Post by alex on Jan 15, 2011 0:48:58 GMT 9.5
drawing some inspiration from an old article (see article attached!) each team will be booby trapping their side of the pitch.
AFOUL House Rules- Booby Traps
Booby Traps can only be placed at the start of a half and only by the kicking coach.
During his kickoff setup phase the coach may place 10 counters in his own half, but not on the line of scrimmage. These counters are either bluffs, with no trap in them or have a type of trap written underneath the counter.
Trap Rules
The coach 'buys' 100,000gp of traps from the following list
[li]mine, (40,000gp points each)
[/li][li]pit, (20,000gp points each)
[/li][li]staked pit, (30,000gp points each)
[/li][li]trapdoor (40,000gp points each)
[/li][li]trampoline trap (20,000gp points each)
[/li][li]quicksand (10,000gp point each)[/li][/ul]
e.g. 2 staked pits + 1 mine, OR 5 trampoline traps OR 10 quicksand traps
thoughts? improvements? suggestions?
AFOUL House Rules- Booby Traps
Booby Traps can only be placed at the start of a half and only by the kicking coach.
During his kickoff setup phase the coach may place 10 counters in his own half, but not on the line of scrimmage. These counters are either bluffs, with no trap in them or have a type of trap written underneath the counter.
Trap Rules
- mine, when a player enters the square roll a D6, on a 2+ the mine is triggered. Make an armour roll for the player, adjacent players knocked over on a 4+. On the roll of a 1 the mine remains. If the mine has not yet exploded repeat procedure the next time a player enters the mined square. When it has exploded the counter is removed and has no further effect.
- pit, player falls into pit, make armour roll. Player can get out of pit by making an AG roll, with -1 for each opposing player adjacent to the pit and +1 for each friendly player adjacent to the pit (players can not assist or hinder if they are in the TZ of an opposing player, even if they have guard).
- staked pit, player falls into pit and lands on stakes, make injury roll. Otherwise treated as a standard pit
- trapdoor, trapdoor activates only once, on a 2+ the player is trapped until next kickoff. Treat the square as normal until the next kickoff. On the roll of a 1 the trapdoor does not close on the player and the square becomes a standard pit until the next kickoff.
- trampoline trap, player scatters randomly, D6 squares in a direction chosen using a D3 and the throw in template. The throw in template is aligned pointing away from the square the player has come from (like a pushback situation). Make a landing roll, if player lands he or she may continue moving.
e.g. if a player moves from square 1 into the centre of the template pictured above (which holds a trap) the player would be scattered in the direction of 5, 7 or 8.
e.g. if the player entered from square 2 he or she would be scattered in the direction of 6, 7 or 8. - quicksand, when a player attempts to leave the square roll a D6, the player looses this many MA. If the dice roll exceeds the players remaining MA he or she can not leave the square. If a 6 is rolled the player is held in place and looses his or her action (e.g. Blitz) regardless of the player's remaining movement.
The coach 'buys' 100,000gp of traps from the following list
[li]mine, (40,000gp points each)
[/li][li]pit, (20,000gp points each)
[/li][li]staked pit, (30,000gp points each)
[/li][li]trapdoor (40,000gp points each)
[/li][li]trampoline trap (20,000gp points each)
[/li][li]quicksand (10,000gp point each)[/li][/ul]
e.g. 2 staked pits + 1 mine, OR 5 trampoline traps OR 10 quicksand traps
thoughts? improvements? suggestions?