Abilities

Each player has six physical abilities, which have a base level and are modified through dice rolls and raffles for each match. This is represented on the List page by a single number to represent the median value of the range, with the lower and upper values on the right.

  • Strength is used in ruck and extract plays with the Tall trait and the Extract skill respectively;
  • Agility is used in the Tap part of a stoppage, the Mark element of a lead and the Evade contest as part of a rove play;
  • Kicking is used in the Pass contest at the end of spread, rebound and turnover plays, and also affects Snap and Set Shot scoring attempts;
  • Quickness is used in the clear contest in a pack with Baulk and Tackle skills, as well as the Jump part of a lead, and rove plays where the attacker tries to Crumb and the defender must Chase;
  • Dash is used in the Sprint contest as part of spread, rebound and turnover plays to modify the Position and Chase skill rolls;
  • Endurance affects all rolls in conjunction with a Fatigue modifier.