During our latest episode (Episode 26) we set the task of coming up with our very own new skills. Not because we think the game needs them, but because it seemed like a bit of fun. See if any of our hosts have a future in game design.
Listed below are our efforts, so what do you think? Do you agree? Do you disagree? Feel free to let us know on any of our social pages or via email.
When a player with spin attempts to dodge through a tackle zone, they may attempt to spin. Roll a D6 adding the players agility, then minus the marking players agility. If the result of the D6 is five or more you pass through without having to make a dodge roll.
If a player has this skill, they can use two spaces of their movement allowance to give +1 when dodging into a tackle zone. Additionally, if blocked and not knocked down, they can attempt to move to an adjacent square of their choice following a passed agility test.
As part of a blitz action, as long as the player performing the blitz has moved at least 3 square before hitting the player they can perform a sliding tackle. To perform the sliding tackle the player must perform an agility test. If they pass the agility test they perform the block as normal. If they fail they catch their toe and get knocked down in the square next to the player targeted. The sliding tackle action allows the player to add another block dice to the block action up to a maximum of three dice. Following the result the player is placed prone.
This player knows how to cause a scene on the pitch you are unable to use sneaky git against this player. Even with Sneaky git, this player puts on so much of a show that the ref still notices.
This player may make a blitz action and then, after the block action has been completed, the player can then choose to make a pass or hand off action as well. (So basically Fumblerooskie - TheCowDaddy)
If this player is adjacent to a foul or use of a secret weapon. The player with the snitch skill can roll a D6, on the roll of a 3+ they manage to gain the referees attention, causes them to see the foul/secret weapon and send the player off as per a double roll for a normal foul. The coach can attempt to argue the call or use a bribe as they see fit. Additionally if a player with the snitch skill gets pushed off the pitch or ends up in the crowd for any reason they get +1 added to the injury roll. Cause Snitches get stitches!!
This player has upgraded their equipment. Giving it spiked shoulder pads/armour, when a player with wardrobe malfunction performs a blitz, they can reroll half of their block dice rounding up. So if you have one block dice you can reroll 1 dice. If you have 2 you can reroll 1 dice and if you have 3 you can reroll 2 dice.
Once an opponent has declared the blitz action and nominated the target. A player with third eye may then move up to 3 squares. It follows the same rules as on the ball.
If a player on either team ends their movement next to the player with Putrid stench. They must roll a D6, on a 2+ nothing happens. If they roll a 1 however they lose all general, agility, strength and passing skills
Players with fangs, when attempting a foul get to dove onto the player they are fouling and sink their fangs in. The player can add +2 to an armour roll when committing a foul. Following the foul the player is placed prone.
The field general is a player that will always keep their head and force their team to also do so. If you have a player with this skill on the field it negates the leader skill. Meaning the opponent cannot use their leader reroll.
Players who are strength 5 and above and have throw team mate. If this player has the bar toss skill, they can make a quick pass with a strength 3 or lower player. Due to the fact these players don’t have right stuff (if they do have right stuff they are thrown normally not using Bar Toss) the Bar Toss player receives an additional -1 modifier to their throw on top of all additional modifiers. If they fumble the player, the player will be knocked down and have an additional +2 mighty blow added to the knock down (Armour or injury)
A player with straight arm can attempt to straight arm a marker before they pass the ball. The passing player must roll below their strength attribute, if they do they can push the player marking them back one space as per a normal push result on a block dice. They then must complete the pass action.
A player with shield can negate guard on any player in their tackle zones. On both their and their opponents turns.
Instead of performing a block action, you roll a contested strength test. You roll a D6 plus your strength, your opponent rolls a D6 plus their strength. If successful you place the opponents player behind your player. They are knocked down and you gain a +1 to either the armour or injury roll. Your piece is placed prone in the square they were in.
When performing a blitz a player with the clothesline ability can target two players in the same way that multiple block works. Sticking out both arms as they run into the players they are blocking.
Field General
Rewritten the rule so that not only does it negate leader, it steals any leader rerolls from your opponent. It also stops a master chef removing your rerolls. The chef will still gain rerolls but you will not lose any.
Putrid Stench:
Add to the end of the rules “This skill does not effect Favoured of Nurgle.”
Q. do you have to roll for putrid stench whenever you move into a tackle zone of a player with the skill.
A. if you enter a tackle zone of a player with Putrid stench you do have to roll the 2+, however if you pass the skill you then do not have to roll again during that activation regardless as to whether you enter the tackle zone again.
Spin
Q. When spinning through multiple tackle zones would it both players agility added?
A.You take the highest agility of all marking players, then +1 for each additional marking player.
Suplex
Q. Where do you place the suplexed player if someone occupies the square behind you?
A. The playeroccupying the square is knocked down exactly as if a thrown team mate had landed on them. The suplexed player would then bounce from that square.
Third Eye:
Q. Is there a range limit to third eye?
A. Third eye can be used as long as the player who being blitzed is within 6 squares.