New Skills list
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- Khar-peth
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New Skills list
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.
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Re: New Skills list
Thanks for compiling these! I have seen some, but definitely not all of them all before. There are some very interesting skills in there that I would love to test... (and some average ones I couldn't care much for either way
).
I particularly like "acting". Soccer inspired, no doubt. A very neat rule.
Edit: Although acting seems to fit better for players with Agility access, rather than general

I particularly like "acting". Soccer inspired, no doubt. A very neat rule.
Edit: Although acting seems to fit better for players with Agility access, rather than general
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- Joemanji
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Re: New Skills list
Nice list, good work. You have pulled out most of the good ones, although a couple need looking at. Slimy seems amazing for example.
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- Khar-peth
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Re: New Skills list
that was my aimRaziel_Spry wrote:I have seen some, but definitely not all of them before.

can you add the good ones I missed ?Joemanji wrote: You have pulled out most of the good ones,
Joemanji wrote: Slimy seems amazing for example.
make it a -2 to ballhandling
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- Joemanji
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Re: New Skills list
Still amazing. Give it to a Beastman and you an AG5, ST4 blitz into the cage for only one skill.
Give him Two Head next and he is unstoppable. Someone else with Big Hand can then try to pick up the ball.

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Re: New Skills list
Acting is utterly, utterly broken.
Imagine 3 1-skill linemen with this on the LOS.
Other than that, great stuff.
Imagine 3 1-skill linemen with this on the LOS.
Other than that, great stuff.
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Narrow Tier BB? http://www.plasmoids.dk/bbowl/NTBB.htm
Or just visit http://www.plasmoids.dk instead
Or just visit http://www.plasmoids.dk instead
- Khar-peth
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Re: New Skills list
what about making the acting roll at the end of the turn ? No turnover then.plasmoid wrote:Acting is utterly, utterly broken.
Imagine 3 1-skill linemen with this on the LOS.
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Re: New Skills list
or: Roll of 6 gets the opposing player sent off as if he was spotted making a foul (bribe the ref can be used to prevent the send off). A roll of 1 and 2 will get the blocked player sent of for ... acting (bribe the ref can be used to prevent the send off).Khar-peth wrote:what about making the acting roll at the end of the turn ? No turnover then.plasmoid wrote:Acting is utterly, utterly broken.
Imagine 3 1-skill linemen with this on the LOS.
Big risk, smaller reward ... fitting for goblins

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- cyagen
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Re: New Skills list
Here are my 2 cents on these skills.
My reflection is usually a 3 steps process, 1- is the skill balanced, 2- does it bring something new 3- Would I pick it.
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).
I like the throw back to 2ed. I would remove the last part since it would require a modification of the description of 2 other skills.
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.
No sure about the on play balance of this. This is basically a skill to mimic a card. That would make the elves and skavens even harder to stop.
Feint (General)
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.
Would make it an AG skill since I see a lot of abuse when combined with Guard. Also got more an AG flavour.
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.
OK, but make it General to combine with Pass block. That would boost that skill.
Man Mark (General)
it costs two movement points (instead of one) to dodge out of the tacklezone of a player with Man Mark.
Do not like it. I see too much possible confusion and problems. I've went to so much Shadowing and DT problems, coaches confusing which has what...No go for me
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
OK, but do not see the point, I would not pick that skill. Need something more than just an anti-passblock.
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.
And can't be combined with Frenzy and Grab. Without that Nerf, I see too much abuse potential
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).
No, BB needs more attrition, not less. That basically is a mini apo, a poor man Regenerate, no, do not like it at all.
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.
No, that would benefit elves and stunties too much. Hell, how can you kill the Wardancers if they got 10 AV when they snake eyes on dodge !
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.
Like the concept, but that goes against the basic rules of the game, mainly that HOs are actions that happen during the action of the player handing the ball off. Incompatible with the game I am afraid.
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.
Like it. Do not see much of a problem with that as is.
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.
Remove to or from and the skill will be OK. Need to be playtested but I like the added dimension that it adds to the game.
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 either 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.
any board edge... and I would make that a G skill.
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.
Like it.
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
Always one of my favorite part of the old Stand Firm so I mush say yes.
[b]Pass Interference (General)[/b]
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.
You got my vote on that, but would make it a normal AG, bonuses could make that too strong.
Flanker (General)
A player cannot Guard or be Guarded in the TZ of a player with the Flanker skill.
No, guard counters guard. We do not need this 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.
Do not see why anyone should pick that skill. No use and no need for it.
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.
This is high kick as a skill, no need for skills that basically repeat something else from the rules.
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.
Like it, see the use for it.
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.
LOL, may be should be +1 AV if fails landing roll or lands in occupied square
Usual Bastard (General)
When this player is sent off by the referee his team does not suffer a turn over.
OK
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.
Do not like it, too much potential for abuse, may be if actor ejected on 1-3 OK but even then...
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.
Make fouling player prone, kind of a PO for fouls and I'm OK with it. Change the wording to reflect the new fouling rules.
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.
To strong, need a serious nerf, something like losing TZ to make it work.
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.
Does not fit with the new system. also duplicate 2 skills, do not like that.
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.[/quote]
Love it but need playtest to see if worth taking.
Some nice ideas, some not so nice. Will try to get some houseruled to test if the others in my league agree.
My reflection is usually a 3 steps process, 1- is the skill balanced, 2- does it bring something new 3- Would I pick it.
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).
I like the throw back to 2ed. I would remove the last part since it would require a modification of the description of 2 other skills.
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.
No sure about the on play balance of this. This is basically a skill to mimic a card. That would make the elves and skavens even harder to stop.
Feint (General)
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.
Would make it an AG skill since I see a lot of abuse when combined with Guard. Also got more an AG flavour.
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.
OK, but make it General to combine with Pass block. That would boost that skill.
Man Mark (General)
it costs two movement points (instead of one) to dodge out of the tacklezone of a player with Man Mark.
Do not like it. I see too much possible confusion and problems. I've went to so much Shadowing and DT problems, coaches confusing which has what...No go for me
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
OK, but do not see the point, I would not pick that skill. Need something more than just an anti-passblock.
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.
And can't be combined with Frenzy and Grab. Without that Nerf, I see too much abuse potential
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).
No, BB needs more attrition, not less. That basically is a mini apo, a poor man Regenerate, no, do not like it at all.
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.
No, that would benefit elves and stunties too much. Hell, how can you kill the Wardancers if they got 10 AV when they snake eyes on dodge !
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.
Like the concept, but that goes against the basic rules of the game, mainly that HOs are actions that happen during the action of the player handing the ball off. Incompatible with the game I am afraid.
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.
Like it. Do not see much of a problem with that as is.
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.
Remove to or from and the skill will be OK. Need to be playtested but I like the added dimension that it adds to the game.
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 either 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.
any board edge... and I would make that a G skill.
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.
Like it.
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
Always one of my favorite part of the old Stand Firm so I mush say yes.
[b]Pass Interference (General)[/b]
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.
You got my vote on that, but would make it a normal AG, bonuses could make that too strong.
Flanker (General)
A player cannot Guard or be Guarded in the TZ of a player with the Flanker skill.
No, guard counters guard. We do not need this 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.
Do not see why anyone should pick that skill. No use and no need for it.
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.
This is high kick as a skill, no need for skills that basically repeat something else from the rules.
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.
Like it, see the use for it.
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.
LOL, may be should be +1 AV if fails landing roll or lands in occupied square
Usual Bastard (General)
When this player is sent off by the referee his team does not suffer a turn over.
OK
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.
Do not like it, too much potential for abuse, may be if actor ejected on 1-3 OK but even then...
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.
Make fouling player prone, kind of a PO for fouls and I'm OK with it. Change the wording to reflect the new fouling rules.
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.
To strong, need a serious nerf, something like losing TZ to make it work.
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.
Does not fit with the new system. also duplicate 2 skills, do not like that.
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.[/quote]
Love it but need playtest to see if worth taking.
Some nice ideas, some not so nice. Will try to get some houseruled to test if the others in my league agree.
Reason: ''
Kick off return was my idea :)
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621
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Re: New Skills list
I agree with the comment. Not because it you'd have to modify something, but because both Nerves of Steel and Big Hand are marginal skills to begin with. I wouldn't want this skill making them weaker than they already are (especially since it doesn't need to).cyagen wrote: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).
I like the throw back to 2ed. I would remove the last part since it would require a modification of the description of 2 other skills.
I like the skill otherwise though. I'd probably take it for Norse, where there are really no good skill choices for linemen.
Yep, I agree with that comment too. Skills that are already weak and underused don't need counter skills. I'd rather see something that makes Pass Block worth taking, like the proposed Interception skill.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
OK, but do not see the point, I would not pick that skill. Need something more than just an anti-passblock.
I like the idea. I'd have to see the math to find out how it compares with Regenerate and/or Thick Skull. It might be too good to be general skill, although doesn't really fit anywhere else. Avoiding the SI missed game penalty is a nice touch.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).
No, BB needs more attrition, not less. That basically is a mini apo, a poor man Regenerate, no, do not like it at all.
Agree with the comment. It's interesting. A bit like Dump Off, only better because you can use it after the hit (and of course worse, because you only get 1 square range). I might pick it for a runner on a slow-ish team like Amazons.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.
[snip].
any board edge... and I would make that a G skill.
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- Khar-peth
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Re: New Skills list
Agree. No flavour skill.cyagen wrote: Flanker (General)
A player cannot Guard or be Guarded in the TZ of a player with the Flanker skill.
No, guard counters guard. We do not need this skill.
could you be more specific on potential abuses ?cyagen wrote:
Feint (General)
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.
Would make it an AG skill since I see a lot of abuse when combined with Guard.
cyagen wrote: 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).
No, BB needs more attrition, not less. That basically is a mini apo, a poor man Regenerate, no, do not like it at all.
well a player with this skill has more chances of remaining on the pitch and then getting properly killed/injured, looks like more attrition to me.
I disagree : a Wardancer with this skill would be harder to kill but would also give up on tackle/strip ball etc thus making him less effective.cyagen wrote: 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.
No, that would benefit elves and stunties too much. Hell, how can you kill the Wardancers if they got 10 AV when they snake eyes on dodge !
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Re: New Skills list
I took it from the third edition rulebook and cleaned it up digitally.
Guess you seen my using it on another forum or on my site! (not that I have copyright permission to use it)
That new one you got is nice, where is that one from, don't think I've seen the whole image before.
Guess you seen my using it on another forum or on my site! (not that I have copyright permission to use it)
That new one you got is nice, where is that one from, don't think I've seen the whole image before.
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- cyagen
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Re: New Skills list
It allows the Guarder to block, then move to provide an assit to another player. Imagine a couple of Dwarf blockers with that skill...Khar-peth wrote:could you be more specific on potential abuses ?cyagen wrote:
Feint (General)
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.
Would make it an AG skill since I see a lot of abuse when combined with Guard.
It is the never miss a game due to injury part that worries me.Khar-peth wrote: 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).
No, BB needs more attrition, not less. That basically is a mini apo, a poor man Regenerate, no, do not like it at all.
well a player with this skill has more chances of remaining on the pitch and then getting properly killed/injured, looks like more attrition to me
A Wardancer is a very effective piece out of the box. Anything that has the potential to make a Wardancer AV 10 is broken IMOKhar-peth wrote: 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.[/i]
No, that would benefit elves and stunties too much. Hell, how can you kill the Wardancers if they got 10 AV when they snake eyes on dodge !
I disagree : a Wardancer with this skill would be harder to kill but would also give up on tackle/strip ball etc thus making him less effective.
Reason: ''
Kick off return was my idea :)
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621