A player with the Leap skill is allowed to jump to any empty square within 2 squares even if it requires jumping over a player from either team. Making a leap costs the player two squares of movement. In order to make the leap, move the player to any empty square 1 to 2 squares from their current square and then make an Agility roll for the player. No modifiers apply to this D6 roll unless he has Very Long Legs. The player does not have to dodge to leave the square he starts in. If the player successfully makes the D6 roll then they make a perfect jump and may carry on moving. If the player fails the Agility roll then he is Knocked Down in the square that he was leaping to, and the opposing coach makes an Armour roll to see if he was injured. A failed leap causes a turnover, and the moving team’s turn ends immediately. A player may only use the Leap skill once per Action.
Leap is a skill that can be very useful for getting one of your players to areas of the pitch a lot easier than would normally be possible. The ability to jump over occupied squares whilst ignoring tackle zones gives your player a freedom to move, opening up new offensive and defensive plays. However it does bear in mind that leaping is harder to do than a dodge into the open and there are no skills that allow you to reroll a leap either. This makes leaping perhaps more dangerous and also has a greater chance of using team rerolls.
For offensive possibilities is makes it really hard for the defending team to screen off a defensive position in order to make scoring unlikely. Whilst they can still set up to make dodging harder, which they probably still should, if your ball carrier or receiver can just jump over their defence, they are going to have a hard time stopping you.
For defensive possibilities you can get at the opposing ball carrier, or a ball on the floor, a lot easier. Usually the ball carrier will be sat in a cage or safely behind a offensive screen. This will make dodging to get to the ball carrier fairly hard, Leap can allow you to jump straight into the cage next to the ball carrier, or over screening players to get to where the ball is. You do need to be aware of the block success ratio on the ball carrier if you do try this, as well as the possible repurcussions in your opponents next turn.
Another good use of Leap is getting your players in a position to take advantage of certain situations. If the other team has a particularly fragile player you want to get at, Leap can let you get at them easier, or to tie up players you don’t want to easily be able to move. The opening turn of a drive can offer possibilities as well. If you have a player with Frenzy as well as Leap, then whilst most coaches set up to prevent a Frenzy crowd push from the front, they may neglect that if you get behind them, they may have left a player you can still shove into the crowd. Teams that have caged up near or next to the side line need to be wary of leap as well. Instead of leaping into a cage to hit the ball carrier, you may be able to push one of the cage corners into the crowd. This gets one of their players off the pitch and also will probably have a safer escape route back out of the cage than attacking the ball carrier would.
Leap ties up well with high agility players, first it makes the Leap easier and more successful, but if you are trying to get a loose ball, having high agility makes the pick up more likely as well. I would be wary about taking Leap with anyone who has less than AG4, whilst anyone with AG5 is a prime candidate for Leap. AG5 will let you leap on a 2+ roll and you can pick up the ball in one tackle zone on a 2+ roll as well. It will also combine will with Big Hand, use Leap to get to a marked ball, Big Hand to pick it up in the tackle zones, then dodging back out is easier than dodging in would have been.
- Greater Freedom of Movement
- Harder to Mark
- Harder to Stop Scoring
- Greater Access Around the Pitch
As mentioned Leap is best on higher agility players as they are more likely to succeed and not just fall over. Whilst you can take it on AG3 players, it isn’t something I usually recommend, it can be useful though I leave that to your own discretion. That means anyone with AG4, so Elves and Gutter Runners, they can be great for going to retrieve the ball, as well as the offensive scoring possibilities. Now you probably don’t want to take it on every player, so the prime choices are your cage breaking players, probably with Wrestle to knock over the ball carrier. Also your ball retrieving player, usually this is best on an AG5 player, so it may be worth holding off on Leap until you get an AG5 Elf to do this. Witch Elves also deserve a mention, for that Leap into a square to get that crowd push on a player the other coach thought was safe.
Outside of those teams, anyone who gets an agility increase to AG4 on the other teams you may want to consider Leap. A lot of players will probably need a double skill to select it though, so there going to be a lot of alternatives that are perhaps more useful and less risky. It can be an unexpected problem for other teams to deal with a leaping Orc Blitzer for example, so by all means don’t automatically rule Leap out.
Teams with mutation access may perhaps be more tempted by it, Very Long Legs makes leaping easier, though I would look to combine it on a player with an agility increase as well. The fact Very Long Legs also helps with interceptions means that you can possible intercept a pass, then Leap out of areas that you perhaps couldn’t dodge with. Obviously this is a three skill combination for most players including an agility increase and usually a double skill. Perhaps there would be more useful builds for anyone with those rolls, though if you like to be a bit different and offer a surprise to the other team, be sure to give this a go. Surprises like this can always make the game a bit more fun as well!