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Clean - Page 75

AGILITY SKILLS

CATCH

This player may re-roll a failed Agility test when attempting to catch the ball.

DEFENSIVE

SAFE PAIR OF HANDS

CATCH

During your opponent's team turn (but not during your own team turn), any opposition players being Marked by this player cannot use the Guard skill.

SAFE PAIR OF HANDS

fIf this player is Knocked Down or

This player may

re-rolla attempting a failed to catch turn), any

(but not during your own team

Placed Prone (but not tif they Fall

Agility test when

opposition players being

Over) whilst i in possession of the

the ball.

Marked by this player cannot use tha ball, the ball does not bounce.

Guard skill.

Instead, you may place the ball in an

DIVING CATCH

unoccupied square adjacent to the one this player occupies when they become Prone.

DIVING CATCH

This player may attempt to catch the JUMP UP

one this player occupies when they

ball if a pass, throw-in or kick-off causes it to land in a square within their Tackle Zone after scattering or deviating. This Skill does not allow this player to attempt to catch the ball if it bounces into a square within their Tackle Zone.

Additionally, this player may apply a +1 modifier to any attempt to catch an accurate pass if they occupy the target square.

JUMP UP

If this player is Prone they may stand become Prone.

causes it to land in a square within

up for free (i.e. standing up does

their Tackle Zone after scattering of not cost this player three (3) squares SIDESTEP

deviating. This Skill does not allow

of their Movement Allowance, as it normally would).

Additionally, if this player is Prone when activated, they may attempt to Jump Up and perform a Block action. This player makes an Agility test, applying a +1 modifier. If this test is passed, they stand up and may perform a Block action. lf the test is failed, they remain Prone and their activation ends.

SIDESTEP

If this player is pushed back for any

this player to attempt to catch the

normally would).

reason, they are not moved into

ball if it bounces into a square within

ac square chosen by the opposing

Additionally, if this player is

coach. Instead you may choose any

their Tackle Zone.

Prone when activated, they may

noccupiedunoccupied square adjacent to this

player. This player is pushed back

Additionally, this player may

attempt to Jump Up and perform a

into that square instead .instead. If there are

apply a +1 modifier to any attemp

B lock action. This player makes an

Agility test, applying a +1 modifier.

no unoccupied squares adjacent to

to catch an accurate pass if the y

this player, this Skill cannot be be used.

occupy the target square.

If this test is passed, they stand up

and may perform a Block action.

lf the test is failed, they remain Prone

SNEAKY GIT

and their activation ends.

When this player performs a Foul

O

action, they are not Sent-off

for committing a Foul should they roll a

Of

natural double on the Armour roll.

Additionally, the activation

of this player does not have to end once the Foul has been committed. If you wish and if this player has not used their full Movement Allowance, they may continue to move after committing the Foul.

DIVING TACKLE

Should an active opposition player

that is attempting to Dodge, Jump

or Leap in in order to vacate a square

in which they are being Marked by

this player pass their Agility test,

you may declare that this player will

player use this Skill. Your opponent must

immediately subtract 2 from the

result of the Agility test. This player

player is then Placed Prone in the square

vacated by the opposition player.

If the opposition player was being Marked by more than one player with this Skill, only one player may use it.

LEAP

During their movement, instead

of jumping over a single square that

is occupied by a Prone or Stunned

player, as described on page 45.

45,

player with this Skill may choose

to Leap over any single adjacent

square, including unoccupied

squares and squares occupied by

Standing players

Additionally,

of this player does not have

once the Foul has been committed.

If you wish and if this player has not

used their full Movement Allowance,

they may continue to move after

committing the Foul.

If the opposition player was

being Marked by more than one

player with this Skill, only one player

may use

Additionally, this player may

reduce any negative modifier applied

to the Agility test when they attempt

to Jump over a Prone or Stunned

player, or to Leap over an empty

square or a square occupied by a

Standing player by 1, to a minimum

of-1.

SPRINT

When this player performs any action

that includes movement, they may

attempt to Rush three times, rather

than the usual two.

DODGE

Once per team turn, during their

activation, this player may re-roll a

faled Agility test when attempting

to Dodge.

SURE FEET

Once per team turn, during their

activation, this player may re-roll the

D6 when attempting to Rush.

A player with this Skill cannot

also have the Pogo Stick trait.

SPRINT

When this player performs any action that includes movement, they may attempt to Rush three times, rather than the usual two.

DODGE

Once per team turn, during their activation, this player may re-roll a failed Agility test when attempting to Dodge.

Additionally, this player may

choose to use this Skill when they

they are the target of a Block action and

a Stumble result is applied against

themn,them, as described on page 57.

HACKSPIT

SURE QUILLCHEWER'S FUN FACTS!FEET

AOnce lotper ofteam teamsturn, haveduring verytheir strictactivation, policiesthis regardingplayer performancemay enhancing

(and reality altering!) drugs. Takere-roll the LowdownD6 Rats,when for example.

Any player found notattempting to be in possession of at least a bag ofRush.

Madcap Mushrooms can face a very hefty fine!

75