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The opposing player must subtract 2 from their dodge roll. The player is placed prone in the vacated area, but does not to make an Armor or Injury roll. Diving Tackle: The player may use this skill after an opposing player attempts to dodge out of any of his tackle zones.If more than one player try to use Diving Catch at the same time neither succeeds. Diving Catch: The player gets a +1 modifier to catch accurate passes and hand-offs targeted at their square, and may attempt a catch roll as normal to catch passes, kick-offs and crowd throw-ins (but not bouncing balls) landing in an adjacent square.Catch: A player with Catch can re-roll a failed catch, interception or dropped Hand Off.In addition, this does not cause a turnover. Wrestle: A player with Wrestle may choose to ignore a Both Down result during a block by placing both the players prone, but no Armor rolls are made.Tackle: Opposing player may not use their Dodge skill when attempting to dodge out of this player's tackle zone, nor may they use their Dodge skill to avoid Player Stumbles result if the attacker chooses to use Tackle.In addition, the Strip Ball skill does not work against a player with this skill. Sure Hands: A player with Sure Hands is allowed to re-roll the result if they fail to pick up the ball.Strip Ball: When a player with this skill pushes an opposing player during a Block, they will cause the opposing player to drop the ball in square they are pushed back to, even if the opposing player is not Knocked Down.If the final result is 8 or more avoid Shadowing. A player may make any number of shadowing moves per turn. No dodge rolls are required for this action. If the final result is 7 or less they move into the square vacated by the opposing player. ( dodging unit MA ) - ( shadowing unit MA ) + 2D6. Shadowing: a player with Shadowing may attempt to follow an opposing player who dodges out of their tackle zone.
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The player may not use a team re-roll on the action after trying to use pro, but may use one to re-roll the pro roll. They must first roll a d6, on a 4+ they may then re-roll the action as if they used a team reroll.
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Pass Block: A player may move up to 3 squares immedately before an opposing player makes a pass roll.The player cannot move into the opponents half of the pitch, and this skill cannot be used on a touchback kick-off. Only one player can use Kick-off Return each kick-off, and they cannot be in an opponents tackle zone or on the line of scrimmage. Kick-off return: The player may move up to 3 squares after the ball has been kicked by the opposing team, but before rolling on the kick-off table.To use this skill the player cannot be in a wide zone or on the line of scrimmage. Kick: When kicking the ball to the opposing team, after rolling for scatter, you may choose to halve (rounding down) the number of squares the ball scatters.This skill cannot be taken by a player with the Grab skill. In addition, they must make a second block against the same opponent if the first result was Pushed Back. Frenzy: A player with Frenzy must always follow up after throwing a Block at an opposing player.Fend: Opposing players may not follow up blocks made against this player, even if the player with Fend is knocked down.Dirty Player: Add 1 to an Armor or Injury roll made by a player with this skill when they make a Foul.If the result is higher than the opponents strength, the block is made as if the strength scores were equal. Dauntless: If the player attempts to block an opponent with a higher strength score they may roll a d6 adding their own strength.Block: While blocking or being blocked, the player is not Knocked Down on a Both Down Result.