Da XOBB
Xenia's Organization of Blood Bowl Players: Rules: Skills
- Accurate Pass
- Player gets a plus one on all passing rolls
- Bite
- On a successful knocked down and back result, this player may choose to bite his opponent instead. The opponent rolls for injury. On a result of stunned, they remain standing. Mighty Blow does not effect this injury roll.
- Block
- The player does not fall down when a both down result is rolled on the blocking dice
- Bloodthirsty
- The player is so interested in hurting opponents he ignores the ball. Unless there are no non-bloodthirsty teammates on the field, he may not pick up, hold, or catch the ball, and if it lands in his square it scatters away. Were players may not hold the ball at all in were form.
- Catch
- The player may re-roll unsuccessful catch rolls
- Crowd Appeal
- The player gives his team an extra team re-roll. He must start on the pitch, and may not be taken off for any reason other than injury or penalties.
- Dauntless
- When blocking the player may roll 2d6, if the result is greater than the opponent's Stregnth value then the player blocks as if he had an equal Stregnth. (If it is equal to or lower the player blocks normally.)
- Dazzle
- Any opponent attempting to block this player must roll a d6. On a result of 4-6 the block is carried out as usual. On a 1-3 however, that opponent may not block that player. He may choose to block another player, or otherwise complete his move.
- Dirty Tackle
- When an opponent leaves this player's tackle zone there is a -1 to the dodge roll.
- Dodge
- The player may re-roll unsuccessful dodge rolls, and does not fall down when the "!" result is rolled on the blocking dice.
- Dive
- When the player is blitzing he can choose to go under an regular or large opponent, when a "player pushed back" result is rolled on the blocking dice. The two players switch places. No dodge roll is required for this movement, no matter how many tackle zones are on the players. This Skill can only be used by "Little Guys."
- Fear Aura
- Any opponent attempting to block this player must roll a d6. On a result of 4-6 the block is carried out as usual. On a 1-3 however, that opponent may not block that player. He may choose to block another player, or otherwise complete his move.
- Flying Kick
- Following a successful down and back result on the blocking dice, this player may move to any unoccupied square next to the downed player. No dodge roll is required.
- Focus
- When blocking use one more block die than normal.
- Food Fight
- Each time the player moves to a sideline square, he will stop for a snack on a roll of 1-2. On a roll of 5-6, he has acquired bottle to throw at any opponent. Normal passing roll; success requires an armor check from the target. The target is not knocked down.
- Frenzy
- When the player gets a pushed back result on the blocking dice, he may follow up and block again. Each additional block costs a movement point, the player cannot do more blocks than he has movement.
- Healing Hands
- Player may choose to sit out for one touchdown per game, and care for his team mates. As a result all KO recovery rolls are successful at the end of that touchdown.
- Hungry
- Each time the player moves to a sideline square, he will stop for a snack on a roll of 1-2. (Note that standing up when on a sideline square requires three rolls.)
- Incorpreal
- The player cannot block or assist
- Intercept
- The player does not suffer the -2 penalty when trying to intercept the ball. Normal interception rules apply.
- Jump Up
- The player may stand up without paying three movement points. This allows him to stand up and block in the same turn.
- Karate
- The player may make a block using his agility compared to his opponent's agility or strngth, whichever is higher. Neither the attacker or defender may have assistance when this skill is used.
- Leap
- The player may move through squares with prone players as if there was no prone player there. They may not stop on that square to block, if tackled they go down in the square they just left. The player may not pass from one occupied square to another occupied square.
- Long Throw
- The player may throw the entire length of the pitch. Any pass longer than the range ruler is counted as a long bomb.
- Mighty Blow
- Add +1 to any armor and injury rolls made by this player, or by the opponent because of this player.
- Nerves of Steel
- The player suffers no penalty for being in an opponent's tackle zone when throwing or catching the ball.
- Pass
- The player may re-roll unsuccessful passing rolls.
- Pick Up Opponent
- On a successful knocked down and back result this player may choose to pick up his opponent instead. The opponent so held may not move or block, and has no tackle zone, but he may hold, pass, catch and intercept the ball. The player may not move or block while holding an opponent. On each succeeding turn the may roll d6 if the number is higher than the held opponent's ST they continue to hold that opponent, otherwise they drop the opponent in any unoccupied square in their tackle zone. The opponent then rolls for armor as if he had just been knocked down. If the player is knocked down while holding an opponent, the opponent is dropped, and the opponents coach decides which square he lands in.
- Racial Specialty
- Various races have their own special skills. If your race is not listed here, roll again.
Anointed/Seraph
| Healing Hands
|
"Little Guys"
| Dive
|
Slann
| Flying Kick
|
Elf
| Dazzle
|
"Big Guys"
| Pick Up Opponent
|
Dwarves
| ?Low Blow?
|
Chaos Dwarf/Chaos Human
| Regeneration
|
Undead
| Fear Aura
|
Were/Scaven
| Bite
|
- Random
- Roll again on the indicated table
- Reach
- The player may move one square before blocking
- Regeneration
- A player with regeneration cannot be killed. If a kill is rolled, the player is out for that game, and the opponent gets a seriously injured stat instead. Also, if after the touch down a player with regeneration is in the injury box, he rolls a d6, and on a 5 or 6 he has recovered from the injury and is placed in the reserves box.
- Right Stuff (TRS)
- The player may be thrown by a large monster with TTM skill. This skill can only be used by players who are "little guys".
- Scramble
- The player may run up to two squares with the ball, and then throw it.
- Shake-n-bake
- The player gets a +1 to all dodge rolls.
- Short
- The player suffers an additional -1 penalty when trying to intercept the ball. A natural six will not result in an interception if the modified roll would not be a success.
- Shuffle
- The player may choose which square the ball scatters to when he's knocked over
- Slam
- On any result of defender pushed back, the player pushes the defender back two squares. The attacker may only follow up one square.
- Sprint
- The player may attempt to move up to three additional squares rather than the normal two. You roll once for the first two squares, and then a second time for the third.
- Strip Ball
- The player may force an opponent to drop the ball on a pushed back result on the blocking dice.
- Sure Feet
- The player may re-roll unsuccessful sprint rolls.
- Sure Hands
- The player may re-roll unsuccessful pick up the ball rolls, and the Strip Ball skill does not work against this player.
- Tackle
- Opposing players may not use their Dodge skill when attempting to move out of this player's tackle zone, or when this player rolls a "!" result on the blocking dice.
- Thick Skull
- Roll a d6 if the player is KO'd. On a roll of 4-6 they shake off the injury, and are merely stunned.
- Throw Team Mate (TTM)
- A player wit this skill may throw team-mates who have the Right STuff skill. This skill may only be used by players who are big guys.
- Touch of Death
- +1 to injury rolls
- Toughness
- The player has a -1 to all injury rolls. A natural "12" is still a kill.
- Undead Damage Resistance (UDR)
stun
| no effect
|
KO'd
| off field
|
injured
| off field
|
seriously injured
| killed
|
killed
| killed
|
- Vunerabilities
- When initiating a block calculate blocking dice as if you have one lower strength.
- Wimpiness
- The player suffers +1 to all injury rolls.