Page 75
AGILITY SKILLS
DEFENSIVE
SAFE PAIR OF HANDS
CATCH
During your opponent's team turn
f 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 t 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
This player may attempt to catch the JUMP UP
one this player occupies when they
ball if a pass, throw-in or kick-off
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
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
noccupied 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 . 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
committing a Foul should they roll a
Of
natural double on the Armour roll.
the activation
to end
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
use this Skill. Your opponent must
immediately subtract 2 from the
result of the Agility test. This player
is then Placed Prone in the square
vacated by the opposition player.
LEAP
During their movement, instead
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.
Additionally, this player may
choose to use this Skill when they
are the target of a Block action and
a Stumble result is applied against
themn, as described on page 57.
HACKSPIT QUILLCHEWER'S FUN FACTS!
A lot of teams have very strict policies regarding performance enhancing
(and reality altering!) drugs. Take the Lowdown Rats, for example.
Any player found not to be in possession of at least a bag of
Madcap Mushrooms can face a very hefty fine!
75