibrant cheers of crowd “Keep your lane and leave the ball carrier to Splenguff, dammit!”

“I can do it.I can do it!” chanted the keen green projectile over and over to himself continuing to bear down upon his foe. “Just one or two more strides and..... "

Maybe it was the fact he had too many thoughts running rampant in his mind at the moment. Maybe it was repercussions for even considering such a lofty plan of delusional grandeur. Maybe he was just cursed. In any event he soon found himself in a familiar position prone upon the lush green turf next to the feet of the human. One prevailing thought remained as he pulled a unwanted divot of turf and dirt hanging from his chinney chin chin.

“...disaster.”

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OOC Notes

# fantasy, 2010-07-09 13:24:43, as written by Crooked Thoughts
"Let's just hope I'm-" Just then something collided with Heart's face.

"What the hell?"

As another object was sent hurdling towards him, he ducked just in time for it to go over his head. Looking in the direction it was thrown, Fast-Heart saw a group of spectating goblins, laughing and throwing rotten fruit and vegetables at him.

"Getup Weepig!" chanted the crowd

Weepig?

Looking around for this Weepig, Heart scanned the entire field, until he finally spotted a small goblin on the ground a few feet away. "How did he get there?" Fast-Heart was dumbfounded by the sight, wondering just how long he was out. It seemed like he had only taken a few seconds to remember what happen to last guy that held this ball. If he was any later, then he would- "AHHHHHHH!" two voices screamed in unison. The sound of bodies clashing behind him disturbed his concentration once more. Turning around Heart was just in time to see a goblin sent flying by a large man.

"Rodar did good! Sent that sucka flying, I did!"

As he watched his teammate celebrate his brutality, he redirected his attention to the goblin, which was now getting taken off the field on a stretcher. "Thanks..." Fast-heart said in a whisper, still shocked by what was going on. It would seem the war was still in their favor, but on second examination, one might think otherwise. Sure his team was still pummeling the tiny green men, but they were still outnumbered and it looked like they closing in. It would only be matter of seconds before the troll is back up and the chainsaw is revving again...

"Hey, Daisy, you through soaking up the moment? Get ya sun-lovin' ass down here while we have a path cleared." Yelled Cruril.

"Yea Daisy, let’s go." Laughed Rodar, as he slapped him hard on the back.

While Heart was busy being contemplating, his teammates had already provided a path for him. Grunting at his new nickname, he tightened his grip on the ball and sprinted off, "Come on Fast-Heart, you can do this."

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OOC Notes

# fantasy, 2010-07-09 14:23:06, as written by klikxx
“Collapse that line!”

Splengut continued to bellow the order repeatedly, pointing the way with a long clawed finger as he led the charge towards the human wall. Little did the humans realize that the troll was not the mastermind behind the current offensive. Notoriously dim witted, the hulking simpleton had been fed his marching orders by the tiny green figure stationed next to his side. Only Shimbag himself knew the truth behind the repetitious reciting of the orders out loud. What was surprising about the ordeal was that the lumbering blue-green ox managed to remember the instructions in the first place after taking his first few steps away from the Napoleonic mastermind, let alone lead the battle cry.

A loud bone-jarring thud was followed by an exasperating wheeze from the frail human recipient as the monstrous juggernaut plowed his way forward into the makeshift barrier of flesh and bone. With the ungainly giant spearheading the stampede it wasn’t long before the dexterous assailants flooded forward with enriched confidence. A steady green wave closed in towards the ball keeper as several more humans fell in the oncoming surge of rampaging warriors. Even an industrious gobbo seemingly tied up by a human defender managed to slip in an undetectable foul boot to the fallen slave tossed at his feet. Something has to be said playing such a violent game upon your home court.

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OOC Notes

# fantasy, 2010-07-12 13:48:22, as written by klikxx
“Heartless”

That one word summed up all the disappointment he was experiencing over the muscular prospect he had ushered out onto the playing pitch. If there was one thing the green-skinned recruiter hadn’t counted on was the fact the man-child would wilt under pressure. Sure, he was green. Sure, he had just witnessed the dismemberment of a tribal companion. Sure, there was a lot to grasp in rapid succession. But sooner or later the instinct for survival should set in and allow the boy to rely on pure athletic ability.

The elderly gobbo was already racing down the rough turf that bordered the playing field frantically waving his arms trying to draw the young warrior’s attention. As he made his way the crowd behind him intensified their roars of enthusiasm. Scrappa had been one of the most revered players of the sport in his day and easily a fan favorite. As he passed, each fanatical enthusiast rose section by section straight up from the bleachers raising their hands high above their heads before returning to their seats. The resulting action looked much like a cascading wave surging behind the diminutive trainer as he sprang his way towards midfield to his desired destination.

Cupping his hands around his mouth he made the call.

“HEART!!” Scrappa yelled furiously.

“Stop being afraid to fail and try something! Move your sorrowful ass downfield, toss up the ball as a prayer!...”

“...ANYTHING!!”

The wily veteran quickly recomposed himself drawing a deep breath as he waited to witness the fruits of his laborious instructions. “Just show me a spark of what you’re made of out there so I know that you are not a total waste of a roster space.”

Fields of Blood-Test Arena: Out Of Character (OOC)

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Most recent OOC posts in Fields of Blood-Test Arena

Re: [OOC] Shaknar Village-Scrimmage Field

I looked things over. One of the hardest things to get a grasp on in this game is when to do what actions.

I think maybe Scrappa will yell a few instructions from the sidelines to motivate your side. Not that many on the team will listen to his rants.

First look ahead to what needs to be accomplished. The pocket has collapsed and it's time for Fast-Heart to DODGE and get out of dodge.
I think you may have forgotten Opponent 1 is stronger than you. He will be choosing the die roll to use. Whenever this happens (especially multiple dice) it works out in the favor of the defender typically ending your turn. In this instance it would be better suited to just stand up(tying up the troll from rampaging uncontested into Fast-heart).

Same goes for player 4 on the other troll. You are likely to be sent on your ass ending your turn.Taking this in mind it should be one of your last moves if at all. Fast-heart has the dauntless skill that puts him on par with the stronger Trolls. If you plan on blocking the big guys he is the one to do it.


players 6 and 7 (2 die blocks) should follow the stand up of players 3 and 2.
Now blitz using Player 5(Rodar) to ease fast-hearts burden of escape.
Blitz block opponent 10
Move K11 Block L11 Follow up no, push M11, Move J12,K13,K14 (you could move to L14 but requres a roll of 4+)
Fast Heart (J11* dodge J12,J13,J14, J15,L14(you move back beside the goblin so you are not next to the sideline and get pushed into the stands)

Now the hopeful blocking the troll. (I would pass allowing the troll to screw up on his own) Read the stupidity rules and take out the gobbos next to the trolls giving the orders. Without the gobbos next to them the troll player must roll a 4+ to do anything. Not bloody likely they will get enough initiative on their own.


Re: [OOC] Shaknar Village-Scrimmage Field

3rd Turn
(* roll required)


Player 3 (Cruril)
Action 1: Standup


Player 2
Action 1: Standup
Action 2: Blitz! Opponent 1*
Push: N9
Secondary Push: N10
Follow up? Yes


Player 4
Action 1: Block opponent 2*
Push: N4
Follow up? Yes


Player 6
Action 1: Block opponent 3*
Push: R14
Follow up? Yes


Player 7
Action 1: Block opponent 6*
Push: P12
Follow up? Yes


Fast-Heart
Dodge Roll: K9 (Use Team Reroll if failed)
Action: Move--L8, M7, N7, O7, P7, Q7


Player 5 (Rodar)
Action 1: Move--J9, J8, K7, L7, M7, N7


Player 1
Action 1: Standup
Action 2: Move--P9, Q8


Re: [OOC] Shaknar Village-Scrimmage Field

(16:31:19)
Game Master (GM)
klikxx rolls 20d6 and gets 3,6,3,6,1,6,2,3,4,6,3,3,6,2,5,2,6,1,4,5(77).



Troll 2 (stupidity roll!)
Game Master (GM) says:
klikxx rolls d6 and gets 3(3). +2(gobbo7)
Success

________________________________________

Troll 1 (stupidity roll!)
Game Master (GM) says:
klikxx rolls d6 and gets 6(6).+ 2(gobbo 7)
________________________________________

Troll 1 Block P7
Game Master (GM) says:
klikxx rolls 2d6 and gets 3,6(9).
Attacker picks 6 (Defender Down)
________________


Armor roll defender 2
Game Master (GM)
klikxx rolls 2d6 and gets 1,6(7).
No Injury
________________________________________

Gobbo 8 move Q15
Game Master (GM)
klikxx rolls d6 and gets 2.
Fail
Reroll Dodge
________________________________________

Gobbo 8 move Q15
Game Master (GM)
klikxx rolls d6 and gets 3(3).
Success!
________________________________________

Gobbo 4 Block N9 aid from N8,N9
Game Master (GM) says:
klikxx rolls 2d6 and gets 4,6(10)
Attacker picks 6 (Defender Down)
________________

Armor roll defender 3
Game Master (GM)
klikxx rolls 2d6 and gets 3,3(6).
No Injury
________________________________________

Gobbo 5 move M10
Game Master (GM)
klikxx rolls d6 and gets 6(6).
Success!
________________

Foul defender 1
Game Master (GM)
klikxx rolls 2d6 and gets 2,5(7)).+1 player 4
Injury
________________Edited for Injury!

Injury roll
Game Master (GM)
klikxx rolls 2d6 and gets 2,6(8)).
Stunned



New Map:
Image


Re: [OOC] Shaknar Village-Scrimmage Field

2nd Turn Gobbos (The Artful Dodgers)
Play in order from top-to-bottom, meaning Player10 goes first and Player 6 goes last.

Gobbo 10 Stand up(-3MV) Move L11

Gobbo 11 Move J5, K6, L7, L8, L9

Troll 2 (stupidity roll*) standup (3MV) Move N5

Troll 1 BLITZ BLOCK! (stupidity roll*) Move P5, P6, O7, Block P7*
Push M7
Follow up? Yes or [No]
Move N8

Gobbo 3 Move S13, R13

Gobbo 8 Move Q15*, P15, O15, N14, M13, L13

Gobbo 4 Block N9
Push M8
Follow up [Yes] or No?

Gobbo 5 Move O9, N10, M10*

Gobbo 6 Kick Downed Player* O10


End Turn
(* indicates die rolls required)


Re: [OOC] Shaknar Village-Scrimmage Field

One thing that has popped up differently from the original gameplay is that writing down a series of moves for multiple players has its disadvantages. For instance, Fast Heart moving through multiple tackle zones because of failed or indecisive blocks. Heart may have been better suited to tuck the ball under his arm and make a downfield block (using the blitz action) himself following a slightly more predictable route.

I found the same thing with the gobbo turn. What if the trolls fail their stupity rolls and simply stand there. A failed roll in this case does not cause a turnover but blocks a path that may have been indicated to be used by another player halting his movement.

A tactical advantage is taken away under these circumstances as well. A little trick to block an opposing player into the square with the ball. It the fall the ball is scattered and sometimes lands in a square occupied by another player. This results in an opportunity for a free catch possible putting the ball in the hands of a player capable of still performing an action without the reprisal of a turnover for failure.

Little things like this will pop up now and again and we can work out ways to better suit the transition.
When multiple users begin to participate this little wrinkle may iron itself out as they will see the actions performed by a few other players before they get to their ow. We shall see.


Re: [OOC] Shaknar Village-Scrimmage Field

klikxx
Sorry folks trying this die roll thing again. Please bear with me.
________________________________________
(14:34:20)
Player 3 block on opponent 4
Game Master (GM)
klikxx rolls 2d6 and gets 1,4(5).
Attacker picks die roll 4 (pushback)
Defender pushed back to O9
Follow up? [Yes] or No (player 3 occupies N9)
________________________________________
(14:34:48)
Player 5 blitz block on opponent 9
Go for it roll required
Game Master (GM)
klikxx rolls d6 and gets 2(2).
Success
________________________________________
(14:35:08) Player 5 blitz block on opponent 9 continued
Game Master (GM)
klikxx rolls 2d6 and gets 6,2(8).
Attacker picks die roll 6 (defender down)
Defender 9 knocked down and pushed back to J12
Follow up? Yes or [No] Attacker 5 remains at J10
________________________________________
(14:38:21)
Armor roll defender 9
Game Master (GM)
klikxx rolls d6 and gets 3(3).
Injury sustained
________________________________________
(14:39:27)
Injury rolll
Game Master (GM)
klikxx rolls 2d6 and gets 3,5(8).
Injury Sustained
________________________________________
(14:39:41)
Injury roll
Game Master (GM)
klikxx rolls 2d6 and gets 4,4(8). (+1 stunty)
defender 9 knocked out and taken off field
________________________________________
(14:40:07)
klikxx
done! thanks for not lynching me this time around.
________________________________________



klikxx
Sorry once more
________________________________________
(15:22:39)
Player 1 dodge to O10
Game Master (GM)
klikxx rolls d6 and gets 4(4).
Fail player tackled!
________________________________________
(15:23:33)
Armor Roll player 1
Game Master (GM)
klikxx rolls 2d6 and gets 4,3(7).
No injury
________________________________________
New Map:
Image
New Map: Fast-Heart turn two


Re: [OOC] Shaknar Village-Scrimmage Field

Correct!
Your player gets the opportunity to tackle if I choose to try to get away from him to put myself in a more strategic position on the field or simply run away afraid of the neighborhood bulley almost twice my size.


Re: [OOC] Shaknar Village-Scrimmage Field

OK.

I wasn't sure if they were supposed to roll when entering their tackling zones or not, so I didn't use *.

Yea I thought so, which is why Player 3 blocks and Player 5 blitz.

So basically I don't tackle anyone until your next turn?


Re: [OOC] Shaknar Village-Scrimmage Field

Fly,I will deal with a misconceptions(tiny errors) involving your turn and then on with the die rolls and resulting actions.

First a blocking action is performed when standing next to a player at the start of your team turn. There can be as many blocks performed by a team as here are players with opponents directly beside them (ie in a square touching their own)

If you move your player to get next to an opponent or stand up to attack them you must use a blitz move. A team is only allocated one such move per team turn so use it wisely.Player 5 performed a blitz action.

Now where you went astray

Tackling is a defensive action performed as opponents standing next to you attempt to dodge away. Players 2, 7 and 6 have essentially just moved next to an opposing gobbo in hopes of pinning then in place should they try to move away (then you would tackle which is taken into account by their dodge roll. A failed dodge means you successfully tackled them to the ground).If they simply stand there you are free to put a world of hurt onto them using a block action on your next turn.


Re: [OOC] Shaknar Village-Scrimmage Field

2nd Turn
Go in order from top-to-bottom, meaning Player 4 goes first and Player 1 goes last.



Player 3
Action 1: Block opponent 4
Push: O9
Follow up? [Yes] or No


Player 5
BLITZ!
Action 1: Move--K5, K6, K7, J8, J9, J10
Action 2: Block opponent 9
Push: J12
Follow up? Yes or [No]


Player 2
Action 1: Move--N7
Action 2: Tackle opponent 5
Push: P8
Follow up? [Yes] or No


Player 7
Action 1: Move--N11, O11
Action 2: Tackle opponent 6
Push: P12
Follow up? [Yes] or No


Player 6
Action 1: Move--O13, P13, Q13
Action 2: Tackle opponent 8
Push: R15
Follow up? Yes or [No]


Player 1
Action 1: Move--M7, M8, M9, N10, O10, P9


Player 4
Action 1: Move--M6, N7, O7, P7, Q8, R9


Fast-Heart
Action 1: L10, M10, N10, O10, P10, Q10, R10


Re: [OOC] Shaknar Village-Scrimmage Field

Game Master (GM)
Private channel opened to klikxx.
________________________________________
(12:16:35)
Gobbo 10 Go for it!
Game Master (GM) says:
klikxx rolls d6 and gets 1(1).
Fail
Player falls over in square K12
________________________________________
(12:17:34)
Armor
Game Master (GM) says:
klikxx rolls d6 and gets 2(2).
________________________________________
(12:18:16)
Game Master (GM) says:
klikxx rolls d6 and gets 2(2).
Total (4)
No injury
________________________________________
TURNOVER!!
Turn ends Here!

New Field Map
Image

Map is slightly inaccurate. Gobbo 10 falls into square K11 sorry :(


Re: [OOC] Shaknar Village-Scrimmage Field

1st Turn Gobbos
Play in order from top-to-bottom, meaning Player11 goes first and Player 1 goes last.

Gobbo 11 Move N2, M2, L2, K2, J3,I4

Gobbo 3 Move T7, T8, T9, T10, T11, T12

Gobbo 8 Move Q11, R12, R13, R14

Gobbo 4 Move Q6,Q7, Q8, P9, O9, N9

Gobbo 6 Stand up(-3MV), Move P11

Gobbo 7 Move O5

Gobbo 10 P14, O14, N14, M14, L13, K12, K11*

Troll 1 BLITZ BLOCK! (Stupidity Roll*) Move P5, P6, O7, N8, Block* M9
Push: L9
Follow up? [Yes] or No Move M9
Move M10

Troll 2 (Stupidity Roll*) Stand up (MV-3)

End Turn
(* indicates die rolls required)


Re: [OOC] Shaknar Village-Scrimmage Field

field updated to reflect fly's moves
players surrounded by black boxes are knocked over.
Player 8 (Fast-Heart) has the ball which is represented by a "b"
clear as mud?

Image


Re: [OOC] Shaknar Village-Scrimmage Field

Here are your die rolls and the results of the actions
You were highly favoredl! even knocking down the much stronger troll single handedly.
Now it is up to you to use the data to create your post.
I will place an updated map soon

Game Master (GM)
Private channel opened to klikxx.
________________________________________
(07:42:11)
Player 8 (Fast-Heart) pick up ball
Game Master (GM) says:
klikxx rolls d6 and gets 4(4).
Success!
________________________________________
(07:42:37)
Player 6 blitz block on opponent 9
Game Master (GM) says:
klikxx rolls d6 and gets 3(3).
Opponent 9 pushback to O14
________________________________________
(07:43:23)
Player 3 block on opponent 6 with aid from player 7
Game Master (GM) says:
klikxx rolls 2d6 and gets 6,2(8).
Pick die roll 6 Defender Down
Opponent 6 knocked down pushed back to O10
________________________________________
(07:43:53)
Armor roll defender 6
Game Master (GM) says:
klikxx rolls 2d6 and gets 4,2(6).
No injury sustained
________________________________________
(07:44:31)
Player 2 block on opponent 5 with aid from player 3
Game Master (GM) says:
klikxx rolls 2d6 and gets 2,1(3).
Pick die roll 3 push back
Opponent 5 pushed back to O8
________________________________________
(07:45:11)
Player 1 Block on opponent 2 with aid from player 5
Game Master (GM) says:
klikxx rolls 2d6 and gets 5,6(11).
Defender picks die roll 5
Opponent 2 knocked down pushed back to O4
________________________________________
(07:45:44)
Armor roll opponent 2
klikxx (to klikxx):
roll 2d6
oops!
________________________________________
(07:45:44)
klikxx (whispers):
roll 2d6
oops!
________________________________________
(07:46:03)
Armor roll opponent 2
Game Master (GM) says:
klikxx rolls 2d6 and gets 2,4(6).
No injury sustained.
________________________________________


Re: [OOC] Shaknar Village-Scrimmage Field

1st Turn
Go in order from top-to-bottom, meaning Player 4 goes first and Player 1 goes last.

Player 4
Action 1: Move--H3, I4, J5, K5, L5, M5

Player 5
Action 1: Move--J1, K1, L1, L2, L3, L4

Player 7:
Action 1: Move--I12, J12, K12, L12, M12, M11

Fast-Heart
Action 1: Move--E8, F8, G8, H8, I8
Action 2: Pick up ball
Action 3: Move--J9, K10

Player 6
Action 1: Move--J12, K12, L12, M12, N12
Action 2: Tackle opponent 9
Push: O14
Follow up? Yes or [No]

Player 3
Action 1: Tackle opponent 6
Push: O10
Follow up? Yes or [No]

Player 2
Action 1: Tackle opponent 5
Push: O8
Follow up? Yes or [No]

Player 1
Action 1: Block opponent 2
Push: O4
Follow up? Yes or [No]


Re: [OOC] Shaknar Village-Scrimmage Field

Now that the humans are set up the gobos are prepared to kickoff.

Title Cost MA ST AG AV Skills
Linemen 50,000 6 3 3 7 Block

Player 3 picks the target square G8 (marked by <I> on the map)
Now we head to chat to roll the dice.

Title Cost MA ST AG AV Skills
Goblin 50,000 6 2 3 7 Dodge, Right Stuff,Stunty

Important note: The kick-off is the only time that you roll a D6 to
see how many squares the ball moves when it scatters. This is
because kicks are very inaccurate. When rolling scatter for a
missed pass, or when the ball bounces, the ball only moves one
square per Scatter roll.

klikxx
gobbo kickoff
________________________________________
(11:15:58)
Game Master (GM)
klikxx rolls d8 and gets 7(7).
________________________________________
(11:16:13)
Game Master (GM)
klikxx rolls d6 and gets 2(2).
________________________________________
(11:17:04)
klikxx
bounce
________________________________________
(11:17:10)
Game Master (GM)
klikxx rolls d8 and gets 5(5).
________________________________________

As you can see
8 sided die roll for direction is a 7 and the distance indicated by the d6 is 2 squares.
The ball Lands in the empty square I8 (marked by the x on the map)
And bounces one more square (a 5 on the d8) coming to rest in I9.

Note a short post will be found in the IC reflecting these results

It is now the humans turn to perform actions one player at a time until somebody fails a die roll or all players have completed an action. Players do not have to take an action if they do not wish to.

Here is the updated map.

Image


Re: [OOC] Shaknar Village-Scrimmage Field

Alright got'cha!

Setup


M6: Player 1

M7: Player 2

M9: Player 3

G2: Player 4

I1: Player 5

J13: Player 6

H12: Player 7

D8: Fast-Heart (Me!)


[OOC] Shaknar Village-Scrimmage Field

Image

Fly, your character has been approved.


Above is the field map for this segment.
The goblins have just scored and will be kicking the ball to the humans. Familiar with their tasks they are already steup and are about to send the ball your way ready or not(patience isn't their virtue).

Kickoff setup if relatively simple.

A Maximum of 11 players from each team may be set up on the playing pitch at any one time.

Three men must be set up next to the halfway line( 8 square grey area on your half touching the opponents scrimmage line M5-M11).

No more than four players may be split wide, two in each of the outside zones on your side of midfield (ie sideline to dotted lines).

The remaining players can be placed anywhere on your half.
Number your players 1-8. Fast-Heart is a last minute addition and will play position 8.

Let's see what you come up with and then it is on to the kickoff!


[OOC] Skill Descriptions-Do Not Post Here!

This is the info thread for the RP Fields of Blood. Please DO NOT post here without permission from me. If you are interested in this RP use the links below to go to the RP and submit a character. The purpose of this thread is to offer other important information for without cluttering the intro. So it is mandatory that all people in this RP read this thread.



SKILL CATEGORIES
GENERAL AGILITY

Block
Dauntless
Dirty Player
Fend
Frenzy
Kick
Kick-Off Return
Pass Block
Pro
Shadowing
Strip Ball
Sure Hands
Tackle
Wrestle
Catch
Diving Catch
Diving Tackle
Dodge
Jump Up
Leap
Side Step
Sneaky Git
Sprint
Sure Feet
PASSING STRENGTH
Accurate
Dump-Off
Hail Mary Pass
Leader
Nerves of Steel
Pass
Safe Throw
Break Tackle
Grab
Guard
Juggernaut
Mighty Blow
Multiple Block
Piling On
Stand Firm
Strong Arm
Thick Skull
MUTATION
Big Hand
Claw / Claws
Disturbing Presence
Extra Arms
Foul Appearance
Horns
Prehensile Tail
Tentacles
Two Heads
Very Long Legs
EXTRAORDINARY
Always Hungry
Ball & Chain
Blood Lust
Bombardier
Bone-head
Chainsaw
Decay
Fan Favourite
Hypnotic Gaze
Loner
No Hands
Nurgle's Rot
Really Stupid
Regeneration
Right Stuff
Secret Weapon
Stab
Stakes
Stunty
Take Root
Throw Team-Mate
Titchy
Wild Animal


SKILL DESCRIPTIONS
Accurate (Passing)
The player may add 1 to the D6 roll when he passes.
Always Hungry (Extraordinary)
The player is always ravenously hungry – and what’s more they’ll eat
absolutely anything! Should the player ever use the Throw Team-Mate
skill, roll a D6 after he has finished moving, but before he throws his
team-mate. On a 2+ continue with the throw. On a roll of 1 he attempts to
eat the unfortunate team-mate! Roll the D6 again, a second 1 means that
he successfully scoffs the team-mate down, which kills the team-mate
without opportunity for recovery (Apothecaries, Regeneration or anything
else cannot be used). If the team-mate had the ball it will scatter once
from the team-mate's square. If the second roll is 2-6 the team-mate
squirms free and the Pass Action is automatically treated as a fumbled
pass. Fumble the player with the Right Stuff skill as normal.
Ball & Chain (Extraordinary)
Players armed with a Ball & Chain can only take Move Actions. To move
or Go For It, place the throw-in template over the player facing up or
down the pitch or towards either sideline. Then roll a D6 and move the
player one square in the indicated direction; no Dodge roll is required if
you leave a tackle zone. If this movement takes the player off the pitch,
they are beaten up by the crowd in the same manner as a player who
has been pushed off the pitch. Repeat this process until the player runs
out of normal movement (you may GFI using the same process if you
wish). If during his Move Action he would move into an occupied square
then the player will throw a block following normal blocking rules against
whoever is in that square, friend or foe (and it even ignores Foul
Appearance!). Prone or Stunned players in an occupied square are
pushed back and an Armour roll is made to see if they are injured,
instead of the block being thrown at them. The player must follow up if
they push back another player, and will then carry on with their move as
described above. If the player is ever Knocked Down or Placed Prone
roll immediately for injury (no Armour roll is required). Stunned results for
any Injury rolls are always treated as KO’d. A Ball & Chain player may
use the Grab skill (as if a Block Action was being used) with his blocks (if
he has learned it!). A Ball & Chain player may never use the Diving
Tackle, Frenzy, Kick-Off Return, Pass Block or Shadowing skills.
Big Hand (Mutation)
One of the player’s hands has grown monstrously large, yet remained
completely functional. The player ignores modifier(s) for enemy tackle
zones or Pouring Rain weather when he attempts to pick up the ball.
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.
Blood Lust (Extraordinary)
Vampires must occasionally feed on the blood of the living. Because of
this, roll a D6 immediately after declaring an Action with a Vampire. On a
2+ the Vampire may carry out the Action as normal. On a 1, however, the
Vampire is overcome by the desire to drink Human blood and must carry
out the following special Action instead. The Vampire must take a Move
Action, and loses his declared action for the turn. If the original action
was one that could only be used by one player on the team then it counts
as having been used up for the turn. If the Vampire finishes the move
standing adjacent to one or more standing, Prone or Stunned Thralls
from his own team, he attacks one of them. Immediately roll for injury on
the Thrall who has been attacked without making an Armour roll. The
injury will not cause a turnover unless the Thrall was holding the ball. If
the Vampire is not able to attack a Thrall (for any reason), then he is
removed from the pitch and placed in his team's Reserves box, and his
team suffers a turnover. If he was holding the ball it bounces from the
square he occupied when he was removed, and he will not score a
Touchdown (even if he gets into the End Zone while holding the ball
before being removed). If the Vampire is KO’d or suffers a Casualty
before biting a Thrall, then he should be placed in the appropriate box of
the Dug Out instead of being placed in the Reserves box. Note that the
Vampire is allowed to pick up the ball or do anything else they could
normally do while taking a Move Action, but must bite a Thrall to avoid
the turnover.
Bombardier (Extraordinary)
A coach may choose to have a Bombardier who is not Prone or Stunned
throw a bomb instead of taking any other Action with the player. This
does not use the team's Pass Action for the turn. The bomb is thrown
using the rules for throwing the ball (including weather effects), except
that the player may not move or stand up before throwing it (he needs
time to light the fuse!). Fumbled and intercepted bomb passes are not
turnovers. All skills that may be used when a ball is thrown may be used
when a bomb is thrown also. A bomb may be intercepted or caught using
the same rules for catching the ball, in which case the player catching it
must throw it again immediately. This is a special bonus Action that takes
place out of the normal sequence of play. A player holding the ball can
catch or intercept and throw a bomb. The bomb explodes when it lands
in an empty square or an opportunity to catch the bomb fails or is
declined (i.e., bombs don’t ‘bounce’). If the bomb is fumbled it explodes
in the bomb thrower’s square. If a bomb lands in the crowd, it explodes
with no effect. When the bomb finally does explode any player in the
same square is Knocked Down, and players in adjacent squares are
Knocked Down on a roll of 4+. Players can be hit by a bomb and treated
as Knocked Down even if they are already Prone or Stunned. Make
Armour and Injury rolls for any players Knocked Down by the bomb.
Casualties caused by a bomb do not count for Star Player points.
Bone-head (Extraordinary)
The player is not noted for his intelligence. Because of this you must roll
a D6 immediately after declaring an Action for the player, but before
taking the Action. On a roll of 1 they stand around trying to remember
what it is they’re meant to be doing. The player can’t do anything for the
turn, and the player’s team loses the declared Action for the turn. (So if a
Bone-head player declares a Blitz Action and rolls a 1, then the team
cannot declare another Blitz Action that turn.) The player loses his tackle
zones and may not catch, intercept or pass, assist another player on a
block or foul, or voluntarily move until he manages to roll a 2 or better at
the start of a future Action or the drive ends.
Break Tackle (Strength)
The player may use his Strength instead of his Agility when making a
Dodge roll. For example, a player with Strength 4 and Agility 2 would
count as having an Agility of 4 when making a Dodge roll. This skill may
only be used once per turn.
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.
Chainsaw (Extraordinary)
A player armed with a chainsaw must attack with it instead of making a
block as part of a Block or Blitz Action. When the chainsaw is used to
make an attack, roll a D6 instead of the Block dice. On a roll of 2 or more
the chainsaw hits the opposing player, but on a roll of 1 it ‘kicks back’
and hits the wielder instead! Make an Armour roll for the player hit by the
chainsaw, adding 3 to the score. If the roll beats the victim’s Armour
value then the victim is Knocked Down and 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 a Foul Action, and
adds 3 to the Armour roll, but must roll for kick back as described above.
A running chainsaw is a dangerous thing to carry around, and so if a
player holding a chainsaw is Knocked Down for any reason, the
opposing coach is allowed to add 3 to his Armour roll to see if the player
was injured. However blocking a player with a chainsaw is equally
dangerous, if an opponent knocks himself over when blocking the
chainsaw player then add 3 to his Armour roll. This skill may only be
used once per turn (i.e. cannot be used with Frenzy or Multiple Block)
and if used as part of a Blitz Action, the player cannot continue moving
after using it. Casualties caused by a chainsaw player do not count for
Star Player points.
Claw / Claws (Mutation)
A player with this skill is blessed with a huge crab like claw or razor sharp
talons that make armour useless. When an opponent is Knocked Down
by this player during a block, any Armour roll of 8 or more after
modifications automatically breaks armour.
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.
Decay (Extraordinary)
Staying on the pitch is difficult when your rotting body is barely held
together. When this player suffers a Casualty result on the Injury table,
roll twice on the Casualty table (see page 25) and apply both results. The
player will only ever miss one future match as a result of his injuries,
even if he suffers two results with this effect.
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.
Disturbing Presence (Mutation)
This player's presence is very disturbing, whether it is caused by a
massive cloud of flies, sprays of soporific musk, an aura of random
chaos or intense cold, or a pheromone that causes fear and panic.
Regardless of the nature of this mutation, any player must subtract 1
from the D6 when they pass, intercept or catch for each opposing player
with Disturbing Presence that is within three squares of them, even if the
Disturbing Presence player is Prone or Stunned.
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
Dump-Off (Passing)
This skill allows the player to make a Quick Pass when an opponent
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 Dump-Off pass before the
opponent makes his 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. Dump-Off may not be used on the second
block from an opponent with the Frenzy skill or in conjunction with the
Bombardier or Throw Team-Mate skills.
Extra Arms (Mutation)
A player with one or more extra arms may add 1 to any attempt to pick
up, catch or intercept.
Fan Favourite (Extraordinary)
The fans love seeing this player on the pitch so much that even the
opposing fans cheer for your team. For each player with Fan Favourite
on the pitch your team receives an additional +1 FAME modifier (see
page 18) for any Kick-Off table results, but not for the Winnings roll.
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.
Foul Appearance (Mutation)
The player’s appearance is so horrible that any opposing player that
wants to block the player (or use a special attack that takes the place of
a block) must first roll a D6 and score 2 or more. 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).
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.
Grab (Strength)
A player with this skill uses his great strength and prowess to grab his
opponent and throw him around. To represent this, only while making a
Block Action, if his block results in a push back he may choose any
empty square adjacent to his opponent to push back his opponent. When
making a Block or Blitz Action, Grab and Side Step will cancel each other
out and the standard pushback rules apply. Grab will not work if there
are no empty adjacent squares. A player with the Grab skill can never
learn or gain the Frenzy skill through any means. Likewise, a player with
the Frenzy skill can never learn or gain the Grab skill through any
means.
Guard (Strength)
A player with this skill assists an offensive or defensive block even if he
is in another player’s tackle zone. This skill may not be used to assist a
foul.
Hail Mary Pass (Passing)
The player may throw the ball to any square on the playing pitch, no
matter what the range: the range ruler is not used. Roll a D6. On a roll of
1 the player fumbles the throw, and the ball will bounce once from the
thrower’s square. On a roll of 2-6 the player may make the pass. The
Hail Mary pass may not be intercepted, but it is never accurate – the ball
automatically misses and scatters three squares. Note that if you are
lucky, the ball will scatter back into the target square! This skill may not
be used in a blizzard or with the Throw Team-Mate skill.
Zzharg Madeye, Chaos Dwarf Star Player
Horns (Mutation)
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 as part of a Blitz, and only if he has moved at least
one square before he makes the block (standing up at the start of your
Action does not count!). If the player has the Frenzy skill, then the Horns
bonus applies on the second block if it applied on the first.
Hypnotic Gaze (Extraordinary)
The player has a powerful telepathic ability that he can use to stun an
opponent into immobility. The player may use hypnotic gaze at the end
of his Move Action on one opposing player who is in an adjacent square.
Make an Agility roll for the player with hypnotic gaze, with a -1 modifier
for each opposing tackle zone on the player with hypnotic gaze other
than the victim's. If the Agility roll is successful, then the opposing player
loses his tackle zones and may not catch, intercept or pass the ball,
assist another player on a block or foul, or move voluntarily until the start
of his next action or the drive ends. If the roll fails, then the hypnotic gaze
has no effect.
Juggernaut (Strength)
A player with this skill is virtually impossible to stop once he is in motion.
If this player takes a Blitz Action, then opposing players may not use
their Fend, Stand Firm or Wrestle skills against blocks, and he may
choose to treat a ‘Both Down’ result as if a ‘Pushed’ result has been
rolled instead.
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.
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.
Leader (Passing)
The player is a natural leader and commands the rest of
the team from the back-field as he prepares to throw the
ball. A team with one or more players with the Leader skill
may take a single Leader Re-roll counter and add it to
their team re-rolls at the start of the game and at half time after any
Master Chef rolls. The Leader re-roll is used exactly the same in every
way as a normal Team re-roll with all the same restrictions. In addition,
the Leader re-roll may only be used so long as at least one player with
the Leader skill is on the pitch - even if they are Prone or Stunned! Rerolls
from Leader may be carried over into Overtime if not used, but the
team does not receive a new Leader re-roll at the start of Overtime.
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.
Loner (Extraordinary)
Loners, through inexperience, arrogance, animal ferocity or just plain
stupidity, do not work well with the rest of the team. As a result, a Loner
may use team re-rolls but has to roll a D6 first. On a roll of 4+, he may
use the team re-roll as normal. On a roll of 1-3 the original result stands
without being re-rolled but the team re-roll is lost (i.e. used).
Mighty Blow (Strength)
Add 1 to any Armour or Injury roll made by a player with this skill when
an opponent is Knocked Down by this player during a block. Note that
you only modify one of the dice rolls, so if you decide to use Mighty Blow
to modify the Armour roll, you may not modify the Injury roll as well.
Mighty Blow cannot be used with the Stab or Chainsaw skills.
Multiple Block (Strength)
At the start of a Block Action a player who is adjacent to at least two
opponents may choose to throw blocks against two of them. Make each
block in turn as normal except that each defender's strength is increased
by 2. The player cannot follow up either block when using this skill, so
Multiple Block can be used instead of Frenzy, but both skills cannot be
used together. To have the option to throw the second block the player
must still be on his feet after the first block.
Nerves of Steel (Passing)
The player ignores modifiers for enemy tackle zones when he attempts
to pass, catch or intercept.
No Hands (Extraordinary)
The player is unable to pick up, intercept or carry the ball and will fail any
catch roll automatically, either because he literally has no hands or
because his hands are full. If he attempts to pick up the ball then it will
bounce, and will causes a turnover if it is his team’s turn.
Nurgle’s Rot (Extraordinary)
This player has a horrible infectious disease which spreads when he kills
an opponent during a Block, Blitz or Foul Action. Instead of truly dying,
the infected opponent becomes a new rookie Rotter. To do so, the
opponent must have been removed from the roster during step 2.1 of the
Post-game sequence, his Strength cannot exceed 4, and he cannot have
the Decay, Regeneration or Stunty skills. The new Rotter can be added
to the Nurgle team for free during step 5 of Updating Your Team Roster
(see page 29) if the team has an open Roster slot. This new Rotter still
counts at full value towards the total value of the Nurgle team.
Pass (Passing)
A player with the Pass skill is allowed to re-roll the D6 if he throws an
inaccurate pass or fumbles.
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.
Piling On (Strength)
The player may use this skill after he has made a block as part of one of
his Block or Blitz Actions, but only if the Piling On player is currently
standing adjacent to the victim and the victim was Knocked Down. You
may re-roll the Armour roll or Injury roll for the victim. The Piling On
player is Placed Prone in his own square -- it is assumed that he rolls
back there after flattening his opponent (do not make an Armour roll for
him as he has been cushioned by the other player!). Piling On does not
cause a turnover unless the Piling On player is carrying the ball. Piling
On cannot be used with the Stab or Chainsaw skills.
Prehensile Tail (Mutation)
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 D6
roll if they attempt to dodge out of any of the player’s 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.
Really Stupid (Extraordinary)
This player is without doubt one of the dimmest creatures to ever take to
a Blood Bowl pitch (which considering the IQ of most other players, is
really saying something!). Because of this you must roll a D6 immediately
after declaring an Action for the player, but before taking the Action. If
there are one or more players from the same team standing adjacent to
the Really Stupid player’s square, and who aren’t Really Stupid, then add
2 to the D6 roll. On a result of 1-3 they stand around trying to remember
what it is they’re meant to be doing. The player can’t do anything for the
turn, and the player’s team loses the declared Action for that turn (for
example if a Really Stupid player declares a Blitz Action and fails the
Really Stupid roll, then the team cannot declare another Blitz Action that
turn). The player loses his tackle zones and may not catch, intercept or
pass the ball, assist another player on a block or foul, or voluntarily move
until he manages to
roll a successful result
for a Really Stupid roll
at the start of a future
Action or the drive
ends.
Regeneration (Extraordinary)
If the player suffers a Casualty result on the Injury table, then roll a D6
for Regeneration after the roll on the Casualty table and after any
Apothecary roll if allowed. On a result of 1-3, the player suffers the result
of this injury. On a 4-6, the player will heal the injury after a short period
of time to 're-organise' himself, and is placed in the Reserves box
instead. Regeneration rolls may not be re-rolled. Note that opposing
players still earn Star Player points as normal for inflicting a Casualty
result on a player with this skill, even if the result doesn't affect the player
in the normal way.
Right Stuff (Extraordinary)
A player with the Right Stuff skill can be thrown by another player from
his team who has the Throw Team-Mate skill. See the Throw Team-Mate
skill entry below for details of how the player is thrown. When a player
with this skill is thrown or fumbled and ends up in an unoccupied square,
he must make a landing roll unless he landed on another player during
the throw. A landing roll is an Agility roll with a -1 modifier for each
opposing player’s tackle zone on the square he lands in. If he passes the
roll he lands on his feet. If the landing roll is failed or he landed on
another player during the throw he is Placed Prone and must pass an
Armour roll to avoid injury. If the player is not injured during his landing
he may take an Action later this turn if he has not already done so. A
failed landing roll or landing in the crowd does not cause a turnover,
unless he was holding the ball.
Safe Throw (Passing)
This player is an expert at throwing the ball in a way so as to make it
even more difficult for any opponent to intercept it. If a pass made by this
player is ever intercepted then the Safe Throw player may make an
unmodified Agility roll. If this is successful then the interception is
cancelled out and the passing sequence continues as normal.
Secret Weapon (Extraordinary)
Some players are armed with special pieces of equipment that are called
‘secret weapons’. Although the Blood Bowl rules specifically ban the use
of any weapons, the game has a long history of teams trying to get
weapons of some sort onto the pitch. Nonetheless, the use of secret
weapons is simply not legal, and referees have a nasty habit of sending
off players that use them. Once a drive ends that this player has played
in at any point, the referee orders the player to be sent off to the
dungeon to join players that have been caught committing fouls during
the match regardless of whether the player is still on the pitch or not.
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.
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.
Stab (Extraordinary)
A player with this skill is armed with something very good at stabbing,
slashing or hacking up an opponent, like sharp fangs or a trusty dagger.
This player may attack an opponent with their stabbing attack instead of
throwing a block at them. Make an unmodified 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 wounded and an unmodified Injury roll must be made. If
Stab is used as part of a Blitz Action, the player cannot continue moving
after using it. Casualties caused by a stabbing attack do not count for
Star Player points.
Stakes (Extraordinary)
This player is armed with special stakes that are blessed to cause extra
damage to the Undead and those that work with them. This player may
add 1 to the Armour roll when they make a Stab attack against any
player playing for a Khemri, Necromantic, Undead or Vampire team.
Stand Firm (Strength)
A player with this skill may choose to not be pushed back as the result of
a block. He may choose to ignore being pushed by ‘Pushed’ results, and
to have 'Knock-down' results knock the player down in the square where
he started. If a player is pushed back into a player with using Stand Firm
then neither player moves.
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.
Strong Arm (Strength)
The player may add 1 to the D6 when he passes to Short, Long or Long
Bomb range.
Stunty (Extraordinary)
The player is so small that they are very difficult to tackle because they
can duck underneath opposing players’ outstretched arms and run
between their legs. On the other hand, Stunty players are just a bit too
small to throw the ball very well, and are easily injured. To represent
these things a player with the Stunty skill may ignore any enemy tackle
zones on the square he is moving to when he makes a Dodge roll (i.e.,
they always end up with a +1 Dodge roll modifier), but must subtract 1
from the roll when they pass. In addition, add 1 to any Injury roll made
against a player with the Stunty skill. Stunties that are armed with a
Secret Weapon are not allowed to ignore enemy tackle zones, but still
suffer the other penalties.
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.
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.
Take Root (Extraordinary)
Immediately after declaring an Action with this player, roll a D6. On a 2 or
more, the player may take his Action as normal. On a 1, the player “takes
root”, and his MA is considered 0 until a drive ends, or he is Knocked
Down or Placed Prone (and no, players from his own team may not try
and block him in order to try to knock him down!). A player that has taken
root may not Go For It, be pushed back for any reason, or use any skill
that would allow him to move out of his current square or be Placed
Prone. The player may block adjacent players without following-up as
part of a Block Action however if a player fails his Take Root roll as part
of a Blitz Action he may not block that turn (he can still roll to stand up if
he is Prone).
Tentacles (Mutation)
The player may attempt to use this skill when an opposing player
attempts to dodge or leap out of any of his tackle zones. Each coach
rolls a D6 and adds their player’s ST value to the score. The opposing
player adds 1 to his result. If the result for the tentacled player is higher
than the final result of the moving player, then the moving player is held
firm, and his action ends immediately. If a player attempts to leave the
tackle zone of several players that have the Tentacles ability, then only
one of the opposing players may attempt to grab him with the tentacles.
Thick Skull (Strength)
This player treats a roll of 8 on the Injury table, after any modifiers have
been applied, as a Stunned result rather than a KO’d result. This skill
may be used even if the player is Prone or Stunned.
Throw Team-Mate (Extraordinary)
A player with this skill has the ability to throw a player from the same
team instead of the ball! (This includes the ball if the player thrown
already has it!) The player throwing must end the movement of his Pass
Action standing next to the intended team-mate to be thrown, who must
have the Right Stuff skill and be standing. The pass is worked out exactly
the same as the player with Throw Team-Mate passing a ball, except the
player must subtract 1 from the D6 roll when he passes the player,
fumbles are not automatically turnovers, and Long Pass or Long Bomb
range passes are not possible. In addition, accurate passes are treated
instead as inaccurate passes thus scattering the player three times as
players are heavier and harder to pass than a ball. The thrown player
cannot be intercepted. A fumbled team-mate will land in the square he
originally occupied. If the thrown player scatters off the pitch, he is
beaten up by the crowd in the same manner as a player who has been
pushed off the pitch. If the final square he scatters into is occupied by
another player, treat the player landed on as Knocked Down and roll for
Armour (even if already Prone or Stunned), and then the player being
thrown will scatter one more square. If the thrown player would land on
another player, continue to scatter the thrown player until he ends up in
an empty square or off the pitch (i.e. he cannot land on more than one
player). See the Right Stuff entry to see if the player lands on his feet or
head-down in a crumpled heap!
Titchy (Extraordinary)
Titchy players tend to be even smaller and more nimble than other
Stunty players. To represent this, the player may add 1 to any Dodge roll
he attempts. On the other hand, while opponents do have to dodge to
leave any of a Titchy player’s tackle zones, Titchy players are so small
that they do not exert a -1 modifier when opponents dodge into any of
their tackle zones.
Two Heads (Mutation)
Having two heads enables this player to watch where he is going and the
opponent trying to make sure he does not get there at the same time.
Add 1 to all Dodge rolls the player makes.
Very Long Legs (Mutation)
The player is allowed to add 1 to the D6 roll whenever he attempts to
intercept or uses the Leap skill. In addition, the Safe Throw skill may not
be used to affect any Interception rolls made by this player.
Wild Animal (Extraordinary)
Wild Animals are uncontrollable creatures that rarely do exactly what a
coach wants of them. In fact, just about all you can really rely on them to
do is lash out at opposing players that move too close to them! To
represent this, immediately after declaring an Action with a Wild Animal,
roll a D6, adding 2 to the roll if taking a Block or Blitz Action. On a roll of
1-3, the Wild Animal does not move and roars in rage instead, and the
Action is wasted.
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.


[OOC] Basic Game Mechanics-Do Not Post Here!

This is the info thread for the RP Fields of Blood. Please DO NOT post here without permission from me. If you are interested in this RP use the links below to go to the RP and submit a character. The purpose of this thread is to offer other important information for without cluttering the intro. So it is mandatory that all people in this RP read this thread.




SETTING UP THE GAME
Before you start, it’s a good idea to read through these rules at
least once so you get some idea of what you are doing.

Flip the Blood Bowl coin or roll a D6 to see which coach will
choose who will set up first. The team that sets up first is called
the kicking team, because they will kick-off the ball. The other
team is called the receiving team, because they will receive the
kick-off. Each coach must set up 11 players, or if they can't field
11 then as many players as they have in Reserves, between
their end zone and the halfway line, and within the following
restrictions:
1. The kicking team always sets up first.
2. No more than two players may be set up in each wide zone
(i.e., a maximum of four players may be split wide, two on each
flank).
3. At least three players must be set up next to the half way line,
on the line of scrimmage.
If you cannot set up 3 players on the Line of Scrimmage you
must either concede the match, or carry on playing by placing as
many players on the line of scrimmage as possible.

THE KICK-OFF
After both teams have set up, the coach of the kicking team
places the ball in any square in the opponent’s half of the pitch,
including the opponent’s End Zone if he likes. The ball will then
scatter in a random direction. Using the Scatter template, roll the
eight-sided dice once for the direction of scatter, and then roll a
D6 to see how many squares the ball will go.
Important note: The kick-off is the only time that you roll a D6 to
see how many squares the ball moves when it scatters. This is
because kicks are very inaccurate. When rolling scatter for a
missed pass, or when the ball bounces, the ball only moves one
square per Scatter roll.
A kick-off must land in the opponent's half of the pitch. Assuming
the ball lands in the receiving team’s half of the pitch, then it will
either land in an empty square or a square occupied by a player.
If the ball lands in an empty square it will bounce one more
square (see Bouncing Balls on page 13). If the ball lands on a
square occupied by a player, the player must try to catch the ball
(see Catching the Ball on page 13). If the ball scatters or
bounces off the pitch or into the kicking team’s half, the receiving
coach is awarded a ‘touchback’ and must give the ball to any
player in his team. Once the kick-off has been taken you are
ready to proceed to the first turn of the game.

SLOW-MOTION REPLAY
Jim: As any coach will tell you, Bob, a team’s starting
formation is vitally important. Here we can see an example of
the Orcland Raiders’ famous 5-4-2 or “Deep Defence”
formation. This formation is used by the Raiders against fast
moving or agile teams like Skaven or Elves (some would
argue with limited success).
Bob: You said it, Jim. Notice how the Raiders have made
sure that there are no gaps in their line for opposing players
to run through – every square is covered by an Orc player or
one of his tackle zones.
Jim: That’s absolutely right, Bob. And as added insurance
the Orcs have kept two players back deep, close to their own
End Zone, so that they can catch any enemy players lucky
enough to dodge their way through the Orc front line.




THE SEQUENCE OF PLAY
Blood Bowl is split into two halves of sixteen turns each (i.e.,
eight turns per coach). At the end of the second half the team
with the most touchdowns is the winner. The game is played
using a simple but strict sequence of play, which runs as follows:
A. Receiving Team's Turn
B. Kicking Team's Turn
Repeat A and B, one after the other, until the end of the drive.
NOTE: A drive is defined as playing until a touchdown is scored
or the half ends.
During a turn, the team in play may perform one Action with each
player in the team. A coach is only allowed four minutes to
complete his turn. The players on the other team may not take
any Actions until their own turn comes around.

PLAYER ACTIONS
Each player in a team may perform one Action per turn. The
actions that may be performed are described below. When all of
the players in a team have performed an Action then the turn
ends and the opposing coach is allowed to take a turn.
You must declare which Action a player is going to take before
carrying out the Action. For example, you might say, “This player
is going to take a Block Action.”
Players perform Actions one at a time. In other words, the coach
may perform an Action with one player, and then perform an
Action with another player, and so on. This carries on until all of
the players have performed an Action, or the coach does not
want to perform an Action with any more players. Note that a
player must finish his Action before another player can take one.
Each player may only perform one Action per turn. Only one Blitz
and one Pass Action may be taken in each turn. These Actions
must be taken by separate players; a player cannot perform a
Blitz Action and a Pass Action in the same turn.

LIST OF ACTIONS
Move: The player may move a number of squares equal to their
Movement Allowance (MA)
Block: The player may make a single block against a player in
an adjacent square. Players that are Prone may not perform this
Action.
Blitz: The player may move a number of squares equal to their
MA. He may make one block during the move. The block may be
made at any point during the move, and ‘costs’ one square of
movement.
IMPORTANT: This Action may not be declared by more than one
player per turn. However, any player may perform a Blitz – the
player doesn’t have to be a Blitzer (Blitzers are just better at it
than other players).
Pass: The player may move a number of squares equal to his
MA. At the end of the move the player may pass the ball.
IMPORTANT: This Action may not be declared by more than one
player per turn.
NOTE: The Extra Rules section adds two additional Actions:
Hand-off (see page 20) and Foul (see page 23). Neither of
these Actions may be declared by more than one player per turn.

TURNOVERS
Normally, a turn only ends when all of the players in the team
have performed an Action. However, certain events cause the
turn to end before all of the players have taken an Action. These
events are called turnovers. The following events cause a
turnover:
1. A player on the moving team is Knocked Down (being injured
by the crowd or being Placed Prone is not a turnover unless it is
a player from the active team holding the ball … e.g. skills like
Diving Tackle, Piling On and Wrestle count as being Placed
Prone) or
2. A passed ball, or hand-off, is not caught by any member of the
moving team before the ball comes to rest or
3. A player from the moving team attempts to pick up the ball
and fails (note: failing a catch roll, as opposed to a pick up, is by
itself never a turnover) or
4. A touchdown is scored or
5. The four-minute time limit for the turn runs out or
6. A pass attempt is fumbled even if a player from that team
catches the fumbled ball or
7. A player with the ball is thrown or is attempted to be thrown
using Throw Team-Mate and fails to land successfully (including
being eaten or squirming free from an Always Hungry roll) or
8. A player is ejected by the referee for a foul.
A coach that suffers a turnover is not allowed to take any further
actions that turn, and any action being taken ends immediately
even if it was only partially completed. Make armour and injury
rolls for players that were knocked down, and if the ball was
dropped then roll to see where it bounces too normally. Stunned
players should be turned face up, and then the opposing coach
may start to take their turn.


MOVEMENT
A player may move a number of squares equal to his Movement
Allowance. Players may move in any direction or combination of
directions, including diagonally, as long as they do not enter a
square that holds another player (from either team). Players do
not have to use up all of their Movement Allowance in their turn;
they don’t need to move at all if his coach does not want them to.

TACKLE ZONES
A standing player exerts individual tackle zones on each of the
eight adjacent squares, as shown in the diagram below. A player
who is Prone or Stunned does not exert any tackle zones.
In order to leave a square that is in one or more opposing tackle
zones, a player must dodge out of the square. The player only
has to dodge once in order to leave the square, no matter how
many opposing tackles zones are on it. Note that you must
always make a Dodge roll when you leave a tackle zone; even if
there aren’t any tackle zones on the square you are moving to
(see the slow-motion replay).
Look up the player’s Agility on the Agility table opposite to find
the score required to successfully dodge out of the square. For
example, if the player had an Agility of 3 he would need to roll a
4 or more to dodge out of the square. Roll a D6, and add or
subtract any of the modifiers that apply to the D6 roll. A roll of 1
before modification always fails and a roll of 6 before
modification always succeeds.
If the final modified score equals or beats the required roll, the
player may carry on moving (and dodging if required) until he
has used up his full Movement Allowance. If the D6 roll is less
than the required total, then the player is Knocked Down in the
square he was dodging to and a roll must be made to see if he
was injured (See Knock Downs & Injuries). If the player is
Knocked Down then his team suffers a turnover and their turn
ends immediately.


AGILITY TABLE ______________________________
Player’s AG 1 2 3 4 5 6 +
D6 Roll Required 6+ 5+ 4+ 3+ 2+ 1+
Dodging Modifiers
Making a Dodge roll .................................... +1
Per opposing tackle zone on the square
that the player is dodging to ........................ –1

PICKING UP THE BALL
If a player moves into a square in which the ball is lying, they
must attempt to pick it up, and – if they wish and are able – carry
on moving.
Players that move into the square with the ball at other times
(e.g., when pushed back, thrown by another player with Throw
Team-Mate, etc.) cannot pick up the ball, and instead it will
bounce one square. This does not cause a turnover. See
Bouncing Balls .
Look up the player’s Agility on the Agility table to find the score
required to successfully pick up the ball. Roll a D6, and add or
subtract any of the modifiers that apply to the D6 roll. A roll of 1
before modification always fails and a roll of 6 before
modification always succeeds for any Agility roll made
during a game.
If the final modified score equals or beats the required roll, then
the player succeeds in picking up the ball. Place the ball on the
player’s base to show that he has picked it up and carry on with
the player’s turn. If the D6 roll is less than the required total, then
the player drops the ball, which will bounce one square. If the
player drops the ball then his team suffers a turnover and their
turn ends immediately.
AGILITY TABLE ______________________________
Player’s AG 1 2 3 4 5 6 +
D6 Roll Required 6+ 5+ 4+ 3+ 2+ 1+
Pick-up Modifiers
Picking up the ball ....................................... +1
Per opposing tackle zone on the player ...... –1

IMPORTANT: The Agility table is used to work out the success
or failure of a number of different Actions in Blood Bowl including
dodging, picking up the
ball, and throwing or
catching the ball to name
but a few. Each Action
has its own set of
modifiers, and it is only
these modifiers which
apply to the D6 roll (i.e.,
do not use any of the
Dodging modifiers when
attempting to pick up the
ball).

SLOW-MOTION REPLAY
Jim: There goes Dieter Blunt, of the Reikland Reavers and it
looks to me, Bob, like he’s going to try to move through the
tackle zones of two Orcland Raiders players! First he tries to
move to square 1. Dieter has an Agility of 3, which means that
he needs to roll a basic 4 or more to dodge successfully out of
the square. He gets a +1 to the roll for making a dodge, but has
to subtract 2 because there are two Orc tackle zones on the
square he is moving to, for a final modifier of -1. Dieter makes
the move – the crowd holds its breath – and the D6 roll is a 5,
which means that Dieter successfully dodges into the square!
Bob: Too right! Dieter moves to square 1 and decides to keep
on going to square 2. Dieter must still make a Dodge roll,
though there aren’t any tackle zones on square 2, because he is
leaving the tackle zones on square 1. There are no tackle zones
on square 2, which means that Dieter gets a +1 modifier to his
D6 roll. OH NO! Dieter rolls a 1 and comes crashing down. Now
he’s lying prone in square 2, and what’s more that causes a
turnover for the Reavers, so it’s the Orcland Raiders to move
next!

AGILITY TABLE ______________________________
Player’s AG 1 2 3 4 5 6 +
D6 Roll Required 6+ 5+ 4+ 3+ 2+ 1+
DODGING MODIFIERS
Making a dodge roll +1
Per enemy tackle zone on the square
that the player is dodging to -1

BLOCKS
Instead of moving, a player may throw a block at an opposing
player who is in an adjacent square. You may only make a block
against a standing player – you may not block a player who has
already been Knocked Down. A block is a very rough tackle,
designed to really stop an opponent in his tracks! To see if a
block works you will need to use the special Block dice


BLITZ MOVES
Once per turn a player on the moving team is allowed to make a
special Blitz move. A blitz allows the player to move and make a
block. The block may be made at any point during the move, but
costs one square of movement for the player to make. The
player may carry on moving after the effects of the block have
been worked out if he has any squares of movement left.

STRENGTH
The number of dice that are rolled depends on the strengths of
the two players involved. Obviously, if one player is stronger than
the other they are more likely to knock down their opponent
when they make a block. To represent this, the number of Block
dice that are rolled varies depending on the relative strengths of
the players. However, no matter how many dice are rolled, only
one of them is ever used to decide the result of the block. The
coach of the stronger player chooses which of the dice is used.
If the players’ strengths are EQUAL, one dice is rolled.
If one player is STRONGER, two dice are rolled and the stronger
player may choose which one is used.
If one player is MORE THAN TWICE AS STRONG, three dice
are rolled and the stronger player may choose which is used.
Note that the coach of the player making the block always rolls
the dice, but that the coach of the stronger player may choose
which is used.

NOTE: Extra rules allow players not involved in the
block to assist the blocking players which can alter the number of
dice rolled.

The Result
Roll the appropriate number of dice and look up the result on the
table below. On the table, the player making the block is referred
to as the attacker, while his target is the defender.
Die rolll Result
1: ATTACKER DOWN: The attacking player is
Knocked Down.

2: BOTH DOWN: Both players are Knocked Down,
unless one or both of the players involved has the
Block skill. If one player uses the Block skill then
he is not Knocked Down by this result, though his
opponent will still go down. If both the players use
the Block skill then neither player is Knocked
Down.

3: PUSHED: The defending player is pushed back
one square by the blocking player. The attacking
player may follow up the defender.

4: PUSHED: The defending player is pushed back
one square by the blocking player. The attacking
player may follow up the defender

5: DEFENDER STUMBLES: Unless the defender
uses the Dodge skill he is pushed back and then
Knocked Down. If he does use the Dodge skill
then he is only pushed back. The attacking player
may follow up the defender.
6: DEFENDER DOWN: The defending player is
pushed back and then Knocked Down in the
square they are moved to. The attacking player
may follow up the defender.
SLOW-MOTION REPLAY
Jim: And there goes Skurf Limbrender, the Orcland Raiders’
star Black Orc Blocker. He’s just blitzed down the pitch and
now he’s going to throw a block at Jacob von Altdorf, the
Reavers’ Thrower. Skurf’s got a Strength of 4, compared to
Jacob’s 3, which means that Skurf can roll two Block dice and
choose which one he will use. He rolls a (1:Attacker Down)
and a (6:Defender Down), and uses the ‘Defender Down’
result to smash Jacob back a square and knock him flat on his
back in the mud -- KERRUNCH!
PLAYERS’ STRENGTHS ROLL:
Both players equal strength One Block Dice
One player stronger Two Block Dice*
One player more than twice as
strong Three Block Dice*
*The coach of the stronger player picks which Block dice is used.
Push Backs: A player that is pushed back as a result of a block
must be moved one square away from the player making the
block, as shown in the diagrams. The coach of the player who
made the block may decide which square the player is moved to.
The player must be pushed back into an empty square if
possible. A square containing only the ball is considered empty
and a player pushed to it will cause the ball to bounce (see page
13). If all such squares are occupied by other players, then the
player is pushed into an occupied square, and the player that
originally occupied the square is pushed back in turn. This
secondary push back is treated exactly like a normal push back
as if the second player had been blocked by the first. The coach
of the moving team decides all push back directions for
secondary push backs unless the pushed player has a skill that
overrides this.
Players must be pushed off the pitch if there are no eligible
empty squares on the pitch. A player pushed off the pitch, even if
Knocked Down, is beaten up only by the crowd and receives one
roll on the Injury Table (see Injuries, opposite). The crowd does
not have any injury modifying skills.
Note that no Armour roll is made for a player that is pushed off
the pitch, they are automatically injured. If a ‘Stunned’ result is
rolled on the Injury table the player should be placed in the
Reserves box of the Dugout, and must remain there until a
touchdown is scored or the half ends. If the player who is holding
the ball is pushed out of bounds, then he is beaten up by the
fans, who are more than happy to throw the ball back into play!
The throw-in is centred on the last square the player was in
before he was pushed off the pitch.

Knock Downs: A player that is Knocked Down should be placed
on their side in the square, face up. The player may be injured
(see Injuries, page 11). If the player who is Knocked Down
comes from the moving team, then this caused a turnover and
the moving team's turn ends immediately!
The shaded squares in the diagrams above show the squares
a player can be pushed back into.

Follow Up Moves: A player who has made a block is allowed to
make a special follow up move and occupy a square vacated by
the player that they have pushed back. The player’s coach must
decide whether to follow up before any other dice rolls are made.
This move is free, and the player can ignore enemy tackle zones
when he makes the move (i.e., he does not have to dodge to
enter the square). Players that are blitzing are allowed to make
follow up moves, and the move does not cost them any of their
movement (as they paid a square in order to make the block,
they have effectively already paid for the move).

KNOCK DOWNS & INJURIES
Players that are Knocked Down or Placed Prone for any reason
should be placed face up on the pitch in the square they were in
when they fell over. While Prone, the player loses his tackle
zones and may do nothing before standing up at a cost of three
squares of his movement when he next takes an Action. Players
may stand up in an opposing player’s tackle zone without having
to make a Dodge roll (they will have to dodge if they
subsequently leave). Note that a player who stands up may not
take a Block Action, because you may not move when you take
a Block Action. The player may take any Action other than a
Block Action.
A player who is carrying the ball and who is knocked down or
placed prone will drop the ball in the square where they fall. The
dropped ball will bounce one square in a random direction (see
Bouncing Balls.

INJURIES
Unless the rules state otherwise, any player that is Knocked
Down may be injured. The opposing coach rolls two D6 and
adds their scores together in an attempt to try to beat the
Knocked Down player’s Armour value. If the roll succeeds, then
the opposing coach is allowed to roll on the Injury table in the
next column to see what injury the player has suffered.


STANDING UP
The only time a player can stand up is at the beginning of an
Action at a cost of three squares from his movement. If the
player has less than three squares of movement, he must roll 4+
to stand up - if he stands up successfully, he may not move
further squares unless he Goes For It (see Extra Rules page 20).
Failure to stand successfully for any reason is not a turnover.

SUBSTITUTES
You may not substitute fit players for injured players or players
that have been sent off while a drive is in progress. The only time
that you may add reserves is when you are setting up after a
touchdown has been scored, or when setting up after half time or
for overtime.


INJURY TABLE
2D6 Result
2-7 Stunned – Leave the player on the pitch, but
turn them face-down. All face-down players are
turned face up at the end of their team's next
turn, even if a turnover takes place. Note that a
player may not turn face up on the turn they are
Stunned. Once face-up they may stand up on
any subsequent turn using the normal rules.
8-9 KO’d – Take the player off the pitch and place
them in the Dugout in the KO’d Players box. At
the next kick-off, before you set up any players,
roll for each of your players that have been
KO’d. On a roll of 1-3 they must remain in the
KO’d box and may not be used, although you
may roll again for them at the next kick-off. On a
roll of 4-6 you must return the player to the
Reserves box and can use them as normal from
now on.
10-12 Casualty – Take the player off the pitch and
place them in the Dugout in the Dead & Injured
Players box. The player must miss the rest of
the match. In league play roll on the Casualty
table (see page 25) to see exactly what has
happened to the player.

THROWING THE BALL
Once per turn a player on the moving team is allowed to make a
Pass Action. The player is allowed to make a normal move, and
after he has completed the move he may throw the ball even if
the receiver is in an adjacent square. Note that the player does
not have to be holding the ball at the start of the Action; he could
use his move to run over and pick up a ball on the ground and
then throw it, for example.

THROWING
First of all, the coach must declare that the player is taking a
Pass Action. The player can throw the ball to another player in
his own team (or another player in the opposing team if he really
wants to), or simply to an empty square, though obviously the
first of these options will be the most useful – and may keep him
from being attacked by his own team members! The ball may
only be passed once per turn.
Next, the coach must measure the range using the range ruler
(see page 5 for how to correctly use the range ruler). It is
perfectly acceptable to pre-measure the range to several players
at any point during the throwing player's move before you
declare the target of the pass. Once you have thrown the ball,
however, you may not move the throwing player any farther that
turn, even if he has spare MA left.
Look up the player’s Agility on the Agility table to find the score
required to successfully pass the ball. Roll a D6, and add or
subtract any of the modifiers that apply to the D6 roll. A roll of 1
before modification always fails and a roll of 6 before
modification always succeeds.
If the final modified score equals or beats the required roll, the
pass is accurate and lands in the target square. If the D6 roll is
less than the required total, then the pass is not accurate and will
scatter. Roll for scatter three times, one after the other, to see
where the ball ends up. Note that each of the Scatter rolls is
made separately, so it is possible for the ball to end up back in
the target square (though it will be harder to catch). The ball can
only be caught in the final square where it ends up – if it scatters
through a player’s square then the player is not allowed to try
and catch the ball.
NOTE: Extra rules allow for throwers to fumble the
pass and for opponents to attempt pass interceptions.
SLOW-MOTION REPLAY
Bob: And there’s Grishnak Goblin-Throttler for the Orcland Raiders,
who has an Agility of 3 and is attempting to throw the ball four
squares to Urgash Axebiter. The range ruler shows that this falls just
on the boundary between a Quick and a Short Pass, so the longer of
the two ranges must be used.
Jim: That’s right, Bob. Grishnak’s Agility of 3 means that he must roll
a 4 or more to be on target. No modifiers apply to the D6 roll because
Grishnak is not in any tackle zones, and the modifier for a Short Pass
is +0. Grishnak’s arm goes back and he throws a 6. Look at that ball
go, bam!, right on target!! Now all Axebiter has to do is catch it...
Bob: You said it, Jim. It’s an accurate pass so Urgash gets a +1 to his
D6 roll, but there’s Griff Oberwald next to him, so his chances of
catching suffers a -1 modifier, which means that Urgash needs a 4+
to catch the ball. The crowd goes quiet as the dice are rolled. A 3 --
he’s dropped it, and the ball bounces away one square.
Jim: And if I can just butt in here, Bob, that missed pass causes a
turnover, which ends the Orcland Raiders’ turn...


AGILITY TABLE ______________________________
Player’s AG 1 2 3 4 5 6 +
D6 Roll Required 6+ 5+ 4+ 3+ 2+ 1+
PASSING MODIFIERS CATCHING MODIFIERS
Throwing a Quick Pass +1 Catching an accurate pass +1
Throwing a Short Pass +0
Throwing a Long Pass -1
Catching a scattered pass,
bouncing ball or throw-in
+0
Throwing a Long Bomb -2
Per enemy tackle zone
on the player throwing the ball -1
Per enemy tackle zone
on the player catching the ball
-1

AGILITY TABLE ______________________________
Player’s AG 1 2 3 4 5 6 +
D6 Roll Required 6+ 5+ 4+ 3+ 2+ 1+
Passing Modifiers
Throwing a Quick Pass ............................... +1
Throwing a Short Pass................................ +0
Throwing a Long Pass.................................. -1
Throwing a Long Bomb ............................... -2
Per opposing tackle zone on the player ...... -1


CATCHING THE BALL
If the ball lands in a square occupied by a standing player, then
the player must attempt to catch the ball. Prone and Stunned
players may never attempt to catch the ball. Either team’s
players may attempt to catch the ball (if a player from the other
team manages to catch the ball he can yell and jump around a
lot).
Look up the player’s Agility on the Agility table to find the score
required to successfully catch the ball. Roll a D6, and add or
subtract any of the modifiers that apply to the D6 roll. A roll of 1
before modification always fails and a roll of 6 before
modification always succeeds.
If the final modified score equals or beats the required roll, then
the player succeeds in catching the ball. Place the ball on the
player’s base to show that they have caught it and carry on with
the turn. If the player who caught the ball has not taken an Action
yet, he may do so as normal. If the D6 roll is less than the
required total, then the player drops the ball which will bounce
(see Bouncing Balls, below).
AGILITY TABLE ______________________________
Player’s AG 1 2 3 4 5 6 +
D6 Roll Required 6+ 5+ 4+ 3+ 2+ 1+
Catching Modifiers
Catching an accurate pass.......................... +1
Catching a missed pass, kick-off,
bouncing ball or throw-in............................. +0
Per opposing tackle zone on the player ...... –1



BOUNCING BALLS
If the ball is dropped or not caught, or the ball bounces to a
square with a Prone or Stunned player, or a player is pushed to
or lands in the ball’s square, or the square where a thrown ball
lands is unoccupied (or is occupied by a Prone or Stunned
player) then it will bounce. This is a technical term for the thing
jumping about all over the place while the players stumble about
trying to grab it! To find out where the ball bounces to, roll for
scatter one more time. If the ball bounces into an occupied
square, then the player in the square must attempt to catch it, as
described above. If the player fails to catch the ball, then it will
bounce again until it is either caught or bounces into an empty
square or off the pitch.

THROW-INS
When a ball scatters or bounces off the pitch it is immediately
thrown back in by the eager spectators! Use the Throw-in
template to work out where the ball goes, using the last square
the ball crossed before going off as a starting point (see page 4
for how the Throw-in template is used to throw-in the ball 2d6
squares). If the ball is thrown into a square occupied by a
standing player, that player must attempt to catch the ball as
described earlier. If the ball lands in an empty square or a square
occupied by a Prone or Stunned player, then it will bounce. If a
throw-in results in the ball going off the pitch again, it will be
thrown in again, centred on the last square it was in before it left
the pitch. Throw-ins cannot be intercepted.

TURNOVERS
If a ball thrown by a player isn’t caught by a player from the
moving team, this causes a turnover and the moving team’s turn
ends. The turnover does not take place until the ball finally
comes to rest. This means that if the ball misses the target but is
still caught by a player from the moving team, then a turnover
does not take place. The ball could even scatter or bounce out of
bounds, be thrown back into an empty square, and as long as it
was caught by a player from the moving team then the turnover
would be avoided!
RE-ROLLS
Re-rolls are very important as you will quickly
discover. There are two types of re-rolls: team re-rolls and player
re-rolls. In either case, a re-roll allows you to re-roll all the dice
that produced any one result. So, for example, a re-roll could be
used to re-roll a dodge, in which case the single dice rolled
would be thrown again, or a three dice block, in which case all
three dice would be rolled again, and so on.
VERY IMPORTANT: No matter how many re-rolls you have, or
what type they are, you may never re-roll a single dice roll more
than once.
TEAM RE-ROLLS
Team re-rolls represent how well trained a team is. A coach may
use a team re-roll to re-roll any dice roll (other than Armour,
Injury or Casualty rolls) made by a player in their own team and
who is still on the pitch during their own turn (even if the dice roll
was successful). The result of the new roll must be accepted in
place of the first, even if it is worse. A coach may not use more
than one Re-roll counter per turn, and may not use a Re-roll
counter to force the opposing coach to re-roll a dice roll.
Each coach must keep track of the number of re-rolls they have
left on the track provided on their Dugout. Every time a coach
uses up a team re-roll he must remove a counter from the track.
When there are no markers left the coach may not use any more
team re-rolls that half. At half time the two teams get a chance to
rest and recuperate, and so their team re-rolls are restored to
their starting level.
PLAYER RE-ROLLS
Some players have skills that allow them to re-roll the dice under
certain circumstances. For example, a thrower has the Pass skill
which allows him to re-roll the dice if he misses a pass. A coach
may use any number of player re-rolls in the same turn, and a
single player may use a skill any number of times in the same
match. However, as noted above, a single dice roll may not be
re-rolled more than once.
SKILLS
Many players are described as having one or more skills. These
are special abilities that modify the player’s performance. Some
skills allow dice re-rolls as described above, while others allow a
player to carry out a special Action. A full description of each skill
is given opposite, and reproduced on the back of the quick
reference sheet. The complete list of skills is given later on in this
book, for now stick with the skills listed here. You’ll need to refer
to the sheet quite a lot during your first few games – but don’t
worry, the effects of the skills will become very familiar.

Block: The Block skill, if used, affects the results rolled
with the Block dice, as explained in the Blocking
rules.
Catch: A player that has the Catch skill is allowed to
re-roll the dice if he fails to catch the ball. If you
are using the Extra Rules printed later, then the
Catch skill also allows the player to re-roll the
dice if he drops a hand-off or fails to make an
interception.
Dodge: A player with the Dodge skill is allowed to re-roll
the D6 if he fails to dodge out of an opposing
player’s tackle zone. However, the player may
only re-roll one failed Dodge roll per turn. So, if
the player kept on moving and failed a second
Dodge roll, he could not use the skill again.
Secondly, the Dodge skill , if used, affects the
results rolled with the Block dice (see the rules
for Blocks).
Pass: A player with the Pass skill is allowed to re-roll
the D6 if he misses a pass.
Sure Hands: A player with the Sure Hands skill is allowed to
re-roll the D6 if he fails to pick up the ball. In
addition, if you are using the Extra Rules
printed later, an opposing player who has the
Strip Ball skill may not use it against a player
who has Sure Hands.
Many players have skills such as catch, pass etc. Unless stated
otherwise in the skill description you never have to use a skill just
because the player’s got it, and you can choose to use a skill
that affects a dice roll after rolling the dice. For example, you
could say you were going to use the Catch skill either before or
after making a Catch D6 roll.
Some skills are also used in the opponent’s turn. In this case you
may choose to use the skill after an opposing player carries out
an Action or moves a square. If both coaches want to use a skill
to affect the same Action or move, then the coach whose turn is
taking place must use his skill first.
Note that you can’t ‘go back’ in time and use a skill or re-roll to
affect an earlier Action. For example, if a player was blitzing, you
couldn’t have him throw a block, move a couple of squares, and
then say “Actually, I think I’ll use my Pro skill to re-roll that block.”
– the skill or re-roll must be used directly before or after the
event it will affect or not at all