Errata to skills are noted here. The LRB is the main resource for skills. See the general errata for a note about casualties caused by secret weapons. Note that under the LRB most skills can be used an unlimited number of times per turn and that any skill use can be declared after the roll which it affects.

On any roll a 1 always fails and a 6 always succeeds.

The skill named 'Ball and Chain' has been renamed 'Fanatic'. A player with this skill does need to dodge to leave a tackle zone.

A player with Big Hand ignores all modifiers to picking up the ball, ie. it is always a straight AG+1 roll for them to pick up.

The Break Tackle skill may be used an unlimited number of times per turn.

The Catch skill may only be used once per turn. It may only be used once in an opponent's turn.

Weather conditions that prevent Long Bombs also prevent use of the Hail Mary Pass skill. A pass roll using Hail Mary Pass will only ever fumble on a 1, regardless of tackle zones.

If the skill Piling On is used as part of a blitz action it ends the player's movement. Piling on may only be used to reroll armour. It may not be used to reroll injury.

The skill Regenerate works on a 3+, not a 4+. The Regenerate skill may be used at any time after the injury is suffered until the end of the match. A player with the Regenerate skill may be the target of an apothecary roll, unless they have already used the Regenerate skill for that injury. A player that is the target of an apothecary roll may not use Regenerate should the apothecary fail.

Throw team mate is a strength skill, not an extraordinary skill.

A thrown team mates scatters whether or not the pass is accurate. However if the pass was inaccurate there is a -1 modifier to the landing roll. A player who lands successfully may immediately take an action, but for the remainder of the turn their MA is set to 3, if they do not take an action immediately they may not act on that turn.

A thrown player who fails to land may not take an action. If a thrown player lands on another player they automatically fail to land. The targeted player is pushed back as if by a block from the direction of the thrower.

For opposed Strength rolls triggered by the Tentacles skill the player attempting to dodge does not gain +1. However the tentacled player must score a strictly greater total to prevent the dodge.

Stunty and Regenerate are mutations, not extraordinary skills.

Access to mutations has changed slightly. Instead of a free choice a player who wishes to choose a mutation must select one of the columns on the table below to roll a d6 on.

Roll Category 1 Category 2 Category 3
1 Regeneration Tentacles Very Long Legs
2 Foul Appearance Prehensile Tail Extra Arms
3 Disturbing Presence Horns Two Heads
4 Big Hand Claw Stunty
5 Choose from this category Choose from this category Choose from this category
6 Choose from any category Choose from any category Choose from any category

Once a mutation is rolled a player may choose not to take it. If so then they may choose another skill instead. Since they required doubles for a mutation roll they may choose a skill only available on doubles.

Stunty may only be possessed by players with ST2 or lower. A stunty player loses stunty if they gain a point of ST. A player who rolls stunty can voluntarily choose to drop to ST2 or reroll their mutation roll.