Badyear Git
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Badyear Git
When the specialcard Badyear Git is played can the skill KICK be used. I suppose not becuse its a flying goblin that takes the ball.
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- Meradanis
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Fluff wise, I'd say no. It doesn't matter how accurate you can do the kick-off if you hit a goblin doomdiver with the ball during it's flight.
Rule wise, I don't see any contradiction.
Rule wise, I don't see any contradiction.
Although I love the blood bowl fluff, I tend to play the game by the rules. I'd allow it in our league.LRB 5 wrote:[...]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
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The same question by stashman about kick skill.
So can you use the kick skill with this? Ball scatters 1d3 + 1d6 or 2d6?
I think that kick skill doesn´t work
So can you use the kick skill with this? Ball scatters 1d3 + 1d6 or 2d6?
I think that kick skill doesn´t work

Name: 2 ♥: BADYEAR GIT
Description: A goblin doom diver who was too cheap to pay for admission is hit by the kick-off while flying over the stadium.
Timing: Play at any kick-off after all players have been set up and the ball
placed, but before any scatter has been rolled.
Effect: The ball scatters 2d6, instead of 1d6, on this kick-off.
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).
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You want to read the kick skill closely there. It explains what to do.
"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"
So it's either 2D6 or 2D6/2, kicking coaches choice (decided after the dice are rolled).
If you need to justify it with fluffy thoughts - the player with kick has a more controlled kicking arc, when he hits the goblin the ball doesn't scatter as far because it was a more controlled kick to start with.
"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"
So it's either 2D6 or 2D6/2, kicking coaches choice (decided after the dice are rolled).
If you need to justify it with fluffy thoughts - the player with kick has a more controlled kicking arc, when he hits the goblin the ball doesn't scatter as far because it was a more controlled kick to start with.
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- GalakStarscraper
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What Fen said.fen wrote:You want to read the kick skill closely there. It explains what to do.
"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"
So it's either 2D6 or 2D6/2, kicking coaches choice (decided after the dice are rolled).
If you need to justify it with fluffy thoughts - the player with kick has a more controlled kicking arc, when he hits the goblin the ball doesn't scatter as far because it was a more controlled kick to start with.
Galak
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Now the next logical question is: are you able to halve either one of the dice, or does it have to be both or none?fen wrote:You want to read the kick skill closely there. It explains what to do.
"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"
So it's either 2D6 or 2D6/2, kicking coaches choice (decided after the dice are rolled).
If you need to justify it with fluffy thoughts - the player with kick has a more controlled kicking arc, when he hits the goblin the ball doesn't scatter as far because it was a more controlled kick to start with.
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