This is a short description of some "
skills" in the board game
Blood Bowl. These skills are part of the extra
Big Guys rules for Blood Bowl.
See
Blood Bowl Skill List for more
Blood Bowl skills.
Always Hungry
A player who is Always Hungry (typically
Minotaurs and
Trolls) will eat anything. If he attempts to use the
Throw Team Mate skill, he must roll a
d6. On a roll of 2+, the throw works as normal, but on a roll of 1, the hungry player realizes how yummy the little creature in his hand looks. Another d6 must be rolled. On another 1, the poor little creature is promptly eaten (cross him off the team list). Any other result means the unfortunate has managed to get away, and should be placed prone in a randomly chosen
adjacent square. If this square is occupied, the player there is
pushed back and
knocked over.
Bone Head
A Bone Head (typically
Ogres) must roll a
d6 before taking any action. On a 1, the player stands around pondering what he should do. No action can be done, and the player will have no
Tackle Zone until he rolls something better than a 1 at the beginning of his turn.
In addition, a Bone Head must always take his action last in the team, unless there's an adjacent, friendly player without Bone Head or Really Stupid that can tell him what to do.
Off For A Bite
A player with this skill (typically
Vampires) must be rolled for at the start of each
drive. On a 1-3 (on a
d6) he cannot be fielded, as he has disappeared into the crowds for a quick snack (a beautiful maiden he spotted...)
Really Stupid
This skill (typically
Trolls) work just like Bone Head, except the player cannot take his action on a 1-3. If there is a friendly, non-Bone Head, non-Stupid player adjacent, treat the Really Stupid player as a Bone Head for this purpose (loses action on a 1).
In addition, a Really Stupid player must take their action last, even if being accompanied by a cleverer being.
Take Root
Roll a d6 for each player with this skill (typically
Tree Men) before the match starts. On a roll of 1-3, the player is slumbering in the nearest forest, and cannot be used this match.
Personal note: Ouch. Remember to put twice as many than you need of these in your team...
Wild Animal
Wild Animals (typically
Rat Ogres and
Minotaurs) get a bit carried away. Wild Animals must always take their actions first in your
team turn; moving a Wild Animal after a non-wild player is an
Illegal Procedure.
Before taking an action with a Wild Animal, the coach must roll a d6. On a 2+, the action can be performed as normal. On a 1, the player goes berserk. A berserk player immediately drops the ball if he has it, which is a turnover at the end of his turn. The player then proceeds to block the nearest player, friend or foe, as a frenzied Blitz. This spends the teams Blitz Action, although other Wild Animals may still Blitz. The Wild Animal will always go for enemy players first, if no friendly players are closer. If there is still a choice, it should be made randomly.