As a rule of thumb, each re-roll skill may be used only once per turn.
General | ||||
Block | Survive both downs | |||
Dauntless | Roll D6 + ST > oppST to block with equal strength | |||
Dirty Player | +1 to fouls (armour or injury) | |||
Fend | Prevent follow up | |||
Frenzy | Mandatory 2nd block on push, follow up mandatory | |||
Kick | Can halve kick scatter | |||
Kick-Off Return | Move 3 squares at kick off | |||
Pass Block | Move 3 squares when oppponent passes | |||
Pro | Re-roll any roll on 4+ | |||
Shadowing | 2D - MA + oppMA <=7 to follow | |||
Strip Ball | Pushes dislodge ball | |||
Sure Hands | Re-roll pick ups; negates strip ball | |||
Tackle | Negates dodge skill | |||
Wrestle | On both down, place both players prone, ignore block | |||
Agility | ||||
Catch | Re-roll catches | |||
Diving Catch | +1 to catch accurate passes; may catch a ball if landing in an adjacent square (excludes bounces) | |||
Diving Tackle | -2 to dodge rolls; tackler placed prone in vacated square | |||
Dodge | Re-roll dodge rolls; survive push-pow | |||
Jump Up | No stand up penalty; may block from prone on agility roll + 2 | |||
Leap | Jump 2 squares after making an agility roll | |||
Side Step | Choose any available square when pushed or knocked over | |||
Sneaky Git | Ignore doubles on unsuccessful foul armour rolls | |||
Sprint | Go for it an extra square | |||
Sure Feet | Re-roll go for its | |||
Passing | ||||
Accurate | +1 to passes | |||
Dump-Off | Can quick pass when blocked | |||
Hail Mary Pass | Pass anywhere on 2+; can't be intercepted; never accurate | |||
Leader | Extra re-roll per half | |||
Nerves of Steel | Ignore tackle zones for pass/catch rolls | |||
Pass | Re-roll failed passes | |||
Safe Throw | Make agility roll to ignore interception; keep hold of ball for non-1 fumbles | |||
Strength | ||||
Break Tackle | Dodge with ST instead of AG; once per turn only | |||
Grab | Place opponent anywhere; negates side step | |||
Guard | Always count as assisting | |||
Juggernaut | On blitz only; both down as push; negates stand firm, fend and wrestle | |||
Mighty Blow | +1 to armour or injury roll | |||
Multiple Block | Block 2 guys, treat them as +2 ST each | |||
Piling On | Re-roll armour/injury rolls; player placed prone | |||
Stand Firm | Resist pushes, even when knocked over | |||
Strong Arm | +1 to pass rolls, except quick pass | |||
Thick Skull | KO only on a 9 | |||
Mutations | ||||
Big Hand | Ignore tackle zones and rain for pick up rolls | |||
Claws | Treat opponents as AV7 when blocking | |||
Disturbing Presence | -1 to pass/catch rolls within 3 squares | |||
Extra Arms | +1 to pick up, catch, and intercept rolls | |||
Foul Appearance | 2+ roll required by attackers on blocks | |||
Horns | +1 to strength on blitzes | |||
Prehensile Tail | -1 to players dodging out | |||
Tentacles | 2D - ST + oppST <= 5 to hold opponent | |||
Two Heads | +1 to dodge rolls | |||
Very Long Legs | +1 to intercept and leap rolls; cancels safe throw | |||
Extraordinary | ||||
Always Hungry | 2+ to attempt TTM; on 1, 2+ to avoid being eaten | |||
Animosity | 2+ to pass/hand ball | |||
Ball & Chain | Mayhem! Scatter to move; auto block | |||
Blood Lust | 2+ to avoid bloodlust; on bloodlust, either bite team mate (injury roll, badly hurt only) or fly away | |||
Bombardier | Bombs away! Doesn't count as a pass | |||
Bone-Head | 2+ to act; if failed, tackle zone lost | |||
Chainsaw | 2+ to use chainsaw; armour roll + 3 instead of block dice; if failed, chainsaw hits self | |||
Decay | Roll twice on the injury table | |||
Fan Favourite | +1 FAME | |||
Hypnotic Gaze | Agility roll to hypnotize, -1 modifier per tackle zone | |||
Loner | 4+ to use rerolls | |||
No Hands | No ball allowed | |||
Nurgle's Rot | Raise killed opponent as a rotter | |||
Really Stupid | 2+ to act; 4+ if no team mate to help; if failed, tackle zone lost | |||
Regeneration | Heal on 4+ | |||
Right Stuff | Can be thrown | |||
Secret Weapon | Banned after play | |||
Stab | Armour roll instead of block dice; injury roll ignores niggles | |||
Stakes | +1 to armour roll when stabbing undead | |||
Stunty | No tackle zone modifiers when dodging; -1 to passing rolls; on injury, 7 is KO, 9 badly hurt | |||
Take Root | 2+ to avoid take root; on 1, stuck until knocked over | |||
Throw Team-Mate | Only quick or short pass; -1 modifier; no turnover on fumble | |||
Titchy | +1 to dodges; no -1 modifier to opposing dodges | |||
Wild Animal | 2+ to act on block/blitz, 4+ otherwise; always has tackle zone |