This is a short description of
Physical skills in the board game
Blood Bowl. They have in common that they represent physical attributes in the person with the skill. For the whole list of skills, see
Blood Bowl Skill List.
Big Hand
A player with a Big Hand will pick up the ball on a 2+ on a
d6 with no modifiers.
Hypnotic Gaze
Hypnotic Gaze can be used once each friendly
team turn, at any time in the turn. It is a
free action that won't interfere with any other
action or
skill. The Gaze can be directed at one
adjacent, opposing player. The
coach rolls a
d6. If the score is higher than the opposing player's
Agility, that player loses his
Tackle Zone for the rest of the turn. Otherwise, the Gaze had no effect.
Stunty
A player with this skill is so small that he runs between the other players' legs. He may ignore
Tackle Zones when making
Dodge Rolls. This skill does not work if the player is carrying a secret weapon (like a
Pogo Stick or
Chainsaw).
Claw
Claw adds +2 to
Armour Rolls made by the player.
Prehensile Tail
Opposing players takes a -1 penalty when
Dodging out of this player's
Tackle Zone.
Tentacles
In order to leave the
Tackle Zone of a player with tentacles, an opposing player must roll less than his own
Strength on a
d6. If the roll is equal to or higher than his Strength, the player cannot move, but can
Block,
Pass or
Catch the ball as normal.
Extra Arms
One or more Extra Arms add +1 to
Catch Rolls.
Razor Sharp Fangs
This player adds +2 to all
Injury Rolls he makes.
Thick Skull
Roll a
d6 if a player with Thick Skull is
KO'd. On a roll of 4 or more, the result is treated like a
Stunned instead.
Foul Appearance
Any opposing player within 3 squares of a player with Foul Appearance must take a penalty of -1 for
Catching or
Passing the ball. In addition, anyone who wishes to
Block a player with this skill must first roll 2+ on a
d6. If a 1 is rolled, the player is too disgusted, and the action is wasted. This does not cause a
turnover.
Regeneration
A player with this skill cannot easily be killed or injured. Treat any
Injury result as normal when it is rolled. If the player is sent to the
Dead and Injured Players Box, then roll a
d6 for the player before the next
kick off (or at the end of the match]). Only on a result of 1 will the injury take effect, all other results place the player in the
Reserves Box. Regeneration does not affect
Star Player Points gained for the
casualty.
Note for leagues: In a league, the roll needed to regenerate could be increased to a 4+ to balance things out.
Two Heads
A player with Two Heads adds +1 to all
Dodge rolls.
Horns
Horns give a player +1
Strength when
Blitzing, if the layer has moved at least one square before the Blitz.
Spikes
Add +1 to the player's
Armour Value.
Very Long Legs
A player with Very Long Legs can add +1 to his
Movement Allowance. In addition, he can add +1 to all
interception rolls.