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Clean - Page 94
SET-UP As with regular games of Blood Bowl, both coaches place all of their available players on the pitch. If there are more than seven players available those not chosen to play the drive are placed in the Reserves box until the start of the next drive. A t...
Clean - Page 75
AGILITY SKILLS CATCH This player may re-roll a failed Agility test when attempting to catch the ball. DEFENSIVE 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 sk...
Clean - Page 80
STRENGTH SKILLS ARM BAR If an opposition player Falls Over as the result of failing their Agility test when attempting to Dodge, Jump of Leap out of a square in which they were being Marked by this player, you may apply a +1 modifier to either the Armour ro...
Page 80
STRENGTH SKILLS ARM BAR If an opposition player Falls Over as the result of failing their Agility test when attempting to Dodge, Jump of Leap out of a square in which they were being Marked by this player, you may apply a +1 modifier to either the Armo...
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 ap...
Clean - Page 78
MUTATIONS BIG HAND This player may ignore any modifier(s) for being Marked or for Pouring Rain weather conditions when they attempt to pick up the ball. FOUL APPEARANCE* When an opposition player declares a Block action targeting this player (on its own or...
Clean - Page 77
FRENZY* Every time this player performs a Block action (on its own or as part of a Blitz action), they must follow-up if the target is pushed back and if they are able. If the target is still Standing after being pushed back, and if this player was able to fo...
Clean - Page 76
GENERAL SKILLS BLOCK When a Both Down result is applied during a Block action, this player may choose to ignore it and not be Knocked Down, as described on page 67. DAUNTLESS When this player performs a Block action (on its own or as part of a Blitz action...
Page 76
GENERAL SKILLS BLOCK When a Both Down result is applied during a Block action, this player may choose to ignore it and nol be Knocked Down, as described on page 67. DAUNTLESS When this player performs a Block action (on its own or as part ot a Blitz act...
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 m...
Clean - Page 95
THE INJURYTABLE Rather than the standard Injury table, Blood Bowl Sevens uses the following Injury table. This is a simplified version of the standard table that is both quick and easy to use: BLOOD BOWL SEVENS INJURY TABLE 2D6 Result 2-7 Stunn...
Page 78
FOUL APPEARANCE When an opposition player declares a Block action targeting this player (on its own or as part of a Blitz action), or any Special action that targets this playet, their coach must first roll a D6, even if this player has lost if their T...
Page 77
FRENZY PRO player performs Block action Every time this (on its own or as part of may attempt re-roll During their activation, this player STRIP BALL When this player targets a action), follow-up the Blitz target is they must back and IE they if dic...
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 Agili...
Clean - Page 74 - Skills
SKILLS The following pages feature the complete list of Skills and Traits available to players. Be they Skills a player starts with, or Skills gained during the course of a league, all players will have a degree of access to General, Agility, Strength and Pa...
Blood Bowl Sevens Combined
BLOOD BOWL SEVENS Welcome to Blood Bowl Sevens, the fast and furious game of fantasy football. Blood Bowl is, by its very nature, a game that can take a couple of hours or more to play. For many coaches, real-world commitments, such as work and family, can me...
Page 74 - Skills
SKILL USElayers that are Slanding and have not lost theirTackle Zone can usetheit Skills or Traits at any time, not just during their own activation.P Players that are Prone of Stunned, or that have lost theirfor any reason, cannot use any Skills of Traits unl...
Clean - Page 97
0-5 DESPERATE MEASURES 50,000 GOLD PIECES, AVAILABLE TO ANYTEAM Desperate Measures are a new type of Inducement unique to Blood Bowl Sevens. They represent not only the dirty tricks amateur teams are capable of, but the lengths to which a coach, the players,...
Clean - Page 96
PLAYER ADVANCEMENT In Blood Bowl Sevens league play, players do not earn Star Player Points for their achievements. Instead, after every game, one player on your team will automatically gain new randomly selected Primary or Secondary skill. There are two ways...
Page 81
TRAITSANIMAL SAVAGWhen this player IS activated, even if they are Prone oFhave last their Tackie Zone, immediately after declaringwill perform but before performing thethe action theyaction, roll a D6, applying a +2 modifier the dice rollifyou declared the pla...