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Dauntless (General)

When a player attempts to block an opponent who is stronger than himself, the coach of the player with the Dauntless skill rolls a D6 and adds it to his strength. If the total is equal to or lower than the opponent’s Strength, the player must block using his normal Strength. If the total is greater, then the player with the Dauntless skill counts as having a Strength equal to his opponent’s when he makes the block.


Dauntless, on a successful die roll, temporarily gives low-strength players the same strength as the opponent they’re blocking.  This gives the low-strength player the opportunity to throw a 1d or 2d block against higher strength players such as Chaos Warriors and Big Guys.  The skill is used on coach’s turn before a block (or a blitz) is thrown by rolling a d6 die and adding the result to the blocking player’s STR.  If his score is higher than his opponent’s, than for that block (and only that block) both players will have the same strength. With only 1 assist, the blocking player can then be granted a two-dice block!  Unlike Horns, however, (which gives +1 STR) Dauntless can be used to increase a players strength by 5!  This is especially helpful when attacking Big Guys with limited man-power.  You can get a 2d Block with 2 players!



There are 2 caveats to this skill that must be taken into consideration.  First, the skill only works when your player is attacking.  The skill is not used when an opponent throws a block on your player.  The 2nd caveat is that for every block thrown against a stronger opponent, this skill must be rolled.  So for example, a frenzy player will have to roll twice.  If you do not have any rerolls left for the 2nd dauntless roll, this is opening the door to a 2 die, or 3  die block in your opponent’s favor.  This is where Dauntless can act as a double-edged sword.  There is risk involved.

Just because a player has dauntless, however, doesn’t mean he / she MUST use it.  If you want to blitz a STR 4 Chaos Warrior with your STR 3 blitzer AND you have the man power, then use 2 assists.  Don’t risk using the 1 assist and failing your roll to only have a 1D block.  The beauty of Dauntless doesn’t reveal itself until you’re in tight situations where multiple assists cannot be afforded or given.  It’s at these points where it can act as a game-changer.


  • Allows lower strength players to block with 2d dice with 1 assist.
  • Supports better positioning because it reduces the number of players needed to assist.
  • Can be used as a high-risk play to knockdown or push a Big Guy away (especially if he has tentacles).


  • A failed Dauntless roll can lead to an injury or a turnover very easily.
  • Dauntless only works if you’re throwing the block, not if you’re receiving it.
  • Highly circumstantial so might be considered TV bloat (but you are happy when you have it and need it).
  • Could lead to problems on a multiple block scenario, such as Frenzy or Multiple Block (as it will have to be rolled for each block).

Useful to:

Dauntless is useful to many types of players. On low-strength bash teams (Chaos Dwarf, Dwarf, Norse, etc.), dauntless can be given to linemen (or in Dwarf cases, the blocker). Since these linemen are usually in the middle of the scrum, dauntless can be used to aid against higher strength opponents such as Nurgle, Chaos, Lizardmen and Orc.  Dauntless is especially useful when throwing blocks against opponents who are only 1 STR higher since it only requires a 2+ roll for success.  This means a Dwarf Blocker only needs a 2+ roll to get a 1 die block against a black orc.  Combine that with an assist, and 2 dwarves (in lieu of 3) can be used to throw a low-risk block.  By only requiring 1 assist, another guard blocker can be used elsewhere for positioning.  A Dwarf Blocker can also use Dauntless to throw a 1 die block against the black orc.  Since the Dwarf already has block, you only have to worry about rolling a skull.  This is especially beneficial if the opposing black orc doesn’t have block.  By keeping their STR 4 players on the ground, the lower strength teams are not only controlling the field, but they have less chance for injury as well.

Dauntless is also useful to agility teams. Dauntless works well with STR 2 catchers, gutter runners and with STR 3 blitzers.  Many Skaven coaches give their gutter runners Horns for the extra +1 STR (without having to roll) so they can get a 1D block on STR 3 ball carriers, but in cases where the ball carrier has 4 Strength or higher, Dauntless can become a life-saver (just riskier). With Dauntless a ball hawk (a player with Strip Ball, Wrestle, Tackle, Leap) increases their chances of success by making their -2d blitz a 1d blitz.  This can be especially helpful when dodging / leaping into a cage with non-guard cage-corners.

The biggest importance Dauntless plays, however, for agility teams is by positioning. Agility teams usually have to spread the field so that they can’t get surrounded by bash teams. Tentacles (or Prehensile Tail) on a Big Guy can be devastating in this sense. By locking 2 or 3 agile players down, they not only run the risk of getting injured, but they lose the ability to back up and reform a defensive wall. It’s a precarious position as it opens the doors for multiple blocks. Dauntless in this case is extremely helpful. With dauntless, you can keep the entire defense spread out AND you only have to commit 1 assist and the dauntless blitzing player to get a 2D block.  Dauntless also helps in tight quarters when access for assists on a block are negated by other players.  This is especially important when trying to break through a defensive line or by trying to initiate a one-turn touchdown against high strength players at the Line of Scrimmage.


Dauntless is useful because it allows weaker players to throw 2D blocks against other stronger players with the help of 1 assist.  This is crucial when facing teams of higher strength because it opens up positioning opportunities for the coach. Although not as popular as many other skills, Dauntless is a “game-changer” skill that could tilt the scale of positioning balance into your favor. Like Frenzy, it can act as a double-edged sword, so be careful when using it.


5 Responses to Dauntless

  1. Zork September 1, 2015 at 2:05 pm #

    Can I use Multiple Block, Dauntless, and Frenzy in combination to take on many players at once? With adequate support from assists (with Guard) I think a lot of damage maybe done (to the opposition if things go to plan!).

    • Coach September 1, 2015 at 3:36 pm #

      You can’t use Multiple Block and Frenzy at the same as per the rules. With Multiple Block you can not follow up while with Frenzy you have to follow up. You can however use Dauntless in combination with either of those two skills.

      • Zork September 1, 2015 at 6:13 pm #

        A subtly I missed! Thanks coach.

  2. Badoek September 9, 2015 at 12:56 pm #

    It is probably worth mentioning that the Dauntless/Horns combo doesn’t work very well (or at least not as well as it did in older versions of the rules). Perhaps it’s worth of a small breakdown. But it comes down to this (right?):

    ST2 vs ST3 and lower: Dauntless and Horns = useless
    ST2 vs ST4 and higher: Dauntless and Horns = somewhat useful

    • otzenpunk September 10, 2015 at 2:29 am #

      Yeah, Dauntless works now *after* Horns, so with Dauntless and Horns working together, you have now the same strength as your opponent, not one above. Which is obviously the same as without Horns.

      So Horns effectively add to the strength for your block only when you fail your Dauntless roll, or when you already have the same or higher strength than your opponent, so Dauntless doesn’t work anyway.

      And of course they’re making your Dauntless rolls slightly easier. Not that much of a good deal though to take both skills on the same player.

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