New Skills list
Posted: Wed Jan 27, 2010 10:57 am
Well, Competition Rules Pack were a let down and GW attitude in general is at best discouraging but my love for the game is still there, I still want to play it, I still want it to grow.
Over the years tbb'ers came up with many good ideas of new skills, but now it has become a bit of a hassle to find them among the pile of threads, Skill archives threads are long etc
I compiled a list of skills that I sure would love to add to my league.
This list is totally subjective, I only put skills that I considered to be balanced, the wording can be poor and I may have missed great ideas.
Also, many skill descriptions lack a fluff sentence to introduce them.
Feel free to help.
Distract (General)
When this player is standing, he exerts an additional -1 to all opponents catch, intercept, pass and pick-up rolls in his tacklezone. In addition, this skill exerts the -1 on players with skills that would normally ignore TZ (Nerves of Steel, Big Hand).
Stab Pass (Passing)
When this player has declared a hand-off action, he may throw a quick pass instead of giving a normal hand-off.
All the normal rules for throwing a quick pass apply - except that this does not use up the teams pass action.
Feint (Agility)
After a pushback result, when following up on a block the player may move one square in any direction, rather than just entering the square just vacated. This move is free and ignores tackle zones as with any follow up. If the player wasn't allowed a normal follow up he may not use this skill.
A player with the Frenzy Skill can never learn the Feint skill.
Interception (Agility)
If under the pass ruler the player may try to intercept a thrown ball in addition to the one player that normally
could. Only one additional player may try.
Man Mark (General)
it costs two movement points (instead of one) to dodge out of the tacklezone of a player with Man Mark.
Pump fake (Passing)
This skill is aimed at drawing the pass blockers out of position. The player with this skill declares a pass, selects a target, allows passblockers to move into position an then anounces the pass was a fake. The player may then continue moving
Push (Strength)
When blocking, if a player with this skill chooses to push back an opponent without knocking him over in the direction of the block, he may chose to push the blocked player one additional square in the same direction as the original push back, as long as this additional square is not occupied. This second push back must be in a direct line with the original blocking direction and the first push back, unless this would cause the blocked player to be pushed into the crowd. In this case, treat the additional push back as a normal push in that direction, with all three squares available. This means, following the normal push back rules, an empty square on the pitch must be chosen before pushing a player off the pitch. The blocking player can still only follow up one square. Push may not be used against a player with Stand Firm or Side Step.
Quick Recovery (General)
This player always seems to recover from injuries far more quickly then usual. Short of actually regenerating lost limbs and blinded eyes, nothing seems to keep him down for long.
This player may reroll the dice when recovering from being Knocked Out, and never misses a game due to injury (though will still miss the remainder of the match if Badly Hurt, etc).
Roll (Agility)
When this player fails a dodge, leap, go for it or landing roll he counts as having an Armour Value of 10 (he is still knocked over though).
Furthermore, if this player is fouled then subtract 2 from the armor roll.
Firm Grip (General)
The player is ready to rush behind enemy lines and run for the glory. During his Movement Action, if he enters a square adjacent to the ball carrier, this player may be handed-off the ball and keep running.
Scramble (Passing)
When this player has declared a pass action, then he may use any remaining MA (and go-for-its) after he has passed the ball. Naturally, he is not allowed to keep moving if the pass resulted in a turnover.
Screen (General)
Any player dodging from the tackle zone or to the tackle zone of a player on the same team with Screen may add a +1 bonus to their dodging roll.
Shield (Agility)
Whenever this player fails to catch, pick up the ball, or when he is knocked over (or falls over) while carrying the ball, the throw in template is used to determine the bounce roll, instead of the scatter template.
The player's head coach places the throw in template over the player, and point it towards any board edge, when determining the direction of the bounce.
This skill may be used in conjunction with strip ball, and so, if a player with the Strip Ball skill pushes the ball carrier without knocking him over, he may use the shield skill to bounce the ball.
Pushoff (Strength)
When this players gets a pushback result on his block roll, he can choose to be pushbacked rather than his opponent. Resolve the pushback as if the opposing player had thrown the block, except the Pushoff player's coach can pick his pushback square.
Unstoppable (Strength)
The player will not fall over if he fails a Dodge roll. Although the player stays on his feet, he stumbles as he moves into the square he was dodging to, so his action ends and he may do nothing else that turn. A turnover, however, does not take place
Pass Interference (General)
A player with this skill can use it when instead trying to intercept a ball. To use the skill the player tests against Agility with a +1 modifier,
but also with a -1 modifier for every enemy tackle zone he is in. When successful he manages to hit the ball and knock it out of its normal course.
The passing player can no longer throw an acturate pass. Treat an accurate pass as an inaccurate one. Pass block and Safe Throw work as normal.
A coach cannot try to interfere and intercept the same pass.
Flanker (General)
A player cannot Guard or be Guarded in the TZ of a player with the Flanker skill.
Very Long Arms (Mutation)
The player can attempt to tip any ball that would land to a square in his tackle zone. Make an AG roll with a -2 modifier, if succesfull the ball scatters from the square it should have landed into.
Rocket Leg (General)
Only a player with the Kick skill may take this skill.
This skill may be used at any kick off by a player on the kicking team who has not been set up in the wide-zone or on the LOS. Roll for scatter as normal, but do not roll for catch/bounce. No player may attempt to pick up the ball until after the receiving team's turn following the kickoff, though they may enter the square where the ball will land. At the end of that turn, a standing player in the same square as the ball may attempt to either pick up or catch the ball; if the ball isn't caught or lands in an empty square bounce the ball and attempt catch rolls as usual.
A touchback prevents this skill from working.
Ruck (General)
A player with this skill never has to attempt to pickup the ball. If he moves into a square where the ball is then he can choose to decline the pickup and the ball scatters normally.
DoomDiver (Extraordinary)
Only a player who already has the right stuff skill may take this skill. He may now be thrown to either an occupied or unoccupied square following all the rules listed in the thrown team mate section of the rulebook. Add +1 to the armour roll of the target if thrown to an occupied square.
Usual Bastard (General)
When this player is sent off by the referee his team does not suffer a turn over.
Acting (General)
Whenever the player is knocked over by a block and remains unharmed (no stun, KO or injury) he can try to fake that he has been fouled. Roll a dice, on a 6 the blocking player is sent off the pitch by the referee (turnover), on a 1 the acting has been spotted and the acting player is sent off.
Homicidal (General)
The player is a killer. When he fouls, if both he and his target are still on the field after all rolls are made, he will immediatly have a second go. The player is quite likely to be sent off for this effort, so the opposing coach may roll two dice for getting the player sent off.
Slimy (Mutation)
The player's body is covered with slime. +2 to dodge rolls, -1 to all rolls with the ball. The player cant go for it.
Extra leg (Mutation)
MA-1, on a failed dodge, leap or gfi, reroll the failed roll (with the same modifiers), if successful the player is not knocked over, movement still stops though.
Insight (General)
A player with this skill has the ability to "read" the game to predict where plays are developing and be 1 step ahead of their opponent.
When your team suffers a turnover, this player can freely move 1 square if he is not in an opponent's tackle zone or holding the ball. The free move can be used to enter an opponent's tackle zone.
Over the years tbb'ers came up with many good ideas of new skills, but now it has become a bit of a hassle to find them among the pile of threads, Skill archives threads are long etc
I compiled a list of skills that I sure would love to add to my league.
This list is totally subjective, I only put skills that I considered to be balanced, the wording can be poor and I may have missed great ideas.
Also, many skill descriptions lack a fluff sentence to introduce them.
Feel free to help.
Distract (General)
When this player is standing, he exerts an additional -1 to all opponents catch, intercept, pass and pick-up rolls in his tacklezone. In addition, this skill exerts the -1 on players with skills that would normally ignore TZ (Nerves of Steel, Big Hand).
Stab Pass (Passing)
When this player has declared a hand-off action, he may throw a quick pass instead of giving a normal hand-off.
All the normal rules for throwing a quick pass apply - except that this does not use up the teams pass action.
Feint (Agility)
After a pushback result, when following up on a block the player may move one square in any direction, rather than just entering the square just vacated. This move is free and ignores tackle zones as with any follow up. If the player wasn't allowed a normal follow up he may not use this skill.
A player with the Frenzy Skill can never learn the Feint skill.
Interception (Agility)
If under the pass ruler the player may try to intercept a thrown ball in addition to the one player that normally
could. Only one additional player may try.
Man Mark (General)
it costs two movement points (instead of one) to dodge out of the tacklezone of a player with Man Mark.
Pump fake (Passing)
This skill is aimed at drawing the pass blockers out of position. The player with this skill declares a pass, selects a target, allows passblockers to move into position an then anounces the pass was a fake. The player may then continue moving
Push (Strength)
When blocking, if a player with this skill chooses to push back an opponent without knocking him over in the direction of the block, he may chose to push the blocked player one additional square in the same direction as the original push back, as long as this additional square is not occupied. This second push back must be in a direct line with the original blocking direction and the first push back, unless this would cause the blocked player to be pushed into the crowd. In this case, treat the additional push back as a normal push in that direction, with all three squares available. This means, following the normal push back rules, an empty square on the pitch must be chosen before pushing a player off the pitch. The blocking player can still only follow up one square. Push may not be used against a player with Stand Firm or Side Step.
Quick Recovery (General)
This player always seems to recover from injuries far more quickly then usual. Short of actually regenerating lost limbs and blinded eyes, nothing seems to keep him down for long.
This player may reroll the dice when recovering from being Knocked Out, and never misses a game due to injury (though will still miss the remainder of the match if Badly Hurt, etc).
Roll (Agility)
When this player fails a dodge, leap, go for it or landing roll he counts as having an Armour Value of 10 (he is still knocked over though).
Furthermore, if this player is fouled then subtract 2 from the armor roll.
Firm Grip (General)
The player is ready to rush behind enemy lines and run for the glory. During his Movement Action, if he enters a square adjacent to the ball carrier, this player may be handed-off the ball and keep running.
Scramble (Passing)
When this player has declared a pass action, then he may use any remaining MA (and go-for-its) after he has passed the ball. Naturally, he is not allowed to keep moving if the pass resulted in a turnover.
Screen (General)
Any player dodging from the tackle zone or to the tackle zone of a player on the same team with Screen may add a +1 bonus to their dodging roll.
Shield (Agility)
Whenever this player fails to catch, pick up the ball, or when he is knocked over (or falls over) while carrying the ball, the throw in template is used to determine the bounce roll, instead of the scatter template.
The player's head coach places the throw in template over the player, and point it towards any board edge, when determining the direction of the bounce.
This skill may be used in conjunction with strip ball, and so, if a player with the Strip Ball skill pushes the ball carrier without knocking him over, he may use the shield skill to bounce the ball.
Pushoff (Strength)
When this players gets a pushback result on his block roll, he can choose to be pushbacked rather than his opponent. Resolve the pushback as if the opposing player had thrown the block, except the Pushoff player's coach can pick his pushback square.
Unstoppable (Strength)
The player will not fall over if he fails a Dodge roll. Although the player stays on his feet, he stumbles as he moves into the square he was dodging to, so his action ends and he may do nothing else that turn. A turnover, however, does not take place
Pass Interference (General)
A player with this skill can use it when instead trying to intercept a ball. To use the skill the player tests against Agility with a +1 modifier,
but also with a -1 modifier for every enemy tackle zone he is in. When successful he manages to hit the ball and knock it out of its normal course.
The passing player can no longer throw an acturate pass. Treat an accurate pass as an inaccurate one. Pass block and Safe Throw work as normal.
A coach cannot try to interfere and intercept the same pass.
Flanker (General)
A player cannot Guard or be Guarded in the TZ of a player with the Flanker skill.
Very Long Arms (Mutation)
The player can attempt to tip any ball that would land to a square in his tackle zone. Make an AG roll with a -2 modifier, if succesfull the ball scatters from the square it should have landed into.
Rocket Leg (General)
Only a player with the Kick skill may take this skill.
This skill may be used at any kick off by a player on the kicking team who has not been set up in the wide-zone or on the LOS. Roll for scatter as normal, but do not roll for catch/bounce. No player may attempt to pick up the ball until after the receiving team's turn following the kickoff, though they may enter the square where the ball will land. At the end of that turn, a standing player in the same square as the ball may attempt to either pick up or catch the ball; if the ball isn't caught or lands in an empty square bounce the ball and attempt catch rolls as usual.
A touchback prevents this skill from working.
Ruck (General)
A player with this skill never has to attempt to pickup the ball. If he moves into a square where the ball is then he can choose to decline the pickup and the ball scatters normally.
DoomDiver (Extraordinary)
Only a player who already has the right stuff skill may take this skill. He may now be thrown to either an occupied or unoccupied square following all the rules listed in the thrown team mate section of the rulebook. Add +1 to the armour roll of the target if thrown to an occupied square.
Usual Bastard (General)
When this player is sent off by the referee his team does not suffer a turn over.
Acting (General)
Whenever the player is knocked over by a block and remains unharmed (no stun, KO or injury) he can try to fake that he has been fouled. Roll a dice, on a 6 the blocking player is sent off the pitch by the referee (turnover), on a 1 the acting has been spotted and the acting player is sent off.
Homicidal (General)
The player is a killer. When he fouls, if both he and his target are still on the field after all rolls are made, he will immediatly have a second go. The player is quite likely to be sent off for this effort, so the opposing coach may roll two dice for getting the player sent off.
Slimy (Mutation)
The player's body is covered with slime. +2 to dodge rolls, -1 to all rolls with the ball. The player cant go for it.
Extra leg (Mutation)
MA-1, on a failed dodge, leap or gfi, reroll the failed roll (with the same modifiers), if successful the player is not knocked over, movement still stops though.
Insight (General)
A player with this skill has the ability to "read" the game to predict where plays are developing and be 1 step ahead of their opponent.
When your team suffers a turnover, this player can freely move 1 square if he is not in an opponent's tackle zone or holding the ball. The free move can be used to enter an opponent's tackle zone.