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1 | Notes and Assumptions in Team Value System | Modifier Table | Normalized Base Statistics | Base Impact Modifier | ||||||||
2 | Overview: At its essence, Blitz Bowl gameplay incorporates a combination of skill/statistic values and their frequency/impact of use. Therefore, my approach to modelling Player values (and consequently, Team values) relies on the weighted multiplication of these variables. Careful weighting of base statistics, skill modifiers, and impact values is essential to yield a result useful for gameplay considerations. Of course, these weights depend on many subjective assumptions: | Statistic | Move | Block | Throw | Armor | Move | Block | Throw | Armor | ||
3 | Assumption 1: Base Statistics (Move/Block/Throw/Armor) modelled with 2.97/2.09/1.00/1.09 impactfulness. These four action types (Move, Block, Throw, Armor save) are not used with equal frequency. In general, a player will make a Move more often than they Block or make an Armor save, and more even thanmaking a Throw. As Move and Throw are "Dash" statistics while Block and Armor are "Bash" statistics, it is fitting to group them as such. | 1 | 0.167 | 1.000 | N/A | N/A | N/A | 1.000 | N/A | N/A | ||
4 | Assumption 2: Usage of a "Prototypic" non-skilled player with the following attributes: 6/1/4+/4+ (Move/Block/Throw/Armor) For building the model, it is most logical to start with the average player representing a typical "Lineman." | 2 | 0.333 | 1.358 | 1.778 | 2.056 | 0.333 | 1.500 | 1.333 | 1.333 | ||
5 | Assumption 3: Usage of a weighted value system that combines normalized Base Statistics and weighted Base Impacts (see Assumption 1). Total Player Value is the result of summing the respective multiplications of each Base Statistic with its Base Frequency. The prototypic player (6/1/4+/4+) will have the normalized Base Statistic of 1/1/1/1 and Base Impact of 2.79/1.93/1.00/1.10. | 3 | 0.500 | 1.526 | 1.389 | 1.294 | 0.500 | 1.500 | 1.250 | 1.250 | ||
6 | Assumption 4: Variations from the Prototype Base Statistic alters directly the value of the Base Statistic, but also changes the Base Impact. | 4 | 0.667 | N/A | 1.000 | 1.000 | 0.667 | N/A | 1.000 | 1.000 | ||
7 | Assumption 4.1: To model Move Base Statistic, divide the player's Move by that of the Prototypic Player value: 6. | 5 | 0.833 | N/A | 0.611 | 0.844 | 0.833 | N/A | 0.800 | 0.667 | ||
8 | To model Block Base Statistic, a deeper dive is needed. The goal of Blocks is to Knock Down the opposing players and injure them. Injuries are superior to Knock Downs as they remove the opposing player from the pitch entirely, thereby not only costing the opponent an action to bring the player back, but also requiring additional actions to move that player to an impactful square. Assumption 4.2: Injury is weighted at 2:1 compared with a Knock Down result. | 6 | 1.000 | N/A | 0.389 | 0.769 | 1.000 | N/A | 0.667 | 0.333 | ||
9 | However, the rate of Knock Downs and Injuries depends on the Armor of the opposing player. The model uses the Prototypic player (Armor 4+) for probability calculations. Moreover, the success of Knock Down/Injury depends on if the target is in the open-field or adjacent to an obstacle. Assumption 4.3: Weigh frequency of open-field Blocks and against-obstacle Blocks at 1:1. Normalize Block Base Statistic to that of the Prototypic 1 Block player. | 7 | 1.167 | N/A | N/A | N/A | 1.333 | N/A | N/A | N/A | ||
10 | Assumption 4.4: For Throw Base Statistic, assume the frequency of Short Throw and Long Throw is 1:1. Assumption 4.5: To calculate Throw Base Statistic, divide the player's probability of a successful weighted-frequency Short/Long Throw by that of the Prototypic 4+ Throw player. | 8 | 1.333 | N/A | N/A | N/A | 1.333 | N/A | N/A | N/A | ||
11 | To model Armor Base Statistic, use the same reasoning as that of the Block Base Statistic (Assumptions 4.2, 4.3), but in reverse. However, as Knockdowns are consistent regardless of Armor level, the calculation of Armor Base Statistic only uses the Armor Injury Table. | 9 | 1.500 | N/A | N/A | N/A | 1.333 | N/A | N/A | N/A | ||
12 | Assumption 4.6: Model Armor Base Statistic via dividing the weighted probability of Injury of the Prototypic 4+ Armor save that of the given the player's Armor statistic. Not only do deviations manifest directly as Base Statistic Modifiers, they also change the impact by which the Base Statistic has during gameplay. Assumption 5: Assign positive and negative modifiers to Base Statistic Impact, termed "strength (+) modifiers" and "weakness (-) modifiers" | - | N/A | N/A | 0.000 | 0.650 | N/A | N/A | 0.000 | 0.167 | ||
13 | Deviations further from the prototype result in larger positive and negative modifiers. Assumption 5.1: Assign Positive Impact Modifiers as Minor Strength (+), Major Strength (++), and Extra-Major Strength (+++) Modifiers | D6 | 0.583 | N/A | N/A | N/A | 0.667 | N/A | N/A | N/A | ||
14 | + Modifier has an Impact weight of 1.25 (i.e. 5/4) and ++ Modifier has an Impact weight of 1.50 (i.e. 6/4) in the respective statistic category. | The above Statistic Value Table highlights how each Statistic Value affects the respective Base Statistic and Base Impact. For each row of the table, the Statistic Value represents all four Move/Block/Throw/Armor stats, but each should be viewed as independent of the others. | ||||||||||
15 | Positive Modifiers List: | Throw 3+ | + Throw Impact | Armor 3+ | + Armor Impact | |||||||||
16 | Armor 2+ | + Armor Impact | Move 7 | ++ Move Impact | Assumptions, continued: The summation of all players within the team yields the overall Raw Team Value. Note that this does not yet account for Emergency Reserves value and Roster Size. | ER Bonus Table: (ER:RS - 1) | ||||||||
17 | Move 8 | + Move Impact | Move 9 | + Move Impact | The typical Emergency Reserves value is 4 with a Roster Size of 6 players, with the threshold of Emergency Reserves at a lineup size of 0.67 (i.e. 4/6). Assumption 7: Deviations from the prototypic 4:6 Emergency Reserves: Roster Size (ER:RS) ratio leads to the team acquiring an Emergency Reserves Bonus. | Roster Size | ||||||||
18 | Block 2 | ++ Block Impact | It is difficult to model this Bonus given the variability of gameplay, but as an assumption, we can simply calculate the Emergency Reserves: Roster Size ratio for all teams and assign a subjective factor. | Emergency Reserves | 6 | 7 | 8 | 10 | |||||
19 | Assumption 5.2: Likewise, assign Negative Impact Modifiers as Minor Weakness (-), Major Weakness (--), Extra-Major Weakness (---) Modifiers, and Nerf-It (----) Modifiers | Assumption 7.1: Calculate Emergency Reserves Bonus using the normalized ER:RS ratio - 1, then multiplying by the average player value for that team. Limit the magnitude of ER:RS to 0.75 in either direction. | 2 | +60 | +60 | +60 | +60 | |||||
20 | - Modifier has an Impact weight of 0.80 (i.e. 4/5), -- Modifier has an Impact weight of 0.67 (i.e. 4/6), --- Modifier has an Impact weight of 0.50 (i.e. 3/6),and Modifier has an Impact weight of 0.25 (i.e. 1/4) in the respective statistic category. | Roster Size also impacts gameplay in a way beyond simple sum of individual player values - the larger the roster, the better able the Coach is to form a coherent defense. | 3 | +33 | +56 | +60 | +60 | |||||
21 | Negative Modifiers List: | Move 5 | - Move Impact | Armor 5+ | --- Armor Impact | Roster Size also impacts gameplay in a way beyond simple sum of individual player values - the larger the roster, the better able the Coach is to form a coherent defense. | 4 | +0 | +17 | +33 | +60 | |||
22 | Throw 5+ | - Throw Impact | Armor 6+ | ---- Armor Impact | In addition, a larger roster also lends itself to more opportunities to make assisted Blocks and Open player actions. | 5 | -20 | -7 | +7 | +33 | ||||
23 | Move 4 | -- Move Impact | Armor - | ---- Armor Impact | This is extremely subjective, but one method is to assign a bonus proportion to the number of players over 6, normalized to the average player value. | 6 | -33 | -22 | -11 | +11 | ||||
24 | Move 3 | --- Move Impact | Throw 6+ | -- Throw Impact | Roster Size Bonus Table | |||||||||
25 | Move 2 | --- Move Impact | Move 1 | ---- Move Impact | Assumption 8.1: Roster Size Bonus using "Average Player Value" per additional player, on an increasing basis: 7/6 for Roster 7, then (7/6)^2, then (7/6)^3, then (7/6)^4 | Roster Size | 7 | 8 | 9 | 10 | ||||
26 | Notes: The Pump Wagon's Move of D6 (expected Move 3.5) is modelling as the Move 3.5 for Move Statistic modifier, and equal-weighting of Move 1 - 6 for Move Impact modifier. Throw (-) not only has a 0 Throw Score, but it also imparts a -- stacked Move Impact modifier. | Assumption 9: The summation of Raw Team Value + ER Bonus + Roster Bonus yields the Overall Team Value | Roster Bonus | +17 | +36 | +59 | +85 | |||||
27 | Assumption 6: Player Skills, likewise, modify Base Statistic and/or Base Impact with the same +/++/+++ and -/--/---. These modifiers stack directly upon the player's Impact modifiers as a result of their given Base Statistics. Detailed assumptions for each skill are presented in the below table. | Post-Math document release changes: Added in Underworld; Throw - adjusted Move Impact back to 2/3; Ethereal - changed to ++ Move only; Changed Roster bonus to 1.2 exponential per added player. Claws reduced to + Block Impact, Headbutt increased to ++Block Impact, + Move Impact; Bulldozer Block impact to 1.333, Super-Offensive Specialist Block Impact to 1.125, Enforcer Block Impact to 1.125; Added an anti-synergy bonus for teams. Increased Block Impact of Rush to 1.333. Roster Bonus chnaged to 10, 50, 100, 200 from Roster 7 - 10. Insignificant,Titchy Block Impact down to 0.50. Hulking Brute Block Impact to 1.125. Pick-Me-Up Move Impact to 1.333. War Machine Move to 2.000 and Block to 1.333, Move Base to 1.50; Evade Move Impact to 1.25, Block Impact to 1.125; Rush increased to 1.333 Move Impact and 1.333 Block Impact; Synergy adjustment for Goblin, Chaos, Amazon; Safe Hands to 1.125 Move Impact; Wardancer to 1.333/1.333 Move/Block Impact; Frenzied to 1.125 Move Impact; Roster Size Bonus adjusted; Synergy adjusted for Thrower-Catcher; Chaos, Goblin Synergy buffed; Move 7 Impact buffed; Adjust Emergency Reserves to account for Armor; Move Base Impact Modifier increased for Move 2/3/4; ChallengeCards Move The Ball (added throw), Get Moving (More Armor vs Move), Armor Base Impact modified; Throw 2+ to 4/3 Base Impact; Stand Firm modifier to 1.333; Elusive added 1.25 Move Impact; Move 8 and Move 9 to 4/3 Move Impact. Reduced synergy for Wood Elf and Skaven. Regenerate Block Impact up to 1.250 | ||||||||||
28 | Ability | Description | Gameplay Impact - Modifiers | Modifier(s) Summary | Base Statistic Modifier | Base Impact Modifier | ||||||
29 | Move | Block | Throw | Armor | Move | Block | Throw | Armor | ||||
30 | Bomber | This player can make a Block action whilst Open. Choose an Open or Marked opponent within 3 squares to be the target. The Block action cannot be assisted and treat results on the block dice of 'Shove' as 'Miss.' | Increases the frequency by which the player uses the Block action, albeit not increasing Block strength. Modify by a + Block Impact. Bash skill. | + Block Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.000 | 1.250 | 1.000 | 1.000 |
31 | Bloodlust | After an action, if this player is adjacent to a Vampire team-mate, they are knocked down - you must make an Armor check. | A unique ability for the Homebrew Thrall players on the Vampire team, this ability hurts positioning for the Thrall players, and also makes them less able to assist in Blocking. Dash minus-skill | - Move Impact | 1.000 | 1.000 | 1.000 | 1.000 | 0.800 | 1.000 | 1.000 | 1.000 |
32 | Bulldozer | When this player makes a Block action, you can choose to re-roll results of Shove. When this player is the target of a Block action, treat results of Shove as Miss. | Homebrew ability unique to the Chaos Dwarf team. Increases the Block Base Statistic and Block Impact Modifier, as well as Armor Base Statistic. Bash skill. | Armor, Block Statistic Modifier Using Probability Tables + Block Impact + Move Impact | 1.000 | 1.167 | 1.000 | 1.302 | 1.125 | 1.333 | 1.000 | 1.000 |
33 | Catcher's Instincts | If this player is Open and is the target of a successful Throw action (not a hand-off), they can make a free Run action. | Indirect free ability in that the action is a result of another player's successful Throw. However, results in an increased frequency of movement, with a + Move Impact. Dash skill. | + Move Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.250 | 1.000 | 1.000 | 1.000 |
34 | Claws | When this player makes a Block action, roll a D6 along with the block dice. If the result is a 6, the target is automatically injured - do not resolve the block dice. | Directly use the probability tables to calculate Base Block Statistic. This ability also increases importance of Block skill, with a + Block Impact. Bash skill. | Block Statistic Modifier Using Probability Tables + Block Impact | 1.000 | 1.247 | 1.000 | 1.000 | 1.000 | 1.125 | 1.000 | 1.000 |
35 | Dauntless | When this player makes a Block action, you can choose to re-roll results of Shove. | Homebrew ability unique to the Chaos Dwarf team. Increases the Block Base Statistic and Block Impact Modifier. Bash skill. | Block Statistic Modifier Using Probability Tables + Block Impact | 1.000 | 1.167 | 1.000 | 1.000 | 1.000 | 1.333 | 1.000 | 1.000 |
36 | Dirty Player | When this player makes a Foul action, treat results of Spotted! as Got Them!. | Homebrew ability for Hobgoblins of the Chaos Dwarf team. Increases probability of a successful Foul and decreases the probability of failure. Bash skill. | + Block Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.000 | 1.250 | 1.000 | 1.000 |
37 | Elusive | When this player makes a Run action they can move adjacent to opponents, but must end the action Open. | Elusive is an excellent skill that effectively allows for greater freedom of movement, influencing Move Impact. Allowing the player to pick up the ball more easily also lends itself to more Throwing opportunities. Dash skill. | ++ Move Impact + Throw Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.500 | 1.000 | 1.250 | 1.000 |
38 | Enforcer | When this player makes a Block action, you must resolve the result of all the dice rolled, picking the order they are resolved in. For each knocked down result, the opposing coach must make an Armour check for the target player. | Directly use the probability tables to calculate Base Block Statistic. This ability also increases impact of Block skill (+ Block Impact, as Enforcer already stacks upon 2 Block's ++ Block Impact). Similar strong Block skills (Hulking Brute, Mighty Blow) do not receive the stacked + Block Impact as Enforcer's 3 Block dice is the strongest due to potential for forcing multiple Armor saves. Potential loss of subsequent actions could be accounted for by a - Move Impact, but this felt overly nerfing. Bash skill. | Block Statistic Modifier Using Probability Tables, Normalized to 2 Block Statistic + Block Impact | 1.000 | 1.132 | 1.000 | 1.000 | 1.000 | 1.125 | 1.000 | 1.000 |
39 | Ethereal | When this player makes a Run action they can move adjacent to opponents and through obstructions, but must end the action Open and not on an obstruction. | On paper, Ethereal is a similar skill to Elusive, but better. However, the tradeoff is the Wraith cannot carry the ball so the skill is moreso Bash than Dash. Bash skill. | ++ Move Impact + Block Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.250 | 1.250 | 1.000 | 1.000 |
40 | Evade | This player may make a Run action when Marked. | Home-brew only to the Amazon team, Evade is clearly a Move Impact skill, allowing players much greater movement flexibility. Dash skill. | + Move Impact + Block Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.250 | 1.125 | 1.000 | 1.000 |
41 | Extra Arms | After this player makes a Run action, they can immediately perform a free Hand-off. | Homebrew ability unique to the Linerat on the Underworld team. This skill opens up options for the team to Run and Throw, but more so Run. Dash Skill. | + Move Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.250 | 1.000 | 1.000 | 1.000 |
42 | Guard | Opponents Marked by this player cannot assist in Block actions. | Home-brew to the Gnome team, this ability allows for greater synergy in defense amongst team-mates. Bash skill. | + Block Impact, +++ Armor Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.000 | 1.125 | 1.000 | 2.000 |
43 | Flesh-Hungry Horror | When this player performs a Mark action, they can move up to 3 squares instead of 2. | Homebrew-only to the Vampire team, this skill is quite unique. Primarily, it allows for ease of use for Block, though one could say an extra Mark could indirectly contribute to movement. Bash skill. | + Move Impact + Block Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.250 | 1.125 | 1.000 | 1.000 |
44 | Foul Appearance | When this player is the target of a Block action, treat results on the block dice of 'Shove' as 'Miss.' In addition, the place the Blocking opponent prone and resolve and Armor check. | Home-brew variant for the Nurgle Bloater, this ability is unique in the it alows for potential for a defensive knock down of the Blocking player, and it can be seen as an improvement upon the Stand Firm ability. Bash skill. | Armor Statistic Using Probability Tables +++ Armor Impact + Block Impact | 1.000 | 1.000 | 1.000 | 1.302 | 1.000 | 1.125 | 1.000 | 2.000 |
45 | Frenzied | After this player makes a Mark action, they can immediately make a free Block action. | This ability does not affect Base Statistic, but it significantly increases Block Impact through virtue of creating a free action opportunity. This ability also somewhat depends on movement as well for maximizing Mark and Block. Bash skill. | +++ Block Impact + Move Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.125 | 2.000 | 1.000 | 1.000 |
46 | Fury | When this player makes a Block action and the target is pushed back by a 'Shove' result, they must follow-up and immediately make a second Block action against the same target. | A variant ability of the Blood Bowl 'Frenzy' ability, this ability would be applied to the variant Khorne team. Bash skill. | Block Statistic using Probability Tables ++ Block Impact | 1.000 | 1.167 | 1.000 | 1.000 | 1.000 | 1.500 | 1.000 | 1.000 |
47 | Handling Skills | Whenever this player is moved into a square containing the ball, they pick it up, as though they were making a Run action. | Handling Skills is a tricky ability to model. Picking up the ball at a higher rate lends itself to more opportunities to Throw, but perhaps also opportunities to Move with the ball, though the latter I do not think is sufficient to model. Dash skill. | + Move Impact + Throw Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.250 | 1.000 | 1.250 | 1.000 |
48 | Headbutt | If this player makes a Run action, followed by a Mark action, they can immediately make a free Block action. | Headbutt does not affect Base Statistic, but it significantly increases Block Impact through virtue of creating a free action opportunity. It is certainly worse than Frenzied, however. After thinking through bit more, like Frenzied, also affects Move Impact to some degree. Bash skill. | ++ Block Impact + Move Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.333 | 1.500 | 1.000 | 1.000 |
49 | Hulking Brute | When this player makes a Block action, treat results on the block dice of 'Tackle' and 'Smash!' as 'Kerrunch!.' In addition, if this player is the target of a Block action, treat results of 'Shove' as 'Miss.' | This ability affects Armor Base Statistic. Armor Impact is increased, but this is more valuable for weaker Armors. Therefore, I will give a ++ Armor Impact for Armor 4+ and worse, and a + Armor Impact for Armor 3+. Probability tables require Armor value to precisely compute, but as Stand Firm is generally applied to 3+ Armor, I will base it on Armor 3+ player, rather than Prototypic. For Armor 2+ players, the value is ~1.250. Bash Skill. | Block, Armor Statistic Modifier Using Probability Tables, Normalized to 2 Block Statistic + Block Impact, + Move Impact | 1.000 | 1.106 | 1.000 | 1.278 | 1.125 | 1.125 | 1.000 | 1.000 |
50 | Insignificant | Opponents may move adjacent to this player during a Run action. When this player makes a Block action, treat results of 'Tackle' as 'Miss.' | Insignificant is quite possibly the worst ability of them all, negatively modifying Block Statistic, Block Impact, Move Impact, as opponents essentially receive a free Dodge Bonus Play or Elusive ability. Bash/Dash un-skill. | Block Statistic Modifiers Using Probability Tables - Move Impact - Block Impact | 1.000 | 0.804 | 1.000 | 1.000 | 0.667 | 0.500 | 1.000 | 1.000 |
51 | Leap | When this player makes a Run action they can move adjacent to, and through, players, but must end the action Open, not Marked. | Similar to Elusive, but slightly better. Leap is an excellent skill that effectively allows for greater freedom of movement, improving Move Impact. I didn't think it was so much better than Elusive to merit difference in modifications. Dash skill. | ++ Move Impact + Throw Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.500 | 1.000 | 1.250 | 1.000 |
52 | Leaping Tackle | After this player makes a Mark action, they can immediately make a free Block action. After that action, place them Prone. | Equivalent to the Diving Tackle Bonus Play and unique to the Slann team, this ability allows for an action efficiency boost at expense of a future action efficiency loss, as the player is then placed Prone. Bash Skill. | +Block Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.000 | 1.500 | 1.000 | 1.000 |
53 | Mighty Blow | When this player makes a Block action, treat results on the block dice of 'Smash!' as 'Kerrunch!' | A poor man's version of Hulking Brute that affects Block Statistic and Block Impact (however, no change in Block Impact as it is accounted for by 2 base block modifier). Bash skill. | Block Statistic Modifier Using Probability Tables, Normalized to 2 Block Statistic | 1.000 | 1.054 | 1.000 | 1.000 | 1.000 | 1.125 | 1.000 | 1.000 |
54 | Mightier Blow | When this player makes a Block action, treat results on the block dice of 'Tackle' and 'Smash!' as 'Kerrunch!' | A poor man's version of Hulking Brute, renamed to apply to Block 1 players. Bash skill. | Block Statistic Modifier Using Probability Tables + Block Impact | 1.000 | 1.108 | 1.000 | 1.000 | 1.000 | 1.125 | 1.000 | 1.000 |
55 | My Ball | This player can take possession of the ball, but cannot make a Throw action (or a hand-off). When this player makes a Run action, they can move adjacent to opponents, but must end the action Open. | An ability unique to the Gnome's Fox, this is a reskinned version of Elusive but the player is a ball hog. Dash skill. | ++ Move Impact No Throw | 1.000 | 1.000 | 1.000 | 1.000 | 1.500 | 0.800 | 0.000 | 1.000 |
56 | Offensive Specialist | When this player makes a Block action, you can choose to re-roll the block dice. | Excellent ability that is very similar in practice to normal 2 block dice player. Therefore, modifies both Block Statistic and and ++ Block Impact. Bash skill. | Block Statistic Modifier Using Probability Tables ++ Block Impact | 1.000 | 1.333 | 1.000 | 1.000 | 1.000 | 1.500 | 1.000 | 1.000 |
57 | Pick-Me-Up | After this player makes a Run action, Prone teammates adjacent to this player may make a free Stand Up action. | A unique ability for the Homebrew Norse's Beer Boar, this ability allows for free Stand Up action(s) on behalf of teammate(s). This ability is roughly analogous to Frenzied in terms of action economy benefit; while free Stand Up can lead to a subsequent Bash or Dash event Primarily Dash skill | + Block Impact + Move Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.250 | 1.250 | 1.000 | 1.000 |
58 | Prehensile Tail | When this player makes a Mark action, you may move an opponent 1 square so that they are adjacent to this player before, during, or after the Mark action. You cannot move an opponent with Hulking Brute ability. | A unique ability for the Rat Ogre of the Underworld team, this ability allows the player to draw in an opponent, likely for a potential Assisted Block action. As such, Block Impact is greatly increased. Bash Skill. | ++ Block Impact ++ Move Impact + Armor Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.250 | 1.333 | 1.000 | 1.125 |
59 | Regenerate | After the Pre-Turn Sequence, but before making your first Player Action, if this player is prone, they can make a free Stand Up action. | Regenerate produces a similar effect to that of Pick-Me-Up, but it is even better in that the player does not require making an action (i.e. Move) before receiving a free action. Therefore, this ability is superior to Frenzied and Pick-Me-Up. Like Pick-Me-Up, it influences both Blocking and Moving, but it primarily is a Blocking skill. Bash Skill. | Armor Statistic using modified Probability Tables + Block Impact ++ Armor Impact | 1.000 | 1.000 | 1.000 | 1.333 | 1.000 | 1.150 | 1.000 | 1.333 |
60 | Rooted | When this player makes a Block action, treat results of Tackle and Smash as Kerrunch! In addition, if this player is the target of a Block action, treat results of Tackle and Shove as Miss. | Variant ability for Treeman on Halfling team. A buff on Hulking Brute, this ability provides the firepower of that ability while making it even more difficult to bring the player down. Bash Skill. | Block, Armor Statistic Modifier Using Probability Tables, Normalized to 2 Block Statistic + Move Impact, + Block Impact, + Armor Impact | 1.000 | 1.106 | 1.000 | 1.347 | 1.000 | 1.125 | 1.000 | 1.125 |
61 | Rush | When this player makes a Run action, they can move adjacent to opponents, but doing so ends the action. | The equivalent of the bonus card "Blocking Play," Rush is quite similar to Frenzied in that it essentially allows for a free action after making an action: Rush is a Run with "free" pseudo-Mark while Frenzied is a Mark with free Block. Rush is worse in that it is the "free action" does not manifest as such for purposes of collecting Challenge Cards, and the distance is diminished compared to a normal Run - Mark series of actions. In effect, Rush increases effective Move Statistic as well as Move Impact. While this ability can be used for blocking purposes, in Wood Elf gameplay is really a Dash ability. Dash skill. | ++ Move Impact ++ Block Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.333 | 1.500 | 1.000 | 1.000 |
62 | Safe Hands | If this player is knocked down while holding the ball, you can choose which adjacent square the ball bounces into instead of rolling a D8. | Safe Hands is difficult to assess for gameplay. The skill doesn't really depend on the Move statistic of the player at all, and its impacts in the game are niche. Rather than stacking on Impact Modifier, it is easier to just add a 5 point value to the players' Move Value. Dash skill. | +Move Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.125 | 1.000 | 1.000 | 1.000 |
63 | Stand Firm | When this player is the target of a Block action, treat results on the block dice of 'Shove' as 'Miss.' | This ability affects Armor Base Statistic. Probability tables require Armor value to precisely compute, but as Stand Firm is generally applied to 3+ Armor, I will base it on Armor 3+ player, rather than Prototypic. For Armor 2+ players, the value is ~1.250. Stand Firm also makes it much easier for positioning, so + Move Impact as well Bash Skill. | Armor Statistic Using Probability Tables ++ Armor Impact + Move Impact | 1.000 | 1.000 | 1.000 | 1.302 | 1.125 | 1.000 | 1.000 | 1.333 |
64 | Stand Firm (2) | When this player is the target of a Block action, treat results on the block dice of 'Shove' as 'Miss.' | This ability affects Armor Base Statistic. This ability is for players with Armor 2+. Stand Firm also makes it much easier for positioning, so + Move Impact as well Bash Skill. | Armor Statistic Using Probability Tables + Move Impact | 1.000 | 1.000 | 1.000 | 1.278 | 1.125 | 1.000 | 1.000 | 1.000 |
65 | Strip Ball | When this player makes a Block action that results in a knock down, and the target of the Block had possession of the ball, this player can claim possession of the ball. | Homebrew to the variant Norse Valkyrie player, this skill enables better ball control and ability to claim Free Up The Ball. Bash Skill | + Move Impact + Block Impact + Throw Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.125 | 1.250 | 1.125 | 1.000 |
66 | Super-Headbutt | If this player makes a Run action, followed by a Mark action, they can immediately make a free Block action. | This ability is simply Headbutt for the Minotaur of the Homebrew Chaos Renegade team. Bash skill. | + Run Impact ++ Block Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.333 | 1.125 | 1.000 | 1.000 |
67 | Super-Offensive Specialist | When this player makes a Block action, you can choose to re-roll the block dice. | This ability is simply Offensive Specialist for the Centaur Blocker of the Homebrew Chaos Dwarf Team. There is no precedent for 2 block dice Offensive Specialist, so I renamed the ability for calculation purposes, as ++ Block Impact is already accounted for in the Centaur Blocker's base 2 Block statistic. | Block Statistic Modifier Using Probability Tables, Normalized to 2 Block Statistic | 1.000 | 1.152 | 1.000 | 1.000 | 1.000 | 1.125 | 1.000 | 1.000 |
68 | Throw Teammate | See Advanced Rules | Opens up the door to many more throwing opportunities, if you can keep the little guys on the pitch. Dash Skill. | +++ Throw Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.000 | 1.000 | 2.000 | 1.000 |
69 | Titchy | Opponents may move adjacent to this player during a Run action, but doing so ends the action. When this player performs a Block action, treat results of Tackle as Miss. | Like Insignificant and gameplay-wise is quite close in terribleness. Bash/Dash un-skill. | Block Statistic Modifiers Using Probability Tables - Move Impact - Block Impact - Armor Impact | 1.000 | 0.804 | 1.000 | 1.000 | 0.667 | 0.500 | 1.000 | 0.667 |
70 | Trickster | After this player makes a Mark action, if an adjacent opponent had possession of a ball, this player may can take possession of the ball. | Homebrew ability specific to the Illusionist, this skill makes the Illusionist an expert at stealing the ball from the opposition. Dash skill | + Move Impact, + Block Impact, + Throw Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.250 | 1.125 | 1.250 | 1.000 |
71 | Very Long Legs | After this player makes a Reserves or Stand Up action, they can immediately make a free Run action. | Homebrew ability specific to the Underworlds team, this skill allows for rapid return of players from the Underworld team back into the mix of things, allowing for many scoring opportunities and ball control threats. Bash skill. | + Move Impact | 1.000 | 1.000 | 1.000 | 1.000 | 1.333 | 1.000 | 1.000 | 1.000 |
72 | War Machine | This player can make a Run action whilst Marked. When this player makes a Run action they can move adjacent to opponents and finish the action Open or Marked. This player's Block actions cannot be assisted. | An ability unique to the Snotling's Pump Wagon. As written, War Machine allows for greater flexibility of movement (sightly superior to Rush ability). While Rush is a Dash skill, War Machine is Bash on account of the Pump Wagon's base statistics, though the effective Move Statistic is improved as well. That the player's Block actions cannot be assisted nerfs the impact on Bash, however, so Base Impact remains unchanged (3 Block is already +++ Base Impact). Bash skill. | ++ Move Statistic +++ Move Impact + Block Impact | 1.500 | 1.000 | 1.000 | 1.000 | 2.000 | 1.333 | 1.000 | 1.000 |
73 | - | Filler row used for calculation purposes | None | None | 1.000 | 1.000 | 1.000 | 1.000 | 1.000 | 1.000 | 1.000 | 1.000 |