Clean - Page 79
PASSING SKILLS
ACCURATE
When this player performs a Quick
Pass action or a Short Pass action,
you may apply an additional +1
modifier to the Passing Ability test.
CANNONEER
When this player performs a Long
Pass action or a Long Bomb Pass
action, you may apply an additional
+1 modifier to the Passing
Ability test.
HAIL MARYPASSMARY PASS
ON THE BALL
When this player performs a Pass action (or a Throw Bomb action), the target square can be anywhere on the pitch and the range ruler does not need to be used, A Hail Mary pass is never accurate, regardless of the result of the Passing Ability test it will always be inaccurate at best. A Passing Ability test is made and can be re-rolled as normal in order to determine if the Hail Mary pass is wildly inaccurate or is fumbled. A Hail Mary pass cannot be interfered with. This Skill may not be used in a Blizzard.
This player may move up to three
action (or a Throw Bomb action), the squares (regardless Or their MA),
target square can be anywhere on
following all of the the normal movement
the pitch and the range tuler does
rules, when the opposing coach
not need to be used, A Hail Mary
declares that one of their players i5
pass is never accurate, regardless of
oing,going, to perform a Pass action,action. This
the result of the Passing Ability test
move made after the range has
it will always be inaccurate at best.
has been measured and the target square
A Passing Ability test is made and
declared, but before the active player
can be re-rolled as normal in order
makes a Passing Ability test., Making
to determine if the Hail Mary pass
this move interrupts the activation
is wildly inaccurate or is fumbled. A
fof the opposition player performing
Hail Mary pass cannot be interfered
the Pass action. A player may use
with. This Skill may not be used in
this Skill when an opposition player
a Blizzard.
uses the Dump-off skill, but should
this player Fall Over whilst moving,
LEADER
a Turnover is caused.
CLOUD BURSTER
When this player performs a Long
Pass action or a Long Bomb Pass
action, you may choose to make the
opposing coach re-roll a successful
attempt to interfere with the pass
LEADER
A team which has one or more
players with this Skill gains a single
Additionally, during each Start
extra team re-roll, called Leader
of Drive sequence, after Step 2 but
re-roll. However, the Leader re-roll
before Step one Open player with
can only be used if there is at least
this Skillon the receiving team may
one player with this Skill on the the pitch
move Up to three squares (regardless
(even if the player with this Skill
of their MA). This Skill may not
is Prone, Stunned or has lost their
be used if a touchback is caused
Tackle Zone). If all players with this
hen the kick deviates and does not
Skill are removed from play before
allow the player to cross into their
the Leader re-roll is used, it is lost.
pponent's half of the pitch.
The Leader re-roll can be carried
over into extra time if it is not usedused, ,
PASS
but the team does not receive a
This player may re-roll a failed
new one at the start of extra time.
Passing Ability test when performing
Unlike standard Team Re-rolls, the
a Pass action.
Leader Re-roll cannot be lost due to
RUNNING PASS
a Halfling Master Chef, Otherwise,
the Leader re-roll is treated just like a normal team re-roll.
CLOUD BURSTER
When this player performs a Long Pass action or a Long Bomb Pass action, you may choose to make the opposing coach re-roll a successful attempt to interfere with the pass.
Additionally, during each Start of Drive sequence, after Step 2 but before Step 3, one Open player with this Skill on the receiving team may move up to three squares (regardless of their MA). This Skill may not be used if a touchback is caused when the kick deviates and does not allow the player to cross into their opponent's half of the pitch.
PASS
This player may re-roll a failed Passing Ability test when performing a Pass action.
RUNNING PASS
If this player performs a Quick Pass
normal team re-roll.
action, their activation does not have
the
is resolved.
DUMP-OFF
If this player is nominated as the
target of a Block action (or a Special
action granted by a Skillor Trait
that can be performed instead of
a Block action) and if they are in
possession of the ball, they may
immediately perform a Quick Pass
action, interrupting the activation of
the opposition player performing the
Block action (or Special action) to
do so. This Quick Pass action cannot
cause a Turnover, but otherwise all of
the normal rules for passing the ball
apply Once the Quick Pass action is
resolved, the active player performs
the Block action and their team
turn continues.
pass
to end once
the pass is resolved. If you wish and if this player has not
used their full Movement Allowance,
they may continue to move after
resolving the pass.
DUMP-OFF
If this player is nominated as the target of a Block action (or a Special action granted by a Skill or Trait that can be performed instead of a Block action) and if they are in possession of the ball, they may immediately perform a Quick Pass action, interrupting the activation of the opposition player performing the Block action (or Special action) to do so. This Quick Pass action cannot cause a Turnover, but otherwise all of the normal rules for passing the ball apply Once the Quick Pass action is resolved, the active player performs the Block action and their team turn continues.
FUMBLEROOSKIE
When this player performs a Move
or Blitz action whilst in possession Of
the bal,ball, they may choose to drop
the ball. The ball may be placed
in any square the player vacates
during their moverentmovement and does not
bounce. No Turnover is causedcaused.
NERVES OF STEEL
This player may ignore any
modifier(s) for being Marked when
they attempt to perform a Pass
action, attempt to catch the ball or
attempt to interfere with a pass.
SAFE PASS
Should this player fumble a Pass
action, the ball is not dropped, does
not bounce from the square this
player occupies, and no Turnover is
caused. Instead, this player retains
possession of the ball and their
activation ends.
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