Post by alex on May 5, 2010 15:25:16 GMT 9.5
Fouling
The fans and sponsors are heavily in favour of as much blood shed as possible, to cater to this the referees have been known to 'forget' about red cards they have issued during the game.
When a player is sent off for fouling he or she is placed in the knocked out box, and on a 4+ he can sneak back onto the field without the referee noticing. Roll for him or her each kickoff just like a player knocked out in the normal way.
Players with secret weapons can sneak back onto the pitch only on a roll of 6 on a D6.
Due to this lenient approach, players may claim SPP for casualties caused by fouling the opposition.
Stunties
(a team that does not has only stunty players on its roster is considered to be a stunty team, bonuses are lost if non stunty players join the team (e.g. star players, mercenaries).
Stunty teams are very popular
Any team composed of only stunty players will always have +3 fame, their opponent will always have zero fame. If both teams are all stunty then roll for fame as usual
Fans have a soft spot for stunties, and will try to help them out wherever possible.
Stunties can not be knocked out of bounds easily, fans will try to keep them on the pitch.
> Any stunty player on the sideline is treated as having the Stand Firm skill
> THe coach of an all stunty team may choose the direction of any throw-in. (when both teams are all stunty roll as usual)
Beneath the ref's attention
THe job of a Blood bowl referee is not easy, it is easy to loose track of the little unimportant things while you are distracted by the horde of bloodthirsty chaos fans who believe chainsaws are a legitimate on field accessory, or by an overzealous Deathroller driver who refuses to depart the pitch after his red card.
The coach of an all stunty team can take advantage of this by using that old "two guys in one uniform" trick to sneak extra players past the officials and onto the pitch.
If there are more than 11 players available the coach may do the following;
1) line up 11 stunties at the sideline
2) place another stunty behind any of the 11 already placed to make a pair
3) repeat stage 2 as often as desired (ie decide how many times pairs to sneak on the pitch
4) for each of the 'double' stunties roll a D6
5) on a 2+ then both of these players sneak past the ref onto the field
6) on a 1 then both players are discovered cheating and are sent off, just as if they had been caught fouling. No other player may be subsituted in their stead until the next kickoff.
therefore there is a chance that the coach will actually have fewer than 11 players on the pitch
Once they have taken the pitch they may move independantly, they do not work as a team during the game..
Special weapon players and star players can not be set up in this manner.
e.g. no 1
10 individual goblins canfreely take the pitch, but the 11th player tries to sneak another gobbo in by walking in on his shoulders, on the D6roll of a 1 the ref spots the trick, sends the both off and only the 10 original players may take the field.
e.g. no2
9 halflings take the field, the 10th and 11th sneak on as two pairs, the first rolls a 2+ and the two halflings take the pitch, the second pair is discovered and sent off (roll of a 1). There will therefore be 11 halflings on the pitch, the original 9 + the first pair to make it through. THe second pair will be in the sin bin and a substitution can not be made until the next kickoff.
Bloody Minded Fans
Each time a team kills an opposing player (but not stunties) the coach may immediately increase his team's Fan Factor by 1.
Bounty
Each coach may, if he so chooses, remove money from his treasury to be place a bounty on the head of an opposing player.
Money is deleted from your roster sheet and accounted for by the Commish, who will post up the details of the reward and the wanted player(s).
players with a bounty on their head will not be raised by the league necromancers, but can be apothecaries or turned into a zombie by an undead team as normal
Handicap Procedure
as per current rulebook
Wagers
If both coaches agree they can bet their income from the game on winning, the winner of the game takes all winnings. On a draw each team takes its own winnings as normal.
Procedure for Dead players
The league is sponsored by a cadre of powerful necromancers. They are attracted to the brutal nature of the sport, in which there is an ample supply of fit, healthy creatures of all races who have the unfortunate situation of being newly deceased.
When a player in the league is killed, apothecaries and regeneration work as normal. However if they do not work and the player dies, the necromancers will raise the dead player to return and play again for his team.
Dead players are not removed from their team roster, but instead they gain the following skills:
• Really Stupid: the player is no longer thinking with his own brain, and can not be expected to perform as well as before, her performs best when a team mate is there to point him in the right direction.
• Loner: the player does not work well in team practices or receive training well.
• Decay: the rotting corpse can still play blood bowl, but is prone to injury
• Disturbing presence: the smell alone can put other players off their game, let alone the fact that behind the eyes of a former competitor is the icy, vacant stare of a vile undead thing. Being near this player reminds opposition players of their own mortality and can become quite distracting.
Players with Wild Animal, Frenzy, Nerves of Steel or Dauntless are immune to this affect caused by raised players. this affect caused by raised players.
When a raised player suffers another death it becomes harder for necromancers to keep him in action,
each time an already reraised player dies each stat decreases by 1 until it equals those of a zombie (4-3-2-8).
All skills are kept.
This result occurs for each subsequent death also.
when the player's stats have reduced to 4-3-2-8 the coach should use a zombie miniature to represent the player.
The third wheel rule[/u]
If and when one or more games are being played and a coach (or prospective player) is without a game, due to odd numbers of players, the following rule comes into effect.
Game play
At the begining of each turn (1-8 in each half), roll 2D6, if the result is equal to or less than the turn number about to be played the fans will take the pitch.
The player randomly chooses one of the following to invade the pitch during the game.
1 Rat Ogre
2 Dwarf Troll Slayer
3 Dark Elf Witchelf
4 Vampire (no blood lust)
5 Skaven Gutter Runner
6 2D6 halflings
These spectators must be represented by appropriate miniatures, if the third wheel player has other appropriate players available the commissioner may alter the above list as deemed appropriate.
Fans enter play from a random location on the pitch, roll a D6, counting around from the corners of the pitch and including the sidelines at midfield by the line of scrimmage.
Fans may extend their full movement starting from the square adjacent to the sideline.
Actions
Fans may undertake the following actions
Move
Block
Blitz (one fan per turn)
Pass (one fan per turn)
Handoff (one fan per turn)
Foul (one fan per turn)
Assists and tackle zone modifiers
Fans and teams will only assist blocks by their own members, but they cancel eachother’s assists and place a negative modifier in their tackle zones for both teams (ie. pick up ball, dodge, catch). For example if a player from team A tries to pick up the ball in the tackle zone of one fan and two players from team B there is a -3 modifier to the roll.
Drive end
When the half ends and when a TD is scored the fans are ushered off the pitch by security. They can come on again later.
this house rule is the early trial of a larger element currently under development, so please suggest any ideas to the commish
The fans and sponsors are heavily in favour of as much blood shed as possible, to cater to this the referees have been known to 'forget' about red cards they have issued during the game.
When a player is sent off for fouling he or she is placed in the knocked out box, and on a 4+ he can sneak back onto the field without the referee noticing. Roll for him or her each kickoff just like a player knocked out in the normal way.
Players with secret weapons can sneak back onto the pitch only on a roll of 6 on a D6.
Due to this lenient approach, players may claim SPP for casualties caused by fouling the opposition.
Stunties
(a team that does not has only stunty players on its roster is considered to be a stunty team, bonuses are lost if non stunty players join the team (e.g. star players, mercenaries).
Stunty teams are very popular
Any team composed of only stunty players will always have +3 fame, their opponent will always have zero fame. If both teams are all stunty then roll for fame as usual
Fans have a soft spot for stunties, and will try to help them out wherever possible.
Stunties can not be knocked out of bounds easily, fans will try to keep them on the pitch.
> Any stunty player on the sideline is treated as having the Stand Firm skill
> THe coach of an all stunty team may choose the direction of any throw-in. (when both teams are all stunty roll as usual)
Beneath the ref's attention
THe job of a Blood bowl referee is not easy, it is easy to loose track of the little unimportant things while you are distracted by the horde of bloodthirsty chaos fans who believe chainsaws are a legitimate on field accessory, or by an overzealous Deathroller driver who refuses to depart the pitch after his red card.
The coach of an all stunty team can take advantage of this by using that old "two guys in one uniform" trick to sneak extra players past the officials and onto the pitch.
If there are more than 11 players available the coach may do the following;
1) line up 11 stunties at the sideline
2) place another stunty behind any of the 11 already placed to make a pair
3) repeat stage 2 as often as desired (ie decide how many times pairs to sneak on the pitch
4) for each of the 'double' stunties roll a D6
5) on a 2+ then both of these players sneak past the ref onto the field
6) on a 1 then both players are discovered cheating and are sent off, just as if they had been caught fouling. No other player may be subsituted in their stead until the next kickoff.
therefore there is a chance that the coach will actually have fewer than 11 players on the pitch
Once they have taken the pitch they may move independantly, they do not work as a team during the game..
Special weapon players and star players can not be set up in this manner.
e.g. no 1
10 individual goblins canfreely take the pitch, but the 11th player tries to sneak another gobbo in by walking in on his shoulders, on the D6roll of a 1 the ref spots the trick, sends the both off and only the 10 original players may take the field.
e.g. no2
9 halflings take the field, the 10th and 11th sneak on as two pairs, the first rolls a 2+ and the two halflings take the pitch, the second pair is discovered and sent off (roll of a 1). There will therefore be 11 halflings on the pitch, the original 9 + the first pair to make it through. THe second pair will be in the sin bin and a substitution can not be made until the next kickoff.
Bloody Minded Fans
Each time a team kills an opposing player (but not stunties) the coach may immediately increase his team's Fan Factor by 1.
Bounty
Each coach may, if he so chooses, remove money from his treasury to be place a bounty on the head of an opposing player.
Money is deleted from your roster sheet and accounted for by the Commish, who will post up the details of the reward and the wanted player(s).
players with a bounty on their head will not be raised by the league necromancers, but can be apothecaries or turned into a zombie by an undead team as normal
Handicap Procedure
as per current rulebook
Wagers
If both coaches agree they can bet their income from the game on winning, the winner of the game takes all winnings. On a draw each team takes its own winnings as normal.
Procedure for Dead players
The league is sponsored by a cadre of powerful necromancers. They are attracted to the brutal nature of the sport, in which there is an ample supply of fit, healthy creatures of all races who have the unfortunate situation of being newly deceased.
When a player in the league is killed, apothecaries and regeneration work as normal. However if they do not work and the player dies, the necromancers will raise the dead player to return and play again for his team.
Dead players are not removed from their team roster, but instead they gain the following skills:
• Really Stupid: the player is no longer thinking with his own brain, and can not be expected to perform as well as before, her performs best when a team mate is there to point him in the right direction.
• Loner: the player does not work well in team practices or receive training well.
• Decay: the rotting corpse can still play blood bowl, but is prone to injury
• Disturbing presence: the smell alone can put other players off their game, let alone the fact that behind the eyes of a former competitor is the icy, vacant stare of a vile undead thing. Being near this player reminds opposition players of their own mortality and can become quite distracting.
Players with Wild Animal, Frenzy, Nerves of Steel or Dauntless are immune to this affect caused by raised players. this affect caused by raised players.
When a raised player suffers another death it becomes harder for necromancers to keep him in action,
each time an already reraised player dies each stat decreases by 1 until it equals those of a zombie (4-3-2-8).
All skills are kept.
This result occurs for each subsequent death also.
when the player's stats have reduced to 4-3-2-8 the coach should use a zombie miniature to represent the player.
The third wheel rule[/u]
If and when one or more games are being played and a coach (or prospective player) is without a game, due to odd numbers of players, the following rule comes into effect.
Game play
At the begining of each turn (1-8 in each half), roll 2D6, if the result is equal to or less than the turn number about to be played the fans will take the pitch.
The player randomly chooses one of the following to invade the pitch during the game.
1 Rat Ogre
2 Dwarf Troll Slayer
3 Dark Elf Witchelf
4 Vampire (no blood lust)
5 Skaven Gutter Runner
6 2D6 halflings
These spectators must be represented by appropriate miniatures, if the third wheel player has other appropriate players available the commissioner may alter the above list as deemed appropriate.
Fans enter play from a random location on the pitch, roll a D6, counting around from the corners of the pitch and including the sidelines at midfield by the line of scrimmage.
Fans may extend their full movement starting from the square adjacent to the sideline.
Actions
Fans may undertake the following actions
Move
Block
Blitz (one fan per turn)
Pass (one fan per turn)
Handoff (one fan per turn)
Foul (one fan per turn)
Assists and tackle zone modifiers
Fans and teams will only assist blocks by their own members, but they cancel eachother’s assists and place a negative modifier in their tackle zones for both teams (ie. pick up ball, dodge, catch). For example if a player from team A tries to pick up the ball in the tackle zone of one fan and two players from team B there is a -3 modifier to the roll.
Drive end
When the half ends and when a TD is scored the fans are ushered off the pitch by security. They can come on again later.
this house rule is the early trial of a larger element currently under development, so please suggest any ideas to the commish