Post by alex on Jul 31, 2011 21:09:22 GMT 9.5
this is it guys, hit print and bring your copy on wednesday nights.
Don't complain about not knowing the rules, here they are and they will remain unchanged for the entire season unless errors are found. It is each player's responsibility to know these rules and abide by them, especially for the veteran coaches.
[/end parent mode]
INDEX:
--1.0. Building your team roster
1.1. Starting Cash and skill packages
1.2. Permanent team staff
1.3. WYSIWYG Bonuses
1.4. Star Player Points
1.6. Winnings
--2.0. Skill Ups and drafting
2.1. Skill Increases
2.2. Player’s new value
--3.0 Roster Stuff
3.1. Free Agent Acquisition
3.2. Team Captain
--4.0. Dirty Play
4.1. Bloody Minded Fans
4.2. Amataur Referees
4.3. Bribes
4.4. Canceling a bribe
--5.0. Stunties
5.1. Cheeky Little Bugger
5.2. Crowds Love the little underdogs
5.3. Any bodger will do!
--6.0 More rules for right stuff stunties.
6.1. Stuffing a Big Guy's Codpiece
6.2. Not far to fall
6.3. Up up and away!
6.4. Put him back in!
--7.0 Rules for titchies
7.1. Beneath the Ref's attention
7.2. Entertainment happens
1.0. Building your team roster
1.1. Starting Cash and skill packages
Team Build:
3 options
the purpose of the third option is to give coaches a chance to practice and perfect their roster prior to SSB in September. Clearly this is not a perfect simulation of the tournament, but will give you an ok idea of how the team plays in different configurations.
1.2. Permanent team staff available for inclusion in the team include
1. 0+ assistant coaches
2. 0+ cheerleaders
3. 0-1 Apothecary
4. 0-2 star player (max 150,000gp total for star players, ie mostly secret weapon star players).
1.3. WYSIWYG Bonuses.
If a miniature is appropriately painted the player gets its first SPP for free.
1.4. Star Player Points
In addition to the actions listed in the rulebook any player can claim
1.6. Winnings
the following table replaces the winnings roll and spiraling expenses.
Rating Winnings
<120 100,000gp
120-129 90,000gp
130-139 80,000gp
140-149 70,000gp
150-159 60,000gp
160-169 50,000gp
170-179 40,000gp
180-189 30,000gp
190-199 20,000gp
>200 10,000gp
plus fame x10,000)
plus 10,000 for winning
e.g. 0 fame, no bonus,
+1fame, 10,000gp,
+2fame 20,000gp,
+3fame 30,000gp, etc
2.0. Skill Ups and drafting
2.1. Whenever a player earns a skill increase, the coach must roll 2D6
2 either, a) any skill, b) heal one previous injury.
2-9 normal skill
10 +1 Movement, +1 Armour or new skill
11 +1 Agility or new skill
12 +1 Strength OR new skill OR remove unwanted skill*
(*bonehead, *bloodlust, *really stupid, *really hungry, *wild animal, *take root, *decay)
If doubles are rolled a wider array of skills are available to the player (refer to rulebook team lists for skill options)
2.2. Player’s new value
heal injury, no value change
New ‘Normal’ skill +20,000 gold pieces
New ‘Doubles’ skill +30,000 gold pieces
+1 MA +30,000 gold pieces
+1 AV +30,000 gold pieces
+1 AG +40,000 gold pieces
+1 ST +50,000 gold pieces
Remove negative skill, +60,000.
3.1. Free Agent Acquisition
A free agent list is available for players to bid on.
click here for free agent list and more details
Each player on the list represents a player suitable for your team who has pre-existing experience points and skill upgrades. You are bidding on a new player with the described upgrade.
The cost of the player will be the bid amount PLUS the cost of the rookie player. ie you are bidding on the upgrade cost, which must be added to a brand new player, not purchased as an extra for a player already on your roster.
3.2. Team Captain
Each coach must nominate one team captain, this player can not be from a 0-1 position or be a star player. This must be noted on the team list and pointed out to the opposing coach at the start of each match. Once chosen the Captaincy can't be changed until the start of the next season.
The following rules apply to a team captain:
a) If the captain dies his team immediately looses 1 fan factor and the opposing team immediately gains 2 fan factor.
if a suitable token is created to commemorate this achievement (e.g. a headstone with the player's name or a decaying corpse) it can be used as a free additional reroll each time the same two teams play). This reroll does not add to team value.
B) If the captain is clearly identifiable* he may claim the following bonuses:
(The Captain's bonuses do not cost gps, require or add to SPPs or create any additional player or team value.)
*to classify as clearly identifiable the captain must be either, a more detailed model than the rest of the team or be marked with "Captain" on the base.
C) The Captain gains
D) When the team Captain is fouled his team immediately gains a free reroll.
4.0. Dirty Play:
4.1. Bloody Minded Fans
In a game where a team has killed an opposing player the team will automatically go up by one fan factor, no roll is made.
4.2. Amataur Referees
At the start of each match roll 2d6 to determine which type of referee will be officiating in your match.
AFOUL Referees. 2D6 at the begining of the game and instead of the ‘get the ref’ kickoff table result.
2 Cowardly, the Ref fears for his life if he angers the wrong fans.
will not send off players for fouling
3 sadistic, the Ref has an appetite for blood.
secret weapon players are only sent off on a 4+ after each drive.
4 Slack, the Ref doesn't really want to get involved.
fouling players are only sent off if doubles are rolled on injury roll
5 Impressionable, the Ref plays it safe with the crowd by taking it easy on the favourite.
‘slack’ against team with FAME (no effect if even)
6 Greedy, the Ref is easily corruptable and unlikely to turn down your 'gifts'.
bribes automatically work, rather than needing a 2+ roll.
7 Normal
8 straight, the Ref is not as easily swayed as some.
bribes fail on a D6 roll of 1 or 2.
9 Gambler, the Ref has put a wager on the underdog and plans to help their chances.
‘strict’ against team with FAME (no effect if even)
10 strict, the Ref is a bit of a stickler for fair play.
fouling player also sent off on any injury roll of 7
11 Compassionate, the Ref has a softspot for the little chaps.
‘slack’ against fouls by stunties, ‘strict’ against fouls of stunties
12 violent, when opportunity arises the Ref likes to deal out his own brand of justice.
when a fouling player is sent off also make an injury roll for the player
4.3. Bribes
At any kickoff a coach may spend a bribe to get a red-carded player or secret weapon player back onto the pitch.
5.0. Stunties
The following rules apply to any player with the STUNTY skill.
5.1. Cheeky Little Bugger
Referees have been known to let the little guys get away with dirty play, to make up for their other weaknesses. If a STUNTY player is caught fouling roll a D6, on a 2+ the ref lets him off with a stern talking to, much to the delight of the raucous crowd, if a 1 is rolled the ref makes an example of the poor little guy, make an immediate injury roll and apply the result.
5.2. Crowds Love the little underdogs
Any team composed mostly of stunty players always adds 1 fame to whatever fame they have as a result of the prematch rolls. (team must have less than 7 non-stunty players).
5.3. Any bodger will do!
When a team finds itself short the necessary 11 players for a kickoff, the coach can access any number of journeymen to bring the team up to 11 players. The journeymen must be from a 0-16 position that has the STUNTY skill.
When journeymen are used in this way, every player on the field is considered to have the LONER skill, due to the disruption this tactic has on their teamwork.
This represents the fact that the umpires can't tell the little blighters apart anyway, so the coaches just grab a drunk spectator from the stands, stuff him in a team jersey and give him a shove towards the nearest opposing player!
6.0 More rules for right stuff stunties.
The following rules apply to any player with the RIGHT STUFF skill.
6.1. Stuffing a Big Guy's Codpiece
Teams often find sneaky ways to get an extra player onto the pitch, when setting up, each big guy (ogre, troll, krox) may sneak on a RIGHT STUFF player. Put the sneaky little blighter aside. Immediately after kickoff make a roll for the poor suffocating stunty, on a 2+ he may be deployed in an adjacent square. On a roll of a 1 something has gone wrong, make a casualty roll for the stunty player (D6D8).
6.2. Not far to fall
When a player with the RIGHT STUFF skill is taken down by an opposition player's use of the TACKLE skill, do not make an armour roll on the RIGHT STUFF player.
ie this applies to
A) a block resulting in defender stumbles and
B) failed dodge rolls (with DODGE reroll cancelled by TACKLE skill).
When this occurs place the RIGHT STUFF player prone but do not roll armour.
6.3. Up up and away!
A player with the THROW TEAMMATE skill may throw any adjacent player who has the RIGHT STUFF skill. If the player to be thrown is on the opposing team and is not stunned he must first make a dodge roll to avoid being picked up. If passed he remains in his current square, if failed continue with the throw. When throwing an opposing player who is not stunned a -1 modifer is applied to the throw.
6.4. Put him back in!
When a RIGHT STUFF player is knocked out of bounds the crowd throw him back onto the pitch (1D6 squares), choose direction randomly. Player will land as per the rules for throw team mate skill.
7.0 Rules for titchies
7.1. Beneath the Ref's attention
Extra players with the TITCHY skill can sneak onto the pitch hoping that the ref won't notice them. Two players can sneak on together, piggy-backing under an extra large uniform.
Roll a D6 for each pair, on a 1 they are both sent off for the duration of this drive and no replacements for them can be brought in. On a 2+ they can both be legally setup. This can be repeated with up to 5 pairs of players.
7.2. Entertainment happens
Titchy players are too small to easily grip a chainsaw, as a result kickback will occur on a 1 or a 2.
Housekeeping and logistics
Tied Games
If the score is tied at the end of turn 16, the game results is a draw.
In tied playoff games a third sudden death overtime period will follow the end of the second half. No team rerolls are replensished. The overtime period continues until one team scores or quits the game. A cointoss will decide the receiving team.
Time.
Any coach is perfectly within his rights (and indeed encouraged) to introduce the use of 4 minute timers at any point in the game if that game may run long, or if either coach appears to be taking fairly long turns. Finishing games properly is in the best interest of both coaches and the league, so that rosters can be updated, results compiled, players skilled up and so forth.
Don't complain about not knowing the rules, here they are and they will remain unchanged for the entire season unless errors are found. It is each player's responsibility to know these rules and abide by them, especially for the veteran coaches.
[/end parent mode]
INDEX:
--1.0. Building your team roster
1.1. Starting Cash and skill packages
1.2. Permanent team staff
1.3. WYSIWYG Bonuses
1.4. Star Player Points
1.6. Winnings
--2.0. Skill Ups and drafting
2.1. Skill Increases
2.2. Player’s new value
--3.0 Roster Stuff
3.1. Free Agent Acquisition
3.2. Team Captain
--4.0. Dirty Play
4.1. Bloody Minded Fans
4.2. Amataur Referees
4.3. Bribes
4.4. Canceling a bribe
--5.0. Stunties
5.1. Cheeky Little Bugger
5.2. Crowds Love the little underdogs
5.3. Any bodger will do!
--6.0 More rules for right stuff stunties.
6.1. Stuffing a Big Guy's Codpiece
6.2. Not far to fall
6.3. Up up and away!
6.4. Put him back in!
--7.0 Rules for titchies
7.1. Beneath the Ref's attention
7.2. Entertainment happens
1.0. Building your team roster
1.1. Starting Cash and skill packages
Team Build:
3 options
- bring a team that has already played in AFOUL, f
- create a new team with 1,250,000gp
- create a SSB11 compliant team to use during the season. This roster will not progress, but will resurrect each week. The team composition can be altered as required each week if desired. You can even change races if so desired (race change requires Commissioner's approval).
the purpose of the third option is to give coaches a chance to practice and perfect their roster prior to SSB in September. Clearly this is not a perfect simulation of the tournament, but will give you an ok idea of how the team plays in different configurations.
1.2. Permanent team staff available for inclusion in the team include
1. 0+ assistant coaches
2. 0+ cheerleaders
3. 0-1 Apothecary
4. 0-2 star player (max 150,000gp total for star players, ie mostly secret weapon star players).
1.3. WYSIWYG Bonuses.
If a miniature is appropriately painted the player gets its first SPP for free.
1.4. Star Player Points
In addition to the actions listed in the rulebook any player can claim
- 1 SPP for each KO
- 1 SPP for each Catch
- 1 SPP for each player pushed out of bounds
- 1 SPP for each foul that gets a KO (even if caught by the ref)
- 2 SPP for each foul that gets a CAS (even if caught by the ref)
- 1 SPP for each KO caused by a secret weapon
- 2 SPP for each CAS caused by a secret weapon
- 5 SPP, Team MVP. Rather than a random MVP, each coach must choose his opponent's most valuable player during the match to recieve an MVP award. If the coach can not decide it should go to the player that earned the most SPP during the course of that game. Star Players are not eligible.
- 5 SPP, burgeoning talent MVP: at the end of the game each coach can roll a D16. If the player of that number is a rookie (<6SPP) an MVP is awarded. Reroll the D16 if the number rolled is a blank roster spot.
1.6. Winnings
the following table replaces the winnings roll and spiraling expenses.
Rating Winnings
<120 100,000gp
120-129 90,000gp
130-139 80,000gp
140-149 70,000gp
150-159 60,000gp
160-169 50,000gp
170-179 40,000gp
180-189 30,000gp
190-199 20,000gp
>200 10,000gp
plus fame x10,000)
plus 10,000 for winning
e.g. 0 fame, no bonus,
+1fame, 10,000gp,
+2fame 20,000gp,
+3fame 30,000gp, etc
2.0. Skill Ups and drafting
2.1. Whenever a player earns a skill increase, the coach must roll 2D6
2 either, a) any skill, b) heal one previous injury.
2-9 normal skill
10 +1 Movement, +1 Armour or new skill
11 +1 Agility or new skill
12 +1 Strength OR new skill OR remove unwanted skill*
(*bonehead, *bloodlust, *really stupid, *really hungry, *wild animal, *take root, *decay)
If doubles are rolled a wider array of skills are available to the player (refer to rulebook team lists for skill options)
2.2. Player’s new value
heal injury, no value change
New ‘Normal’ skill +20,000 gold pieces
New ‘Doubles’ skill +30,000 gold pieces
+1 MA +30,000 gold pieces
+1 AV +30,000 gold pieces
+1 AG +40,000 gold pieces
+1 ST +50,000 gold pieces
Remove negative skill, +60,000.
3.1. Free Agent Acquisition
A free agent list is available for players to bid on.
click here for free agent list and more details
Each player on the list represents a player suitable for your team who has pre-existing experience points and skill upgrades. You are bidding on a new player with the described upgrade.
The cost of the player will be the bid amount PLUS the cost of the rookie player. ie you are bidding on the upgrade cost, which must be added to a brand new player, not purchased as an extra for a player already on your roster.
3.2. Team Captain
Each coach must nominate one team captain, this player can not be from a 0-1 position or be a star player. This must be noted on the team list and pointed out to the opposing coach at the start of each match. Once chosen the Captaincy can't be changed until the start of the next season.
The following rules apply to a team captain:
a) If the captain dies his team immediately looses 1 fan factor and the opposing team immediately gains 2 fan factor.
if a suitable token is created to commemorate this achievement (e.g. a headstone with the player's name or a decaying corpse) it can be used as a free additional reroll each time the same two teams play). This reroll does not add to team value.
B) If the captain is clearly identifiable* he may claim the following bonuses:
(The Captain's bonuses do not cost gps, require or add to SPPs or create any additional player or team value.)
- Leader Skill
- Pro Skill
*to classify as clearly identifiable the captain must be either, a more detailed model than the rest of the team or be marked with "Captain" on the base.
C) The Captain gains
- 1 additional miscellaneous SPP when he or she is on the field when a team mate scores a touchdown
- 3 additional miscellaneous SPP when he or she is on the field at the end of a game that the team won.
D) When the team Captain is fouled his team immediately gains a free reroll.
4.0. Dirty Play:
4.1. Bloody Minded Fans
In a game where a team has killed an opposing player the team will automatically go up by one fan factor, no roll is made.
4.2. Amataur Referees
At the start of each match roll 2d6 to determine which type of referee will be officiating in your match.
AFOUL Referees. 2D6 at the begining of the game and instead of the ‘get the ref’ kickoff table result.
2 Cowardly, the Ref fears for his life if he angers the wrong fans.
will not send off players for fouling
3 sadistic, the Ref has an appetite for blood.
secret weapon players are only sent off on a 4+ after each drive.
4 Slack, the Ref doesn't really want to get involved.
fouling players are only sent off if doubles are rolled on injury roll
5 Impressionable, the Ref plays it safe with the crowd by taking it easy on the favourite.
‘slack’ against team with FAME (no effect if even)
6 Greedy, the Ref is easily corruptable and unlikely to turn down your 'gifts'.
bribes automatically work, rather than needing a 2+ roll.
7 Normal
8 straight, the Ref is not as easily swayed as some.
bribes fail on a D6 roll of 1 or 2.
9 Gambler, the Ref has put a wager on the underdog and plans to help their chances.
‘strict’ against team with FAME (no effect if even)
10 strict, the Ref is a bit of a stickler for fair play.
fouling player also sent off on any injury roll of 7
11 Compassionate, the Ref has a softspot for the little chaps.
‘slack’ against fouls by stunties, ‘strict’ against fouls of stunties
12 violent, when opportunity arises the Ref likes to deal out his own brand of justice.
when a fouling player is sent off also make an injury roll for the player
4.3. Bribes
At any kickoff a coach may spend a bribe to get a red-carded player or secret weapon player back onto the pitch.
5.0. Stunties
The following rules apply to any player with the STUNTY skill.
5.1. Cheeky Little Bugger
Referees have been known to let the little guys get away with dirty play, to make up for their other weaknesses. If a STUNTY player is caught fouling roll a D6, on a 2+ the ref lets him off with a stern talking to, much to the delight of the raucous crowd, if a 1 is rolled the ref makes an example of the poor little guy, make an immediate injury roll and apply the result.
5.2. Crowds Love the little underdogs
Any team composed mostly of stunty players always adds 1 fame to whatever fame they have as a result of the prematch rolls. (team must have less than 7 non-stunty players).
5.3. Any bodger will do!
When a team finds itself short the necessary 11 players for a kickoff, the coach can access any number of journeymen to bring the team up to 11 players. The journeymen must be from a 0-16 position that has the STUNTY skill.
When journeymen are used in this way, every player on the field is considered to have the LONER skill, due to the disruption this tactic has on their teamwork.
This represents the fact that the umpires can't tell the little blighters apart anyway, so the coaches just grab a drunk spectator from the stands, stuff him in a team jersey and give him a shove towards the nearest opposing player!
6.0 More rules for right stuff stunties.
The following rules apply to any player with the RIGHT STUFF skill.
6.1. Stuffing a Big Guy's Codpiece
Teams often find sneaky ways to get an extra player onto the pitch, when setting up, each big guy (ogre, troll, krox) may sneak on a RIGHT STUFF player. Put the sneaky little blighter aside. Immediately after kickoff make a roll for the poor suffocating stunty, on a 2+ he may be deployed in an adjacent square. On a roll of a 1 something has gone wrong, make a casualty roll for the stunty player (D6D8).
6.2. Not far to fall
When a player with the RIGHT STUFF skill is taken down by an opposition player's use of the TACKLE skill, do not make an armour roll on the RIGHT STUFF player.
ie this applies to
A) a block resulting in defender stumbles and
B) failed dodge rolls (with DODGE reroll cancelled by TACKLE skill).
When this occurs place the RIGHT STUFF player prone but do not roll armour.
6.3. Up up and away!
A player with the THROW TEAMMATE skill may throw any adjacent player who has the RIGHT STUFF skill. If the player to be thrown is on the opposing team and is not stunned he must first make a dodge roll to avoid being picked up. If passed he remains in his current square, if failed continue with the throw. When throwing an opposing player who is not stunned a -1 modifer is applied to the throw.
6.4. Put him back in!
When a RIGHT STUFF player is knocked out of bounds the crowd throw him back onto the pitch (1D6 squares), choose direction randomly. Player will land as per the rules for throw team mate skill.
7.0 Rules for titchies
7.1. Beneath the Ref's attention
Extra players with the TITCHY skill can sneak onto the pitch hoping that the ref won't notice them. Two players can sneak on together, piggy-backing under an extra large uniform.
Roll a D6 for each pair, on a 1 they are both sent off for the duration of this drive and no replacements for them can be brought in. On a 2+ they can both be legally setup. This can be repeated with up to 5 pairs of players.
7.2. Entertainment happens
Titchy players are too small to easily grip a chainsaw, as a result kickback will occur on a 1 or a 2.
Housekeeping and logistics
Tied Games
If the score is tied at the end of turn 16, the game results is a draw.
In tied playoff games a third sudden death overtime period will follow the end of the second half. No team rerolls are replensished. The overtime period continues until one team scores or quits the game. A cointoss will decide the receiving team.
Time.
Any coach is perfectly within his rights (and indeed encouraged) to introduce the use of 4 minute timers at any point in the game if that game may run long, or if either coach appears to be taking fairly long turns. Finishing games properly is in the best interest of both coaches and the league, so that rosters can be updated, results compiled, players skilled up and so forth.