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| SPPs | Title | SP Rolls | Ageing | Probability | Cumulated |
| 0-5 | Rookie | None | None | None | None |
| 6-15 | Experienced | One | 3+ | 97.2% | 97.2% |
| 16-30 | Veteran | Two | 4+ | 91.7% | 89.1% |
| 31-50 | Emerging Star | Three | 5+ | 83.3% | 74.3% |
| 51-75 | Star Player | Four | 6+ | 72.2% | 53.6% |
| 76-125 | Super-Star | Five | 7+ | 58.3% | 31.3% |
| 126-175 | Mega-Star | Six | 8+ | 41.7% | 13.0% |
| 176+ | Legend | Seven | 9+ | 27.8% | 3.6% |
Note: The Probability column indicates the probability of succeeding the ageing roll. The Cumulated column indicates the probability of succeeding all ageing rolls up to that level.
Differences from the LRB are marked in bold text.
Block: General skill The Block skill affects the results rolled with the Block dice, as explained in the Blocking rules.
Dauntless: General trait A player with this trait is capable of psyching themselves up so that they can take on even the very strongest opponent. The skill only works when the player attempts to block an opponent who is stronger than himself. When the skill is used the coach of the Dauntless player rolls two dice and adds them together. If the total is greater than the opponent's Strength value, then the Dauntless player's Strength is counted as being equal to his opponent's when he makes the block, before any bonuses for skills and defensive or offensive assists are added. If the dice roll is less than or equal to the opponent's Strength value, then the Dauntless player must use his normal Strength for the block.
Dirty Player: General skill A player with this skill has trained long and hard to learn every dirty trick in the book. If he fouls an opposing player then add +2 to the Armour or the Injury rolls. Note that this skill can only be used if the player actually makes a foul; it may not be used if he is assisting another player who is making a foul. The Dirty Player skill may be used to modify an Amour or Injury roll for a foul, not both. The +2 to Armour rolls will always be used before other modifiers such as those from the Chainsaw or Deathroller secret weapons.
Frenzy: General trait A player with Frenzy must always follow an opponent up if they push them back. In addition, if a frenzied player pushes back an opponent without knocking them over, then they must follow up the opponent and then throw another block at them, which is worked out using the normal rules. Frenzy is not used with secret weapon attacks or any other kind of attack other than a straightforward normal block on one opponent! Note that these changes mean that a frenzied player can now only throw ONE additional block per team turn, no matter what the result of the second block. Also note that if the second block pushes the opposing player back then the frenzied player must still follow up. If the frenzied player is taking a Blitz action and runs out of normal movement on the second block, he will get that second block at no movement cost, without having to roll to go for it. If he has to go for it to throw the first block, he will also have to go for it to throw the second. There is no option not to throw the second block.
Kick: General skill In order to use this skill the player must be set up on the field when his team kicks off. The player may not be set up in either wide zone or on the line of scrimmage. Assuming all of these conditions are met then the player is allowed to take the kickoff. Because his kick is so accurate, the number of squares that the ball scatters on kick-off is halved, rounding any fractions down (ie, 1 = 0, 2-3 = 1, 4-5 = 2, 6 = 3).
Leader: General trait The player is a natural leader and inspires the rest of the team while he is on the field. Having such a player in the team allows the coach to take a Leader Re-roll counter at the start of the match and at halftime and place it on the Re-roll track along with his Team Re-roll counters. A team may only ever have one Leader Re-roll counter, even it has several players with this skill. The counter is used in exactly the same way as a Team Re-roll counter, but it may only be used if a player with the Leader skill is on the playing field (standing or prone) at the time the counter is used. The Leader Re-roll will always display as one of your Team Re-rolls. It will be used the first time you use a Team Re-roll while a player with Leader is on the pitch.
Nerves of Steel: General trait The player may ignore the -1 dice modifier for enemy tackle zones when he attempts to pass, catch or intercept the ball.
Pass Block: General skill A player with this skill is allowed to move three squares when the opposing coach announces that one of his players is going to pass the ball. This move is made out of sequence, after the range has been measured, but before any interception attempts have been made. However, the move may only be made if it allows the player to move into a position to attempt an interception, or to put the thrower or catcher in his tackle zone. The opposing coach is not allowed to change his mind about passing the ball after the player with this skill has made his move. The special move is free, and in no way affects the player's ability to move in the following turn. Apart from this, however, the move is made using all of the normal rules, and the player does have to dodge in order to leave opposing players' tackle zones.
Pro: General skill A player with this skill is a hardened veteran. Such players are called professionals or Pro's by other Blood Bowl players because they rarely, if ever, make a mistake. Once per team turn, a Pro is allowed to re-roll any one dice roll he has made. However, before the re-roll may be made, his coach must roll a dice. On a roll of 4, 5 or 6 the re-roll may be made. On a roll of 1, 2 or 3 the original result stands and may not be re-rolled with a skill or team re-roll. A player cannot use this skill to re-roll an Armour or Injury roll. You cannot re-roll a Pro roll. Pro can only be used during the move of the player who has Pro.
Shadowing: General skill The player may use this skill when an opposing player moves out of his tackle zone. Each coach rolls a dice and adds their own player's movement allowance to the score. If the shadowing player's coach manages to equal or beat the other coach's score, then he may move his player into the square vacated by the opposing player. He does not have to make any Dodge rolls when he makes this move, and it has no effect on his own movement in his own team turn. If the Shadowing player's coach rolls less than the other coach's score then his player is left standing. A player may make any number of shadowing moves per turn. If a player has left the tackle zone of several players that have the Shadowing skill, then only one of the opposing players may attempt to shadow him.
Strip Ball: General skill A player with this skill forces any opposing player that he pushes back to drop the ball in the square that they are pushed to, even if the opposing player is not knocked over.
Sure Hands: General skill A player with the Sure Hands skill is allowed to re-roll the dice if he fails to pick up the ball. In addition, the Strip Ball skill will not work against a player with this skill.
Tackle: General skill Opposing players who are standing in this player's tackle zone are not allowed to use their Dodge skill if they attempt to dodge out of the player's tackle zone, nor may they use their Dodge skill if the player throws a block at them.
Catch: Agility skill A player who has the Catch skill is allowed to re-roll the dice if he fails to catch the ball. It also allows the player to re-roll the dice if he drops a hand-off or fails to make an interception.
Diving Catch: Agility skill The player may use this skill if the ball was thrown to him and missed. It allows the player to move one square after the ball has scattered. This move is made after the ball has scattered, but before it hits the ground or can be caught. No Dodge roll is required to make this move. If the move takes the player into the square that the ball is in then he is allowed to try and catch it. Although a player using a Diving Catch ends up on the ground for a moment, because this is a controlled fall he will not be injured and he will almost instantly regain his feet. Therefore the player is not knocked over when he uses the skill.
Diving Tackle: Agility skill The player may use this skill after an opposing player attempts to Dodge out of his tackle zone, but the intention to use it must be declared before the dodge is made - it will then be used if it would make a difference - and can therefore not be used in conjunction with Shadowing. Place the player using this skill prone in the square vacated by the dodging player, but do not make an Armour or Injury roll for them. The opposing player must then subtract -2 from his Dodge roll for leaving the player's tackle zone. If a player is attempting to leave the tackle zone of several players that have the Diving Tackle skill, then only one of the opposing players may make a diving tackle.
Dodge: Agility skill A player with the Dodge skill is allowed to re-roll the dice if he fails to dodge out of an opposing player's tackle zone. However, the player may only re-roll one failed Dodge roll per team turn. In addition, the Dodge skill affects the results rolled on the Block dice, as explained in the Blocking rules in the Blood Bowl book.
Jump Up: Agility trait A player with this skill may stand up for free at the start of any action; he does not have to pay three squares of movement. This means that the player can take a Block action even when he is prone, because he can stand up for free at the start of the action.
Leap: Agility skill A player with the Leap skill is allowed to jump over an adjacent square, even if it is occupied by a knocked over or standing player from either team. Making a leap costs the player two squares of his normal movement. In order to make the leap, move the player to any empty square adjacent to the square that they are jumping over, and then make an Agility roll for the player. No modifiers apply to this dice roll at all and the player does not have to dodge to leave the square he starts in. If the player successfully makes the dice roll then they make a perfect jump and may carry on moving. If the player fails the Agility roll then he falls over in the square that he was leaping to, and the opposing coach may make an Armour roll to see if he was injured. A failed leap counts as a turnover, and the moving team's turn ends immediately. A player may only use the Leap skill once per action.
Side Step: Agility skill A player with this skill is an expert at stepping neatly out of the way of an attacker. To represent this ability, his coach may choose which square the player is moved to when he is pushed back, rather than the opposing coach. Furthermore, the coach may choose to move the player to any adjacent square, not just the three squares shown on the Push Back diagram. The player may not use this skill if there are no open squares on the field adjacent to this player. Note that the coach may choose which square the player is moved to even if the player is knocked over after the push back.
Sprint: Agility skill The player may attempt to move up to three extra squares rather than the normal two. Their coach must still roll to see if the player falls over in each extra square he enters.
Sure Feet: Agility skill The player may re-roll the dice if he falls over when trying to go for it. A player may only use the Sure Feet skill once per action.
Accurate: Passing skill The player may add +1 to the dice roll when he passes the ball.
Dump Off: Passing skill This skill allows the player to make a Quick Pass when an opposing player declares that he will throw a block at him, allowing the player to get rid of the ball before he is hit. Work out makes his block. The normal throwing rules apply, except that neither team's turn ends as a result of the throw, whatever it may be. After the throw is worked out your opponent completes the block, and then carries on with his turn.
Hail Mary Pass: Passing skill The player may throw the ball to any square on the playing field, no matter what the range; the range ruler is not used. On a roll of 1 the player fumbles the throw, and the ball will scatter once from the thrower's square. On a roll of 2-6 the player may make the pass. The Hail Mary pass may not be intercepted, but it is never accurate - the ball automatically misses and scatters three squares. Note that if you are lucky, the ball will scatter back into the target square! Also note that this skill is very useful when combined with the Diving Catch skill. This skill may not be used in a blizzard.
Pass: Passing skill A player with the Pass skill is allowed to re-roll the dice if he misses a pass.
Safe Throw: Passing skill Roll a dice if a pass made by the player is successfully intercepted. On a roll of 2 or more the interception is cancelled out. On a roll of 1 the interception takes place as normal.
Strong Arm: Passing trait Reduce the range by one band (but never lower than 'Quick') when the player passes the ball. For example, a long pass is treated as a Short pass, etc.
Break Tackle: Strength skill The player may use his Strength instead of his Agility when making a Dodge roll. For example, a player with Strength 4 and Agility 2 would count as having an Agility of 4 when making a Dodge roll. This skill may only be used once per turn.
Guard: Strength skill A player with this skill may assist an offensive or defensive block even if he is in another player's tackle zone.
Mighty Blow: Strength skill Add +1 to any Armour or Injury rolls (not both) made by a player with this skill. This skill may not be used by players with a Strength of 2 or less. This may only be used to modify an Armour or Injury roll caused by a block. Mighty Blow may not be used to modify an Armour or Injury roll caused by a foul. This skill may not be used by players with a Strength of 2 or less. The strength score comes from the player's position as it is written on the team roster, so a Goblin (St 2) can never use this skill, even if he gains St+1, and a Human Blitzer (St 3) can use the skill even if he later loses a point of Strength.
Multiple Block: Strength skill The player is allowed to block two opposing players at the same time. The opposing players must be next to the player making the block and adjacent to each other. Their strengths are added together and both suffer the effects of the block equally. Both sides may use assists normally. Players in the tackle zones of both targets of a Multiple Block may not assist the blocking player unless they have Guard. In case of each opponent being pushed back, fully resolve the push back for one opponent before resolving the second opponent's push back. The Side Step skill can not be used when the player with that skill is the target of a Multiple Block.
Piling On: Strength skill The player may use this skill after he has made a Block, but only if the victim was knocked over. If the armour roll has failed the player may decide to 'pile on' to the victim. If so then you may re-roll the armour roll. The piling on player is placed prone in his own square - it is assumed that he rolls back there after flattening his opponent (do not make an Armour roll for him as he has been cushioned by the other player!). If the player has pushed back his opponent before knocking him over, then he must follow up the block before he can use this skill. Piling On does not cause a turnover unless the piling on player is carrying the ball.
Stand Firm: Strength trait A player with this skill is never pushed back as the result of a block. He may completely ignore 'Push Back' results, and 'Knock-down' results always knock the player over in the square where he started. In addition, the player does not fall over if he fails a Dodge roll. Although the player stays on his feet, he must return to his starting square. His action ends and he may do nothing else that turn. A turnover, however, does not take place.
Big Hand: Physical trait A player with one or more big hands will pick up the ball on a D6 roll of 2 or more if they enter a square where the ball is on the ground. No modifiers apply to this dice roll.
Claw: Physical trait A player with a claw may add +2 to the dice roll to modify an Armour roll caused by a block. The claw may not be used to modify an Armour roll caused by a foul.
Extra Arms: Physical trait A player with one or more extra arms may add +1 to all his Catch rolls. This trait does not work on interception attempts.
Foul Appearance: Physical trait The player's appearance is so horrible that any opposing player within three squares of him must subtract -1 from the dice when they pass or catch the ball. In addition, any opposing player that wants to block the player must first roll a dice and score 2 or more. If the opposing player rolls a 1 he is too revolted to make the block and it is wasted (though the opposing team does not suffer a turnover).
Horns: Physical trait A player with horns may use them to butt an opponent. This adds +1 to the player's Strength when he makes a block. However, the player may only use this ability as part of a Blitz, and only if he has moved at least one square before he makes the block (standing up at the start of your action does not count!). If the player has the Frenzy trait, then the horns bonus applies on the second block if it applied on the first.
Prehensile Tail: Physical trait The player has a long, thick tail which he can use to trip up opposing players. To represent this, opposing players must subtract -1 from the dice roll if they attempt to dodge out of the player's tackle zone.
Razor Sharp Claws: Physical trait The player may add +2 to any Injury rolls that he makes. This may only be used to modify Injury rolls caused by a block. They may not be used to modify an Injury roll caused by a foul.
Spikes: Physical trait Add +1 to the player's Armour value.
Tentacles: Physical trait The player may attempt to use this trait when an opposing player attempts to dodge or leap out of his tackle zone. Each coach rolls a D6 and adds their player's ST value to the score. If the result for the tentacled player is higher than the result of the moving player, then the moving player is held firm and may not leave the square or attempt to move any further. If a player attempts to leave the tackle zone of several players that have the Tentacles ability, then only one of the opposing players may attempt to grab him with the tentacles.
Thick Skull: Physical trait Roll a dice if the player is KO'd. On a roll of 4 or more the player shakes off the effects of the injury and it is treated as a Stunned result instead. The player may remain on the playing field and is placed face-down. On a roll of 3 or less the player is placed in the KO'd Players box in the Dugout as normal.
Two Heads: Physical trait Add +1 to all Dodge rolls the player makes.
Very Long Legs: Physical trait Add +1 to the player's Movement. In addition, the player is allowed to add +1 to the dice roll whenever he attempts to intercept the ball.
Always Hungry: Racial Characteristic The player is always ravenously hungry - and what's more they'll eat absolutely anything! Should the player ever use the Throw Team-Mate trait, roll a D6 after he picks up the player to be thrown, but before he throws them. On a roll of 1 he attempts to eat the unfortunate player! Roll the D6 again, a second 1 means that he successfully scoffs the other player down, with obviously fatal results for the latter. On a roll of 2-6 the player squirms free and should be placed prone in their starting square. Make an Armour roll for any player that squirms free. The team does not suffer a turnover unless the thrown player had the ball. If the throwing player eats a thrown player who is carrying the ball, the ball will scatter once from the throwing player's square. If the thrown player squirms free with the ball, he will drop it once he hits the ground and it will bounce as usual.
Big Guy: Racial Characteristic Big Guys prefer to work on their own, and in any case are not noted for paying terribly much attention to what is going on in team practice sessions! As a result, Big Guys may not use Team, Leader, or Trophy Re-rolls on any dice rolls.
Blood Lust / Off For a Bite: Racial Characteristic Vampires must occasionally feed on the blood of the living. Because of this, roll a D6 whenever a Vampire takes an action. On a 2+ the Vampire may carry out the action as normal. On a '1', however, the Vampire is overcome by the desire to drink Human blood and must carry out the following special Blood Lust action. The Vampire loses their declared action for the turn and must instead take a Move action. If the Vampire finishes the move standing adjacent to one or more standing, prone, or stunned Thralls, he attacks one of them. Immediately roll for injury on the Thrall who has been attacked without making an Armour roll. The injury will not cause a turnover unless the Thrall was holding the ball. If the Vampire is not able to attack a Thrall (for any reason), then he is removed from the field and placed in his team's Reserves box, and his team suffers a Turnover. If he was holding the ball it bounces from the square he occupied when he was removed. __He may score a Touchdown (if he gets into the End Zone while holding the ball before being removed).__ If the Vampire is Knocked Out or Injured before biting a Thrall, then he should be placed in the appropriate box of the Dug Out instead of being placed in the Reserves box. Note that the Vampire is allowed to pick up the football or do anything else they could normally do while taking a Move action, but must bite a Thrall to avoid the Turnover. Note: In the Java client, a vampire can score a touchdown even if the Blood Lust roll is failed.
Bone Head: Racial Characteristic The player is not noted for his intelligence. Because of this you must roll a D6 after declaring an action for the player, but before taking the action. On a roll of 1 they stand around trying to remember what it is they're meant to be doing. The player can't do anything for the turn, and the player's team loses the declared action for that turn. (So if a Bone Head player declares a Blitz and rolls a 1, then the team cannot declare another Blitz that turn.) The player loses his tackle zone and may not catch or pass the ball, assist either player on a block or foul, or move voluntarily until he manages to roll a 2 or better at the start of a future action.
Hypnotic Gaze: Racial Characteristic The player has a powerful telepathic ability that he can use to stun an opponent into immobility. The player may use the hypnotic gaze at the end of any Move action on one opposing player who is in an adjacent square. Make an Agility roll for the player with hypnotic gaze, with a -1modifier for each opposing tackle zone on the player with hypnotic gaze other than the victim's. If the Agility roll is successful, then the opposing player loses his tackle zone and may not catch or pass the ball, assist either player on a block or foul, or move voluntarily for the rest of the team turn. If the Agility test is failed, then the hypnotic gaze has no effect.
Infect / Nurgle's Rot: Racial Characteristic Beasts of Nurgle are highly infectious, and even the modern remedies used by Blood Bowl players taking on a Nurgle team won't always work against them. Because of this, whenever an opposing player is blocked or fouled by a Beast of Nurgle and is killed, then it is assumed that rather than dying he has been infected with Nurgle's Rot. He is still treated as being killed (cross him off the opposing team roster), but the team that the Beast is playing for may add a new Rotter to their team for free after the game to represent the newly infected player joining their side. Note that the extra Rotter can only be taken if there is enough room for him in the team (ie, the team doesn't include 4 Rotters already).
Really Stupid: Racial Characteristic This player is without doubt one of the dimmest creatures to ever take to a Blood Bowl field (which considering the IQ of most other players is really saying something!). Because of this you must roll a D6 after declaring an action for the player, but before taking the action. If there's one or more players from the same team standing adjacent to the really stupid player's square, and who aren't also really stupid, then add +2 to the D6 roll. On roll of 1-3 they stand around trying to remember what it is they're meant to be doing. The player can't do anything for the turn, and the player's team loses the declared action for that turn (so if a Really Stupid player declares a Blitz and rolls a 1, then the team cannot declare another Blitz that turn). The player loses his tackle zone and may not catch or pass the ball, assist either player on a block or foul, or move voluntarily until he manages to roll a 4 or better at the start of a future action.
Regenerate: Racial Characteristic If the player suffers a Casualty result on the Injury Table, then roll a D6 for Regenerate after the roll on the Casualty Table and before any Apothecary roll if allowed. On a result of 1-3, the player suffers the result of this injury. On a 4-6, the player will heal the injury after a short period of time to "re-organize" himself, and is placed in the Reserves box instead. Regeneration rolls may not be re-rolled. Note that opposing players still earn Star Player points as normal for inflicting a Casualty result on a player with this skill, even if the result doesn't affect the player in the normal way.
Right Stuff: Racial Characteristic Right Stuff is a racial characteristic that applies only to players that start with it on their team list. It may not be gained by other players, or lost by players that start with it. A player with this Characteristic may be thrown by a large monster with the Throw Team-Mate skill.
Stunty: Racial Characteristic Stunty is now a racial characteristic that applies only to players that start with it on their team list. It may not be gained by other players, or lost by players that start with it. The player is so small that they are very difficult to tackle because they can duck underneath opposing players' outstretched arms and run between their legs. To represent this the player may ignore any enemy tackle zones on the square he is moving to when he makes a Dodge roll (ie, they always end up with a +1 Dodge roll modifier). This ability does not apply if the player is armed with a secret weapon (such as a pogo stick or chainsaw), as the weapon slows the little fellow down and makes him easier to grab. Stunty players are just a bit too small to throw the ball very well, and so must increase the range by one category when they make a pass. In addition, the little guys tend to break rather easily, which is represented by allowing the opposing coach to add +1 whenever he makes an Injury roll to a stunty player. This is in addition to any other modifiers that might apply.
Take Root: Racial Characteristic Before taking any action roll a D6. On a 2 or more the player may take his action as normal. On a 1, the Player "takes root", and his MA is considered 0 until a touchdown is scored or the half ends, or he is knocked over (and no, players from his own team may not try and Block him in order to try to knock him over!). A player that has taken root may not Go For It, be pushed back for any reason, or use any skill that would allow him to move out of his current square. The player may block adjacent players without following-up.
Throw Team Mate: Racial Characteristic Throw Teammate is now a racial characteristic that applies only to players that start with it on their team list. It may not be gained by other players, or lost by players that start with it. A player with this skill may throw team-mates who have the Right Stuff characteristic.
Wild Animal: Racial Characteristic Wild Animals are extremely violent creatures. No roll to unstun. Block or Blitz on a 2+. Any other action on a 4+. A failed roll means that the Wild Animal loses his action but keeps his tackle zone.
Note: These attributes are simply used by the Java client to take into account some special players ability that do not necessarily qualify as a skill.
+AG: Stat Increase Add +1 to the player's agility.
+MA: Stat Increase Add +1 to the player's movement.
+ST: Stat Increase Add +1 to the player's strength.
Coach: Racial Characteristic This player is the head coach of the team. If the coach is expelled from the game, this player is expelled from the game and can not be used for the rest of the game.
Iron Man: Racial Characteristic This player cannot be injured. All injury results are stunned.
No Hands: Racial Characteristic The player with this skill may not pick up or catch the ball. If a player with this skill attempts to pick up the ball, it will fail automatically and scatter one square. This is not a turnover and is considered a bug, please do not abuse it.
Star: Racial Characteristic This player is a Star Player and will not show up if both teams in a game have hired the player.
Thrall: Racial Characteristic This player is considered a thrall with respect to the Off for a Bite rules
Undead: Racial Characteristic The player is undead which makes it impossible for apothecaries to heal any injuries the player gets.