0% found this document useful (0 votes)
22 views2 pages

Amaz EB 25

Uploaded by

fienoss
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
22 views2 pages

Amaz EB 25

Uploaded by

fienoss
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

SIDELINE INDUCEMENTS SPECIAL RULES SUMMARY

Amazon Apothecary Yes No inducements • Lustrian Superleague Option: Training camp


COACH NAME Assistant coaches 2 Team budget 1070k/1070k
Cheerleaders 0 SPP 42/42
Fienoss 29892 Dedicated fans 0 Max skill stacks 0
TEAM NAME Re-rolls 2 Star players Not allowed
EB2025 Amaz

# POSITION MA ST AG PA AV SKILLS COST


1 Jaguar Warrior Blocker 6 4 3+ 5+ 9+ Defensive, Dodge, Block 110k
2 Jaguar Warrior Blocker 6 4 3+ 5+ 9+ Defensive, Dodge, Guard 110k
3 Piranha Warrior Blitzer 7 3 3+ 5+ 8+ Dodge, Hit and Run, Jump Up, Block 90k
4 Piranha Warrior Blitzer 7 3 3+ 5+ 8+ Dodge, Hit and Run, Jump Up, Block 90k
5 Python Warrior Thrower 6 3 3+ 3+ 8+ Dodge, On the Ball, Pass, Safe Pass, Leader 80k
6 Eagle Warrior Linewoman 6 3 3+ 4+ 8+ Dodge, Block 50k
7 Eagle Warrior Linewoman 6 3 3+ 4+ 8+ Dodge, Wrestle 50k
8 Eagle Warrior Linewoman 6 3 3+ 4+ 8+ Dodge 50k
9 Eagle Warrior Linewoman 6 3 3+ 4+ 8+ Dodge 50k
10 Eagle Warrior Linewoman 6 3 3+ 4+ 8+ Dodge 50k
11 Eagle Warrior Linewoman 6 3 3+ 4+ 8+ Dodge 50k
12 Eagle Warrior Linewoman 6 3 3+ 4+ 8+ Dodge 50k
13 Eagle Warrior Linewoman 6 3 3+ 4+ 8+ Dodge 50k
Block: When a Both Down result is applied during a Block action, this player may choose to ignore it and not be Knocked Down.
Defensive: During your opponent's turn (but not during your own team turn), any opposition players being Marked by this player cannot use the Guard skill.
Dodge: Once per team turn, during their activation, this player may re-roll a failed Agility test when attempting to Dodge.

Additionally, this player may choose to use this Skill when they are the target of a Block action and a Stumble result is applied against them.
Guard: When a player performs a Block action (including as part of a Blitz action) this player can offer both offensive and defensive assists regardless of how many opposition players are Marking them.
Hit and Run: After a player with this Trait performs a Block action, they may immediately move one free square ignoring Tackle Zones so long as they are still Standing. They must ensure that after this free move,
they are not Marked by or Marking any opposition players.
Jump Up: If this player is Prone they may stand up for free (i.e., standing does not cost this player three (3) squares of their Movement Allowance, as it normally would).

Additionally, if this player is Prone when activated, they may attempt to Jump Up and perform a Block action. This player makes an Agility test, applying a +1 modifier. If this test is passed, they stand up and may
perform a Block action. If the test is failed, they remain Prone and their activation ends.

This Skill may still be used if the player is Prone or has lost their Tackle Zone.
Leader: A team which has one or more players with this Skill gains a single extra team re-roll, called a Leader re-roll. However, the Leader re-roll can only be used if there is at least one player with this Skill on the
pitch (even if the player with this Skill is Prone, Stunned or has lost their Tackle Zone). If all players with this Skill are removed from play before the Leader re-roll is used, it is lost. The Leader re-roll can be carried
over into extra time if it is not used, but the team does not receive a new one at the start of extra time. Unlike standard Team Re-rolls, the Leader Re-roll cannot be lost due to a Halfling Master Chef. Otherwise, the
Leader re-roll is treated just like a normal team re-roll.
On the Ball: This player may move up to three squares (regardless of their MA), following all of the normal movement rules, when the opposing coach declares that one of their players is going to perform a Pass
action. This move is made after the range has been measured and the target square declared, but before the active player makes a Passing Ability test. Making this move interrupts the activation of the opposition
player performing the Pass action. A player may use this Skill when an opposition player uses the Dump-off skill, but should this player Fall Over whilst moving, a Turnover is caused.

Additionally, during each Start of Drive sequence, after Step 2 but before Step 3, one Open player with this Skill on the receiving team may move up to three squares (regardless of their MA). This Skill may not be
used if a touchback is caused when the kick deviates and does not allow the player to cross into their opponent's half of the pitch.
Pass: This player may re-roll a failed Passing Ability test when performing a Pass action.
Safe Pass: Should this player fumble a Pass action, the ball is not dropped, does not bounce from the square this player occupies, and no Turnover is caused. Instead, this player retains possession of the ball and
their activation ends.
Wrestle: This player may use this Skill when a Both Down result is applied, either when they perform a Block action or when they are the target of a Block action. Instead of applying the Both Down result as
normal, and regardless of any other Skill either player may possess, both players are Placed Prone.

You might also like