Post by alex on Jul 8, 2010 17:09:36 GMT 9.5
League Logistics
Currently games are played every Wednesday Night- at Movie Nights games room (Greenacres Shopping Centre- Main North Road)
Wednesday games are to be finished by 9:30, started no later than 7:30.
This is to ensure that games are not rushed, or left unfinished. A second game can only be started if it begins before 7:30pm.
Players generally meet any time after 6:00, with games organised around 6:30-7:00.
Friday night at movie nights is always chocked full of wargamers, many of whom also play blood bowl so this is your most convenient alternative to schedule a game if you are not able to make it on a wednesday or any wednesdays.
Games can be arranged between coaches at any convenient venue at any time they decide.
Sunday afternoon gaming will be starting up any week now and will probably also cater for blood bowl games.
The wednesday night normal gaming night is up for negotiation, if you want to play on another night let us know and we'll take a vote for the night when the majority can make it.
Building your team roster
115 team build plus one of the skill packages from Shrike Bowl,
eg you can give a skill to 7 players (skill they can normally take, e.g. general on a human lineman, agility on a goblin, strength on an ogre etc)
or you can give 4 normal skills and 2 "doubles" skills (those only available on a skill increase roll of a double).
Click here to see the skill packages available
Players can purchase inducements to be a PERMANENT part of the roster, and these can be sold off during the postmatch sequence, and the cost is added to the team treasury.
Inducements available for inclusion in the team include
Bribes
0-2 star players
Halfling master chef
Also available for purchase are
and spellcasters for your team (we are just starting this playtest so most teams will not have them at this stage)
Tied Games[/u]
In tied games the second half will continue until either team scores, the turn limit of 8 per half can therefore be exceeded if the score is tied at the end of 16 game turns.
If a game runs long the commissioner can declare a draw, or a win for one of the teams if they are in a stronger position.
If both coaches agree they can end the game and declare a draw or even a win for one team.
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. A bribe can be used to convince the ref not to eject the cheating pair (ie if a 1 is rolled).
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.
Special weapon players and star players can not be set up in this manner.
e.g. no 1
10 individual goblins can freely 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 who were not cheating 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).
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.
Skill Ups
WHen a player earns a skill increase, the coach may reroll the skill roll if the model is painted to a reasonable standard.
WHen a player rolls 6+6 (on their first skill roll for a painted player) the coach may choose remove one of the following traits from the player's profile.
Bone-head, Wild Animal, Really Stupid, Always Hungry, Take Root, Bloodlust, and Decay
When a player rolls 1+1 (on their first skill roll for a painted player) the player has decided to leave the team (to retire, go to a better team etc).
Remove the player from the roster.
Magic Users[/u]
see separate thread, on field spellcasters will be an integral part of the league- rules currently close to completion- have your say by checking out this thread
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 Minotaur
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
Injury Table
2D6 result
2-7 Stunned, place player face down, no action next turn
7 on a stunty player. Knocked Out
7 plus mighty blow. Knocked Out
8 on a player with thick skull. Stunned
8-9 Knocked out
9 on a stunty player. Badly hurt, miss the remainder of this match. (+2SPP)
9 plus mighty blow. Badly hurt miss the remainder of this match. (+2SPP)
10 badly hurt, miss the remainder of this match (+2SPP)
11 niggling injury, back next match, but gets niggling injury and -1 AV (+2SPP)
12 D E A D ! (+2SPP +1FF)[/s]
Currently games are played every Wednesday Night- at Movie Nights games room (Greenacres Shopping Centre- Main North Road)
Wednesday games are to be finished by 9:30, started no later than 7:30.
This is to ensure that games are not rushed, or left unfinished. A second game can only be started if it begins before 7:30pm.
Players generally meet any time after 6:00, with games organised around 6:30-7:00.
Friday night at movie nights is always chocked full of wargamers, many of whom also play blood bowl so this is your most convenient alternative to schedule a game if you are not able to make it on a wednesday or any wednesdays.
Games can be arranged between coaches at any convenient venue at any time they decide.
Sunday afternoon gaming will be starting up any week now and will probably also cater for blood bowl games.
The wednesday night normal gaming night is up for negotiation, if you want to play on another night let us know and we'll take a vote for the night when the majority can make it.
Building your team roster
115 team build plus one of the skill packages from Shrike Bowl,
eg you can give a skill to 7 players (skill they can normally take, e.g. general on a human lineman, agility on a goblin, strength on an ogre etc)
or you can give 4 normal skills and 2 "doubles" skills (those only available on a skill increase roll of a double).
Click here to see the skill packages available
Players can purchase inducements to be a PERMANENT part of the roster, and these can be sold off during the postmatch sequence, and the cost is added to the team treasury.
Inducements available for inclusion in the team include
Bribes
0-2 star players
Halfling master chef
Also available for purchase are
and spellcasters for your team (we are just starting this playtest so most teams will not have them at this stage)
Tied Games[/u]
In tied games the second half will continue until either team scores, the turn limit of 8 per half can therefore be exceeded if the score is tied at the end of 16 game turns.
If a game runs long the commissioner can declare a draw, or a win for one of the teams if they are in a stronger position.
If both coaches agree they can end the game and declare a draw or even a win for one team.
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. A bribe can be used to convince the ref not to eject the cheating pair (ie if a 1 is rolled).
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.
Special weapon players and star players can not be set up in this manner.
e.g. no 1
10 individual goblins can freely 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 who were not cheating 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).
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.
Skill Ups
WHen a player earns a skill increase, the coach may reroll the skill roll if the model is painted to a reasonable standard.
WHen a player rolls 6+6 (on their first skill roll for a painted player) the coach may choose remove one of the following traits from the player's profile.
Bone-head, Wild Animal, Really Stupid, Always Hungry, Take Root, Bloodlust, and Decay
When a player rolls 1+1 (on their first skill roll for a painted player) the player has decided to leave the team (to retire, go to a better team etc).
Remove the player from the roster.
Magic Users[/u]
see separate thread, on field spellcasters will be an integral part of the league- rules currently close to completion- have your say by checking out this thread
The third wheel rule
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 Minotaur
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
Injury Table
2D6 result
2-7 Stunned, place player face down, no action next turn
7 on a stunty player. Knocked Out
7 plus mighty blow. Knocked Out
8 on a player with thick skull. Stunned
8-9 Knocked out
9 on a stunty player. Badly hurt, miss the remainder of this match. (+2SPP)
9 plus mighty blow. Badly hurt miss the remainder of this match. (+2SPP)
10 badly hurt, miss the remainder of this match (+2SPP)
11 niggling injury, back next match, but gets niggling injury and -1 AV (+2SPP)
12 D E A D ! (+2SPP +1FF)[/s]