Star Player Rolls (2D6)
2-9 New skill (from lists allowed to player, no traits)
10 MA +1
11 AG +1
12 ST +1
Rolling doubles: New skill from ANY list or trait from lists allowed to player. (Note Big Guy special rules)

Accurate (Passing Skill)
The player may add +1 to the D6 roll when he passes 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 unfortunateplayer! 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 a randomly selected adjacent square – (if the square is occupied then the original occupant is pushed back and knocked over). 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. (If a player with this characteristic rolls a double for a Star Player roll, they may elect to pick “Satiated” to negate this racial characteristic).

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 Re-rolls during their actions. This characteristic cannot be removed on a star player roll of a double.

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 D6 roll.

Block (General Skill)
The Block skill affects the results rolled with the Block dice, as explained in the Blocking rules.

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
until he manages to roll a 2 or better at the start of an action. (If a player with this characteristic rolls a double for a Star Player roll, they may elect to pick “Smart” to negate this racial characteristic).

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.

Catch (Agility Skill)
A player who has the Catch skill is allowed to re-roll the D6 if he fails to catch the ball. It also allows the player to re-roll the D6 if he drops a hand-off or fails to make an interception.

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.

Cold-Blooded (Racial Characteristic)
A Cold-Blooded player may not play during Sweltering Heat. If the weather should change to Sweltering Heat while this player is on the pitch, he must immediately leave the pitch (place in reserves box). (If a player with this characteristic rolls a double for a Star Player roll, they may elect to pick “Conditioned” to negate this racial characteristic).

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.

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. 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 player that have the diving tackle skill, then only one of the opposing player may make a diving tackle. Diving tackle may be used on a re-rolled dodge if not declared for use on the first dodge roll. In addition, if diving tackle is used on the 1st dodge roll, both the -2 modifier and tackle zone still apply to the dodge re-roll.

Dodge (Agility Skill)
A player with the Dodge skill is allowed to re-roll the D6 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.

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.

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 D6 when they pass or catch the ball. In addition, any opposing player that wants to block the player must first roll a D6 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).

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, he can stop attacking (ie, he does not have to throw the additional block), although he can Go For It to throw the block if you want him to – assuming he still has go for
it squares left of course.

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.

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.

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.

Hypnotic Gaze (Racial Characteristic)
The player has a powerful telepathic ability which he can use to stun an opponent into immobility. The player may use the hypnotic gaze in place of a Block or if a Blitz is declared it can be used after and/or before moving. The player may turn his hypnotic gaze on one opposing player who is in an adjacent square. Roll a D6: if the score is 2 or more, then the victim is hypnotised and loses their tackle zone for the rest of the team turn. If the score of the D6 is 1, then the hypnotic gaze has no effect. Hypnotic gaze 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.

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.

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.

Leap (Agility Skill)
A player with the Leap skill is allowed to jump to any empty square within 2 squares even if it requires jumping over a 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 1 to 2 squares from their current square, and then make an Agility roll for the player. No modifiers apply to this D6 roll at all and the player does not have to dodge to leave the square he starts in.
If the player successfully makes the D6 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.

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.

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.

Off For a Bite (Racial Characteristic)
A player with this characteristic must occassionally feed on the blood of the living. At the start of any action, roll a d6. On a 2+ the player may carry out the action as normal. On a '1' however, the player is overcome with a desire for blood. The player's team loses the declared action for that turn and the player must instead make a Move Action. If the player ends his action standing adjacent to a Thrall from his own team, immediately roll for unmodified injury on that Thrall (an injury to the Thrall is not a turnover). if the player does not end his action next to a Thrall from his own team, then he runs into Reserves to find a pretty maiden froupie to quench his thirst. Place him in the reserves box, this is a turnover. (If a player with this characteristic rolls a double for a Star Player roll, they may elect to pick “ Disciplined” to negate this racial characteristic).

Pass (Passing Skill)
A player with the Pass skill is allowed to re-roll the D6 if he misses a pass.

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.

Piling On (Strength Skill)
The player may use this skill after he has made a block, but only if the piling on player is standing and the victim was knocked over and passed his Armour roll. You may re-roll the Armour roll for the victim. 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 in order to use this skill. Piling On does not cause a turnover unless the piling on player is carrying the ball.

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 D6 roll if they attempt to dodge out of the player’s tackle zone.

Pro (General Trait)
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 D6. 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 or team re-roll; however you can re-roll the Pro roll with a team re-roll. A player cannot use this trait to re-roll an Armour or Injury roll.

Razor Sharp Claws or Fangs (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.

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 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 a 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 until he manages to roll a 4 or better at the start of an action. (If a player with this characteristic rolls a double for a Star Player roll, they may elect to pick “Smart” to negate this racial characteristic).

Regeneration (Racial Characteristic)
Regeneration 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. If the player is badly hurt, seriously injured or killed, then they are placed in the Dead and Injured Players box in the Dugout as normal. However before the next kick-off takes place (or at the end of the match if that comes first), a D6 is rolled for the player to see if he regenerates. On a roll of 1-3 the player suffers the effects of the injury as normal. On a roll of 4-6 the player regenerates and should be moved to the Reserves box in the Dugout. Note that opposing players earn Star Player points as normal for inflicting a badly hurt, serious injury, or dead 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.

Safe Throw (Passing Skill)
Roll a D6 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.

Shadowing (General Skill)
The player may use this skill when an opposing player moves out of his tackle zone. Each coach rolls a D6 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.

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.

Spikes (Physical Trait)
Add +1 to the player’s Armour value.

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.

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. If a player is pushed back into a player with Stand Firm then neither player moves. 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.

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.

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. Strong Arm does not allow Short range passes with Dump Off or Long passes in a Blizzard.

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.

Sure Feet (Agility Skill)
The player may re-roll the D6 if he falls over when trying to go for it. A player may only use the Sure Feet skill once per action.

Sure Hands (General Skill)
A player with the Sure Hands skill is allowed to re-roll the D6 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.

Take Root (Racial Characteristic)
Treemen spend most of their time rooted to the spot in the woods and forests that cover most of the Blood Bowl world. Roll a D6 for the player before the match starts. On a roll of 1-3 the player is slumbering in a wood somewhere and misses the first half of the match! The player rejoins the team for the start of the second half. (If a player with this characteristic rolls a double for a Star Player roll, they may elect to pick “Uprooted” to negate this racial characteristic).

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 D6 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.

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.

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 D6 roll whenever he attempts to intercept the ball.

Wild Animal (Racial Characteristic)
Wild Animals are uncontrollable creatures that rarely do exactly what a coach wants of them. In fact, just about all you can really rely on them to do is lash out at opposing players that move too close to them! To represent this, when you declare an action with a Wild Animal, roll a a D6, adding +2 to the roll if taking a Block or Blitz action. On a roll of 1-3, the Wild Animal stands still and roars in rage instead, and the action is wasted. Note that the Wild Animal no longer has to move first and that he can now use assists. Also note that no dice roll is required for the Wild Animal to turn face-up when stunned. (If a player with this characteristic rolls a double for a Star Player roll, they may elect to pick “Tame” to negate this racial characteristic).