
Skills Rules
3.48 Wild Animal
3.481 A player with Wild Animal tends to get a bit, erm, carried away during a match, and rather lets his natural enthusiasm overcome him. Wild Animals must roll a D6 before taking any action first of all during a turn. On a roll of '1' he goes berserk. Berserk players immediately drop the ball if they have it, which causes a turnover at the *end* of their action. The berserk player will then attempt to block the _nearest_ player - friend or foe - attacking them as if he were making a frenzied blitz move (i.e. he keeps blocking on pushback results until the victim goes down or he runs out of movement). Count the number of squares to get to the player to identify which players are nearest. 3.482 A berserk player will always go for an opposing player if there's a choice, but otherwise decide randomly who he goes for. If the Wild Animal attacks a player from his own team, no assists can be used for the attack. 3.483 Berserk Wild Animals _do_ have to go for it in order to try and reach their victim and knock them over. If no target is in range, friend or foe, the Berserk player will move toward the nearest unattainable target, but because he cannot block, it is _not_ considered a blitz. 3.484 If you move a player who is NOT a Wild Animal before rolling, then your opponent can call you for illegal procedure. (IE. If your opponent notices that he forgot to roll for WA , then rolls it and resolves the WA movement, you would not be able to call for an IP. However, if you notice that your opponent did not roll for WA before he notices it, you could call for an IP.) 3.485 When a Wild Animal is Prone, WA must be rolled to try and stand the player before any other player is moved. It is an automatic blitz if a prone player goes Berserk and must stand up to block. A stunned WA player may be rolled over at any time with no penalty and no WA roll needs to be made for them. IE. You must roll to see if prone WA might go berserk. You do not have to stand them after the roll if you do not wish too--unless they go berserk of course. 3.486 When a team has multiple Wild Animal players, the coach may choose the order that the Wild Animal rolls are made. The coach picks a Wild Animal player, rolls for the skill, moves the player, then continues to the next Wild Animal player. No IP may be called so long as all Wild Animal players are moved previous to Non-WA players. 3.487 A Wild Animal players action ends when he goes berserk and his target goes down, whether it be the target being knocked down by the berserk player or the target failing a Diving Tackle. 3.488 A Wild Animal is not required to move, however all Wild Animal players must be rolled for before any normal player can be moved. 3.489 A Wild Animal player must always take a 'Down' result on the Blocking dice when one is available so long as it will not cause the WA player himself to fall. He must also choose a 'Pushback' result over a result that would end his frenzied block. 3.4810 No skills are optional when a player with the WA skill goes Berserk. 3.4811 Rolling to see if your player goes wild is the first thing you do as part of that player's action. You cannot roll WA for a player, then move several other players, then come back to the WA you rolled for and move him. You must roll for WA and then take his action no matter the outcome of the WA roll. 3.4812 You MUST roll for EVERY Wild Animal on your team unless a turnover occurs that is not under your control. 3.4813 You must roll for every Wild Animal that is standing or prone before moving any other player on your team -- excluding Wild Animal's that are stunned. Stunned Wild Animal can be put prone at any time without risk of an Illegal Procedure. 3.4814 You do not gain 2 Star Player Points if you cause a casualty to a member of your own team. The casualty actually counts toward the opponent's total number of casualties for the match. 3.4815 A berserk player will use the team blitz if he moves to block. 3.4816 You may not reroll a successful Wild Animal roll. 3.4817 If a failed Wild Animal roll causes a second blitz to be made, the team will suffer a turn-over after the blitz is resolved. 3.4818 A Wild Animal carrying the ball and going berserk, thus dropping the ball, will always result in a turnover, even if a player on the moving team catches the ball. 3.4819 If a standing Wild Animal goes berserk and knocks an opponent over without moving or blocking more than one time, it does not count as the team's blitz. 3.4820 In the event a berserk player has to cross the square in which the ball is lying in order to reach the target of his blitz, he will not attempt to pick it up. The ball will simply bounce one time without further ado. This is not considered a failed attempt to pick up the ball, so no Turn Over results from the ball bouncing. |