Christer
Joined: Aug 02, 2003
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This post will contain a list of skills that are new to LRB5, or have been changed from LRB4. It will also list the rules for the skills, and any workarounds we are using in the division.
(Yes, the post has been edited massively to this format. Thanks brownrob for lots of info for this)
New Skills
Blood Lust
This is the same as Off For a Bite.
Workaround: Renamed to Off For a Bite
Decay
When injured, roll twice and apply both injurues. No more than one mng though.
Disturbing Presence
-1 to pass, intercept or catch within 3 squares. A part of the LRB4 Foul Appearance rule
Fan Favourite
+1 FAME on kick-off rolls. Does not work on winnings rolls. Note that there are currently nothing that uses it in LRB5.
Fend
Prevents an attacker from following up against the player with this skill.
Grab
A player with this skill may do block pushbacks into any adjacent square (sort of an "attacker chooses" sidestep). During blocks or blitzes, Grab and Side step cancels eachother out, making standard rules apply. Players with this skill can't have Frenzy, and the other way around.
Juggernaut
Cancels out the Fend, stand firm and wrestle skills of defenders when the player with this skill blitzes, and may treat both down results as pushbacks.
Kick-Off Return
Pass block for kick-offs. A player on the receiving team may move three squares after scatter, but before the kick-off table is rolled on. Only one player may use this per kick-off.
Loner
4+ to use a Rereoll, 1-3 the RR is wasted
Workaround: Replaced with Big Guy for now.
Nurgle's Rot
Basically Infect. Creates a new "Rotter" (stats on rotters on p57 in LRB5) in the post-match sequence.
Secret Weapon
Players with this skill will be ejected from the match after a drive they participated in.
Sneaky Git
The player is not sent off on a double on the armour roll, unless the armour roll was successful.
Stab
Player may stab instead of block. This is an unmodified armour roll. If armour is beat, roll an unmodified injury roll. No SPPs are granted for casualties. If part of a blitz, the player may not continue moving after a stab.
Titchy
+1 on dodge rolls. The player does not exert a -1 modifier when opponents dodge into their tacklezone. (Note, they still assist, interfere as normal and you have to roll to dodge _out_ of their tacklezones)
Workaround: Uses Two Heads for now
Wrestle
If a player with this skill is involved in a block where the chosen die is "both down", the player may choose to wrestle, placing both prone on the ground. No armour rolls. No turnover unless the active player has the ball.
Modified Skills
Ball & Chain
Player may go for it, roll armour/injury for prone players that are pushed back, If this player is knocked down or placed prone, roll for injury (stun=KO).
Big Hand
Ignore tacklezones and pouring rain when picking up the ball.
Chainsaw
No startup roll and roll of 1 results in Kickback
Claw
Roll of 8+ will always break armour.
Dauntless
Roll a D6, add strength. If the sum is higher than the opponent's strength, the player is treated as equal strength as the defender.
Dirty Player
+1 to armour OR injury roll on fouls.
Diving Catch
If ball lands in this player's tacklezone, treat it as landing in the players' square instead. If more than one diving catcher is eligible, ignore both.
Extra Arms
+1 to catch, pickup and intercept.
Frenzy
Must GFI if needed to make 2nd block
Foul Appearance
2+ to block this player. No effect on ballhandling.
Hypno Gaze
Target is "Boneheaded" until they perform another action
Jump Up
AG +2 roll to block from prone, standup is free
Multiple Block
2 separate blocks, and each defender has Str + 2
No Hands
Attempt to pick up ball results in a turnover
Piling On
Reroll armour or injury roll.
Safe Throw
Unmodified agility roll to cancel interception
Stakes
+1 to Stab Rolls when against any player on khemri, necromantic, undead or vampire teams
Stand Firm
No longer used for dodging
Strong Arm
Add +1 to D6 roll when passing (not quick pass)
Tentacles
Dodging player rolls D6 + strength + 1. Tentacle player rolls str + D6. The dodging player must have a higher sum, or the action ends.
Thick Skull
8 = Stunned, 9 = KO
Very Long Legs
+1 to Intercept and Leap. Negates Safe Throw. No movement increase.
Workaround: Reduces the players MA characteristic by 1 |
Last edited by Christer on May 22, 2007; edited 3 times in total |
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SillySod
Joined: Oct 10, 2006
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  Posted:
May 20, 2007 - 20:28 |
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Fan favourite dosent matter anyway. Nothing in LRB5 uses it after thrud was dropped from the star player list |
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SnakeSanders
Joined: Aug 02, 2003
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  Posted:
May 20, 2007 - 20:45 |
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SillySod wrote: | Fan favourite dosent matter anyway. Nothing in LRB5 uses it after thrud was dropped from the star player list |
though wouldnt it be nice as a prize for a major, to give your most spp player fan favourite if you won the major |
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Shadeknight
Joined: Jul 29, 2006
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  Posted:
May 20, 2007 - 20:47 |
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ball and chain for goblin=partial work |
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SnakeSanders
Joined: Aug 02, 2003
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  Posted:
May 21, 2007 - 11:03 |
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The difference in the Thick Skull was only to save dice rolls, it should make little difference (its marginal I think) to actual KO rolls etc |
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Borgen
Joined: Sep 06, 2005
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  Posted:
May 21, 2007 - 11:14 |
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Its not a huge difference but it is a difference - 8 is a stun and 9 is a KO, and there are more 8's rolled than 9's. |
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PigeonSmythe
Joined: Mar 08, 2007
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  Posted:
May 21, 2007 - 11:23 |
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very long legs needs to override safe throw, safe throw needs alterting to ag roll rather than a 2+, hypnotic gaze needs ag roll alterationown ag not targets, also hypnotise needs altering so player remains hypnotised till it activates again (as per bonehead)
pass block needs altering so it allows 3 square move if gets a tackle zone on thrower or receiver (it currently doesnt allow you to move if you are diagonally three squares away from the thrower or receiver, which it should allow) |
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SnakeSanders
Joined: Aug 02, 2003
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  Posted:
May 21, 2007 - 12:01 |
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Dauntless
Extra Arms - +1 to Catch and Pickup rolls
Diving Catch - Player stays in same square I think
Big Hand - Ignore TZ when picking up ball
Tentacles
TTM
All have been updated in LRB5 off the top of my head. Ill draw up a comprehensive list when I get home tonight |
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heinz
Joined: Mar 24, 2004
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  Posted:
May 21, 2007 - 12:18 |
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PigeonSmythe wrote: | hypnotic gaze needs ag roll alterationown ag not targets, also hypnotise needs altering so player remains hypnotised till it activates again (as per bonehead) |
The last part i get (effect on gazed player lasts till next player action).
The first part? Surely a succesful gaze roll requires a passed ag roll (based on gazing players ag) with tz-modification in lrb4 (=the client 8.8b) and lrb5. Or is that not what you meant?
And then there are the old, known errors in SkiJunkies client: Score on OFAB (now treated as "Difference from board game"), no gaze after failed OFAB, no gaze after last gfi, possible to move gazed player in pass block turn... |
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JB
Joined: Jul 05, 2004
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  Posted:
May 21, 2007 - 13:57 |
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I know that this has been discussed before but I think that Pro should replace Loner instead of Big Guy. After all this is an experiment division and shouldnt be all that much about competition like other divisions.
So I am sure that most people will be honest enough to not use a RR after they used Pro for their Loner. |
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SnakeSanders
Joined: Aug 02, 2003
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  Posted:
May 21, 2007 - 21:56 |
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Full List of changes to LRB4 Skills...
Big Hand - Ignore Tz and pouring rain when picking up ball
Chainsaw - No startup roll and roll of 1 results in Kickback
Claw - Roll of 8+ will break av
Dauntless - If Str + D6 > Stronger Opponents Str, then Str - opponents str
Dirty Player - +1/+1 for AV/Inj on foul rolls
Diving Catch - Treats ball (not bouncing) when in adjacent square, to be treated as if it was in his own square
Extra Arms - +1 to catch, pickup and intercept
Frenzy - Must GFI if needed to make 2nd block
Hypno Gaze - Player is "Boneheaded" until they perform another action
Jump Up - AG +2 roll to block from prone, standup is free
Loner - 4+ to use a Rereoll, 1-3 the RR is wasted
Multiple Block - 2 separate blocks, and each defender has Str + 2
No Hands - attempt to pick up ball with be turnover
Pass Block - Different range to be eligible to PB
Piling On - AV or Inj roll
Regeneration - Was changed to the way its used in JavaBB
Safe Throw - Unmodified AG roll to cancel int
Stakes - +1 to Stab Rolls when against Undead type player
Stand Firm - No longer used for dodging
Strong Arm - Add +1 to D6 roll when passing (not quick pass)
Tentacles - Dodging player D6 + Str + 1 >= Tentacle Str + D6 (action end if failed dodge)
Thick Skull - 8 = Stunned, 9 = KO
VLL - +1 to Intercept and Leap. Negates Safe Throw |
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Christer
Joined: Aug 02, 2003
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Original post updated to be more informational. Thanks brownrob |
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SnakeSanders
Joined: Aug 02, 2003
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  Posted:
May 22, 2007 - 08:54 |
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Also, Fend can be used passively, Im sure players will appreciate the fact not to follow up on a fend player? |
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deckerCKY
Joined: Feb 24, 2005
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  Posted:
May 23, 2007 - 00:16 |
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That'll work fine except with Frenzy and people who don't think about it every block. |
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Peter_Thorpe
Joined: Oct 08, 2005
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  Posted:
May 23, 2007 - 22:00 |
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brownrob wrote: | SillySod wrote: | Fan favourite dosent matter anyway. Nothing in LRB5 uses it after thrud was dropped from the star player list |
though wouldnt it be nice as a prize for a major, to give your most spp player fan favourite if you won the major |
COUGH Lustrian Challenge COUGH |
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