# 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