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.
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!
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