Találtam egy Facebook csoportot ahol emberek azon igyekeznek hogy vegyenek közösen egy szigetet és legyen egy saját világjáró nomád HQ-juk… wow…
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Találtam egy Facebook csoportot ahol emberek azon igyekeznek hogy vegyenek közösen egy szigetet és legyen egy saját világjáró nomád HQ-juk… wow…
Számol, tervez, egyeztet, mérlegel

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 | |||
Kész a honlap
http://worldcup.luccini.it/download.htm
Lehet felkészülni 🙂