Blood Bowl 3 Skills Wiki – Mutation & Agility Skill Guide
Looking for Blood Bowl 3 Skills? You are at the right place in this guide we will tell you about all Blood Bowl 3 Skills. There are so many player skills such as General, Agility, Mutation, Passing, Strength, and Trait skills.
So come and take a look at this Blood Bowl 3 Skills Wiki – Mutation & Agility Skill Guide.
Blood Bowl 3 Skills Wiki
Block: This Skill allows the Player who possesses it to not be Knocked down when a Both Down is chosen on a Block action.
Dauntless: When this Player attempts a Block or a Blitz on a target whose ST is higher than his own (before any Assists, but after other modifiers), a D6 result is added to the ST of the Player. If the total is superior to the target’s ST, the ST of the Player is increased to be equal to that of the target.
Fend: An opposition Player who pushes this Player cannot Follow up. Cannot be used after a chain-push, nor against a Player who has Ball & Chain or Juggernaut.
Frenzy (mandatory use): Each time this Player carries out a Block action, he must attempt a Follow up each time it is possible. He must then attempt a second Block action against the same target. A Player with this Skill cannot have Grab.
Kick:If this Player is the kicker of the Ball at Kick-off, you can choose to halve the deviation of the Ball by D6/2, rounding any fractions down.
Pro: During his activation, this Player can Re-roll a dice except for Armour Value, Injury and Casualty tests. On 3+ on a D6 he can Re-roll his dice.
Shadowing: This Player can use this Skill when an opponent leaves a Square that he was Marking. Roll a D6 + MA of this Player – MA of the opponent. On a roll of 6+, or on a natural 6, this Player can move into the vacated Square without a Dodge roll.
Strip Ball: When choosing pushed back on a Block action against a Player carrying the Ball, the latter falls into the destination Square and Bounce.
Sure Hands: This Player can Re-roll a Pick up test. Moreover, the Strip Ball Skill cannot be used against this Player.
Tackle: Prevents opposition Players in Squares Marked by this Player from using the Dodge Skill.
Wrestle: This Player uses this Skill on a Both Down result when he is the initiator or the target of a Block action. Instead, the two Players are placed Prone without taking into account the other Skills they may have and no Turnover is caused.
This Player can Re-roll all Catch tests.
Defensive: During the Turn of your opponent, any Player Marked by this Player cannot use the Guard Skill.:
Dirty Player (+X)
During a Foul action performed by this Player, the result of the Armour Value or the Injury test can be modified by the amount shown in brackets after the Skill.
- Diving Catch: This Player can attempt to Catch the ball if it lands in his Tackle Zone as a result of a Pass, a throw or a Kick-off. Moreover, he gains +1 to catch an Accurate pass if he is in the target Square.
- Diving Tackle: If an opposition Player succeeds in an Agility test when trying to leave a Square Marked by this Player, you can use this Skill. Your Player is placed Prone in the Square freed by the opponent. The opponent deducts 2 from his Agility test.
Dodge: Once per Turn and per activation, this Player can Re-roll a failed Dodge test. Moreover, this Player can choose to use this Skill when he is the target of a Block and the result is a Stumble.
- Jump up – If this Player is Prone, they can stand up at no cost. Moreover, if they are Prone during their activation, they can attempt a Jump up and perform a Block. To do this, they must succeed an Agility test, with a +1 modifier. If they fail, they remain Prone and their activation ends. This Skill may still be used if the Player is Prone or has lost their Tackle Zone.
- Leap – This Player can Jump over any Square during his Movement Allowance, including a Square occupied by a Standing Player. Moreover, it reduces any Agility penalty by 1 for any attempts at jumping (to a minimum of -1).
- Nerves of Steel – Cancels the Marking modifiers on a Pass, an attempt to Catch the ball or Interfere.
Safe Pair of Hands: If this Player is Knocked down or becomes Prone while carrying the Ball, you may place the latter in an adjacent Square. This Skill may still be used if the Player is Prone.
- Sidestep – If this Player is pushed back, you (not the opposition Manager) choose an adjacent unoccupied Square as destination.
- Sneaky Git – This Player is not Sent off on a natural double during an Armour Value test when he commits a Foul. Moreover, his activation does not end after a Foul, and he can continue to move.
- Sprint – This Player can attempt to Rush three times instead of two.
- Sure Feet – Once per Team Turn during his activation, this Player can Re-roll the D6 during a Rush.
Big Hand – This Player ignores Marked and Pouring Rain modifiers during a Pick up test.
Claws – When a Player with this Skill Knock Down an opponent, the latter’s Armour Value is always broken on an unmodified result of 8+.
Disturbing Presence (mandatory use) – When an opposition Player attempts a Pass, Throw Team-Mate or Throw Bomb action, or he tries to interfere with a Pass or to Catch the ball, he applies a -1 modifier for each Player within 3 Squares who has this Skill, whatever the state of these Players.
Extra Arms – +1 on Pick up and Catch tests or when he tries to interfere with a Pass.
Foul Appearance (mandatory use) – When an opposition Player declares a Block action or a Special action against this Player, the action is lost on a D6 result of 1. This Skill may still be used if the Player is Prone, Stunned, or has lost their Tackle Zone.
Horns – On a Block during a Blitz, this player gains +1 ST.
Iron Hard Skin – The Claws mutation cannot be used against this Player. This Skill may still be used if the Player is Prone, Stunned, or has lost their Tackle Zone.
Monstrous Mouth – This Player can Re-roll each failed Catch. Moreover, the Strip Ball Skill cannot be used against this Player.
Prehensile Tail – -1 on Dodge, Jump up or Leap tests for an opponent who tries to leave a Square Marked by this Player.
Tentacles – When an opponent tries to leave a Square Marked by this Player, roll a D6 +ST of the Player -ST of the opponent. On a roll of 6+, or on a natural 6, the opponent remains where he is and his Move ends.
Two Heads – +1 on Agility tests during a Dodge.
Very Long Legs – This Player reduces by 1 the Agility penalty on Jump up tests. Moreover, +2 is added to attempts he makes to Interfere with a Pass. Also, he ignores the Cloud Burster Skill.
Accurate – +1 on PA tests for a Quick pass or Short pass.
Cannoneer – +1 on PA tests for a Long pass or Long bomb.
Cloud Burster – When this Player tries a Long pass or a Long bomb, you can force the Reroll of a successful Interfere by the opposition Manager.
Dump-off – If this Player is the target of a Block action (or of an action that replaces a Block) and he is carrying the Ball, he can immediately make a Quick pass that works normally except that it cannot lead to a Turnover.
Fumblerooskie – When this Player performs a Move or Blitz action, and he is carrying the Ball, he can choose to abandon the Ball. The Ball can be placed in any of the Squares just vacated. The Ball does not bounce and there is no Turnover.
Hail Mary Pass – When this Player performs a Pass action (or a Throw Bomb), the target can be any Square on the Pitch. A Pass action using this Skill is neither accurate nor can it be intercepted by an opposition Player. Cannot be used in a Blizzard.
Leader – Grants a Team reroll if one or several Players with this Skill are on the Pitch. This reroll is lost if the Players with the Skill are removed from the Pitch before its use. Can be carried over to extra time if not used. Can’t be lost because of a Halfling Master Chef.
On the ball – This Player can move 3 Squares, whatever his MA and respect Move rules, when there is a Declaration by the opposition Manager of a Pass action or use of the Dump-off Skill. This Skill can be used after the Kick-off by an Open player.
Pass – This Player can Reroll a failed Passing Ability test on a Pass action.
Running Pass – If this Player makes a Quick pass, his activation does not end once the Pass is resolved.
Safe Pass – If this Player fumbles a Pass action, he keeps the Ball and his activation ends.
That’s it for this Blood Bowl 3 Skills Wiki Guide