Skills
A quick cheat sheet for skills from the CRP (aka LRB6) edition of Blood Bowl. This is intended for coaches familiar with skills and new coaches should always refer to the official CRP rules for a full understanding of a skill.
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 |