Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
Gorbad wrote:Sideswipe -
A player with this skill is quite skilled at throwing blocks at just the right angle. To represent this, he may choose to move the defending player to any adjacent square, not just the three squares shown on the Push Back diagram. The player may only use this skill to push another player into an unoccupied square. If the defending player has the sidestep skill, neither skill has any effect, and the standard pushback rules apply. Note that the coach may choose which square the player is moved to even if the defending player is knocked over after the push back.
...is the best skill in this topic.
Reason:''
*This post may have been made without the use of a hat.
Fend: Defending player also rolls one block dice and applies this result to the blocker as if the defender had blocked the attacker.
ie
Skull: Defender is knocked down regardless of the attackers dice
Push: Attacker may not follow up
Skull/Pow: Attacker is knocked over unless block and may not follow up
Pow!: Attacker is knocked over unless dodge and may not follow up
Pow: Attacker knocked over
Note the attacker is never actually pushed back, just 'held off'
Reason:''
Freedom costs money.
Time = money.
Invest the time to get free.
Headbutt (Strength Skill)
Instead of throwing a block, the player may try to headbutt an opposing player. Both players should roll a D6 and add their ST to the score. If the attacking player's score is higher, then the headbutt has been successful - the defending player is placed prone, but do not roll for Armour or Injury.*. If the scores are tied, or the defending player's is higher, then the headbutt has no effect.
*alternatively the player could be stunned - perhaps too good.
Reason:''
*This post may have been made without the use of a hat.
Hard Shoulder (Strength Skill)
A player may only use this skill as part of a Move action. He will not fall over if he fails a Dodge roll. Although the player stays on his feet, he stumbles as he moves into the square he was dodging to, and so his action ends and he may do nothing else that turn. This does not result in a turnover.
Basically the same as 3e Stand Firm, but can only be used as part of a move - so no blitzing.
Reason:''
*This post may have been made without the use of a hat.
After seeing some of the big guys tie up some of the smaller ones in an american football game, I got this idea:
Occupy (Strength skill):
Any opposing player in this players tackle zone will not confer the normal -1 to any attempt to catch, intercept, pass or pick-up the ball, as long as said attempt is not made by the player with the skill.
(If this is too good, the skill could be used to occupy just 1 opposing player, rather than all of them).
If you want to discuss this skill, please remember to start a new thread.
Martin
I've always liked "Juggernaut", which is by Galak I believe.
Just like horns, only instead of the +1 St, the opponent is treated as not having block.
On a side note: I just realized there are very few (useful) strenght skills. I usually play Elves, so Strenght is not the category I put much though in, but with Piling On being downgraded into the ground, and Multiple Block being for a select group of players, this leaves only 3 usefull Strenght skills and 1 trait. This seems pretty meagre compared to the 8 Agility skills available.
Oh, wait, even Break Tackle isn't that useful on a Str 3 player, so that leaves only Mighty Blow and Guard.
Reason:''
The truth of the BBRC 2004 finally hits home:
"What!? No more Dauntless Ogres!?"
Don't know a good name
A player with this skill is able to follow up a block or blitz in any direction instead of moving to the square of the blocked/blitzed player. However, he has to roll for dodge if he leaves an enemy tackle zone this way.
Any opposing player in the tackle zone of a player with this skill suffers an additional -2 modifier to any rolls to pick up, catch or throw the ball, for a total modifier of -3. This is cumulative with any additional modifiers.
No name
If a player with this skill fails a going-for-it he remains standing in the square he was coming from. His action is immediately ended but no turn over is suffered.
Might not really in the strength category fluff-wise but might be a useful skill to increase the movement of some strength teams. (why can't sprint be a strength skill? Every body knows dwarves are natural sprinters, very dangerous over short distances.)
Intimide
Whenever this player tries to pick-up or catch the ball roll a D6 for every opposing player standing next to him. If the D6 beats the opposing player's ST ignore the -1 penalty to pick-up or catch the ball caused by that player.
gung-ho
Whenever this player has knocked down and followed up an opposing player as the result of a block or blitz action he can move one extra square. This is a free move (or maybe he needs to dodge when appropiate)
canon ball
A player with this skill can make a pass up to long bomb range at an unmodified agility roll. A canon ball pass must be caught by the first player (friend or foe) under its path, so it cannot be used to pass over players. Furthermore, it is very difficult to catch a cannon ball pass: AG -1. Treat any inaccurate canon-ball pass as a fumble.
Here's some more ideas. Some are redundant with my previous post: Rush (trait)
A player with the Rush trait is allowed to move to an adjacent square regardless of tackle zones. A rush move does not cost any squares of his normal movement, but it can only be used by a player that is making a move or blitz action. Make an agility roll for the player with a +1 modifier. If the player successfully makes the dice roll then he makes a perfect rush and may carry on moving. If he fails the agility roll he falls over in the square he was rushing to, and the opposing coach may make an armour roll to see if he was injured. A player may use the rush trait only once per action.
Basically this is the strong man's leap. Although he still needs some agility to do it. It is less powerful because you cannot move over players, but you can also use it to gain an extra square of movement. It should be a trait because you do not want to see any elves or gutterrunners getting their hands on this one!
Mighty Block
This skill can only be used when a player is blocking another player of equal or lower strength. If a 'block' result occurs the player is pushed back and then knocked down (instead of only knocked down). If the opposing player has block he is only pushed back. A player using this skill must always follow up.
How this should work with frenzy remains to be seen
Strong Stride
A player with this skill does not have to roll any dice on the first going for it he makes. Although he is still going for it and this skill does not affect the number of going for it’s the player is allowed to make.
Intimidate (variant)
A player with this skill can ignore the tackle-zone of one opposing player of equal or lower strength when trying to pick-up or catch the ball.
Team Player. strength trait:
The (Big Guy) player has actually shown a bit of interest in the practice sessions. The player is allowed to use team rerolls just like a normal player.