44 coaches online • Server time: 14:49
Forum Chat
Log in
Recent Forum Topics goto Post Gnome Roster - how a...goto Post Problem to organize ...goto Post Updated star player ...
SearchSearch 
Post new topic   Reply to topic
View previous topic Log in to check your private messages View next topic
coalheart



Joined: Oct 27, 2005

Post   Posted: Apr 09, 2007 - 22:19 Reply with quote Back to top

<b>Trap rules</b>

Finally I managed to develop the trap rules (with the aid of the Deathball rules from heresy miniatures)

Here is how it works:

The trapped pitch works every turn except the first turn of each half as follows:
A the end of a your opponent's turn but before you beggin roll a dice. On a result o 2 or better nothing happens on a 1 a player of the opposing team has set up a trap, determine randomly which player between the ones that have moved at least one square.

1- NOTHING: The staff forgot to prepare the trap, lucky bastard!
2- Pit trap: roll an armor and injury roll as normal for the player. If after doing so he's still in the pitch count him as stunned
3- Catapult: The player moves 2d6 squares in a random direction as if thrown by a team mate. Landing rules as usual.
4- Glue: the player must stop it's movement in that square and may not move as if it failed a take root roll.
5- Poisoned concealed blades: Roll and inury roll againts the target player with a +1 bonus on the injury table.
6- Trap of doom: The player is killed. Period. No regeneration or apothecary rolls allowed.

Of course more and more traps can be added but this is just a beggining Smile. To carry things easily you may use counters to check the players that moved one or more squares (mind that the stand up movement does not count).

_________________
___________________

Coalheart's Blood bowl lair!
Karhumies



Joined: Oct 17, 2004

Post   Posted: Apr 09, 2007 - 22:34 Reply with quote Back to top

coalheart wrote:
Advanced teams from scratch:
--
Oppinios?


I have used another method:
In the TV 100 team
1) 1 chosen player gets a skill (rolled as usual)
2) 3 random players get a skill (rolled as usual, player chosen in step 1 IS an eligible target)
3) Update TV

The league organiser has 3 options for the skilled players:
1) immediately grant the skilled players SPPs equal to the SPP amount required for the skill rolls
or 2) have the skilled players begin with 0 SPPs and gain further skills at the usual SPP limits
or 3) have the skilled players begin with 0 SPPs and gain the second skill at 6 SPP, 3rd at 16 SPP and so on

If you are playing only one-off games, starting a short league or just generally wish for a quick start, then you may give free skills to all participating teams at TV 100. This makes also many slowly developing races (=races which begin without many skills such as Lizardmen, Halfling, Ogre and High Elf) much more fun to play with in the beginning.

_________________
Main Organiser of
Grudge [L]eague, #GrudgeLeague @ irc.fumbbl.com
and Stunty Spinoff Series, #GrudgeLeague
coalheart



Joined: Oct 27, 2005

Post   Posted: Apr 10, 2007 - 01:55 Reply with quote Back to top

Sounds good, in short leagues specially it can provide the edge to any team with weak or unskilled positionals Wink.

_________________
___________________

Coalheart's Blood bowl lair!
Walks_in_the_Sun



Joined: Apr 16, 2006

Post   Posted: Apr 28, 2007 - 00:04 Reply with quote Back to top

Ok, I finally drug these off my old compy...

Blood Bowl pitches are supposed to adhere to certain specifications, but even these are loose and inexact. Sometimes the conditions or materials of the pitch aren't exactly 'regulation.'

STONE FIELDS

Most often found in mountainous areas and underground, some pitches are carved straight from the rockbed, others are built from quarried stone. Popular with Dwarves and Lizardmen.

Special Rules

Hard stone: Any time someone falls down or is knocked over, there is a +1 to the armor and injury roll.

Bouncing: The ball will bounce twice instead of once, unless caught first.

Rolling: Each turn the ball is unaffected by players, it will roll one square in the direction it last moved. Each time it rolls in this fashion, roll a D6. On a 5 or 6 the ball stops rolling until it is affected again.

ICE FIELDS

We're not talking about a little snow here; only the truly insane would play a game of blood bowl on a frozen lake. Popular with Norse and not much else.

Special Rules

Slipping: Players may only stand up on a 4-6 on a D6. The skills Stand Firm and Jump Up may not be used.

Sliding: Any time someone falls over or is knocked down while moving, is pushed back, goes for it, makes a blitz or blocks with frenzy and is not knocked over in his own square, or makes a diving catch or a pass block, they must pass an agility test at –1 or move another square in the same direction. If this brings them into a square with ANY other player, both players fall down in their square. This will not cause a turnover unless one of the players is carrying the ball. A player carrying the ball who slides through the end zone and into the crowd counts as getting the touchdown, AND suffers an injury roll as normal for being pushed into the crowd.

Breaking the ice: Whenever a foul is committed, if a total of 12 or more is rolled for the armor roll, after all modifiers, the victim and everyone adjacent falls in and takes automatic injury rolls. The half ends as the pitch is re-iced.

MUD FIELDS

Blood Bowl players aren't afraid of much, and certainly not a little mud! Popular with everyone, especially when Amazons are involved.

Special Rules

Flup!: When the ball lands in an empty square, it does not bounce.

Schlup!: There is a –1 modifier to all armor and injury rolls caused by falling down or being knocked over.

Splut!: There is a –1 modifier to dodge and Go For It! rolls.

Here’s Mud In Yer Eye!: Instead of throwing a foul, a player may throw mud in his opponent’s eyes. Treat it like a normal foul, including being ejected by the ref. However, you may target any adjacent player, even if they are standing up. No assists may be made, but Dirty Player will affect the armor roll as normal. If effective, the victim will drop the ball if they have it, unless they have Sure Hands. They will then only move 3 squares randomly per turn (which they MUST do) until they roll a 5 or 6 on a D6. When being blocked, they count as S0, but may be assisted as normal. They must move first, but will not cause turnovers unless they are holding the ball. A friendly player may attemot to take the ball from them; treat it as catching an inaccurate pass.

UNEVEN FIELDS

Blood bowl pitches are supposed to be flat, commonly stomped flat by hundreds of people with few marketable skills. Sometimes a grounds crew is too expensive, or they can't be bothered or are on union break, or they're just goblins and the work is shoddy anyway. But whatever the reason, a team has to be ready to deal with another definition of pitch. Popular with Goblins, Orcs, and Ogres.

Special Rules

Slopes: A ball on the ground moves 1 square in a random direction each turn until a 4,5,or 6 is rolled on a D6. It then stays at rest until moved.

Bad Footing: Unless a player has Sure Feet, all Go For It! rolls and agility rolls that involve moving as opposed to throwing or catching are at –1.

METAL FIELDS

Generally these fields are created with two concepts in mind: conspicuous consumption and increased injuries. Popular with Chaos Dwarves and Chaos.

Special Rules

Bounce: The ball bounces two squares in one direction when it lands. If there is someone in the first square, they may attempt to catch it. If there is not, or they fail, someone in the second square may try.

Hard: All armor and injury rolls due to falling or being knocked over are at +2. Fouls are at +1.

Clang!: If a player is stunned, roll a D6. On a 5 or 6, they are stunned for two turns.

SAND FIELDS

Fields of sand may be deserts or beaches. Either way, it means sand in the jock strap. Popular with Khemri.

Special Rules

Slowed: All players move one less square per turn, and may only go for it! once, even if they have Sprint.

No Bounce: The ball does not bounce.

Sand: All armor and injury rolls as a result of falling down or getting knocked over are at –1. However, on a 5 or 6 on a D6, the player gets sand in his face and may do nothing but stand on the turn he gets up. He is treated as if he had failed a Bone Head roll in regards to TZs and assists.

(c) me 2000, 2003, 2007
Mightypeon



Joined: Jan 13, 2009

Post   Posted: Jan 19, 2009 - 17:03 Reply with quote Back to top

I had some ideas for games in Lustria:



Some Games in Lustria are played under the supervision of Lord Blatta, a particularly powerfull, totally unfathomable and really ancient Slann Mage.
Who tends to express his feelings about the game in a pretty "innovative" way.
At the Beginning of each halfs, after the kick in scattered, the kicking player rolls a D6.

1: "I already know this formation!"
Lord Blatta is incredibly displeased by the current formation the Coachs are using. He casts and earthquake spell to change it.
Both players Roll Scatterdices for each player (starting with the player with the lowest number to he player wih the highest number) .
If a player is pushed into another player, the other player moves as if he would be pushed by the first player. Skills like Stand Firm and Sidestep apply Roll
in an alternating fashion going after the player numbers. After this, the rest of the game is as normal.
2: "The Ball is there you retards!"
Lord Blatta thinks that the teams do not pay enough attention to the Ball.
He casts a Fireball to the current place of the ball to make clear about what this game should be revolving.
3: "Pick that damned Ball up!"
Angered by the complete incapability of some players to pick a ball up, Lord Blatta casts a "slime" spell on it making it pretty sticky.
All efforts to pickup the ball get a +1, all efforts to throw the ball get a -1.
4: "Pass Damnit Pass!"
Lord Blatta thinks that there is not enough passing.
He enchants the ball with an antigravitation spell which makes it fly farther, but also makes it more difficult to pick it up. All efforts to throw the Ball gain a +1, all efforts to pick up the Ball get a -1.
5: "Stay on the field, Cowardly Idiots"
Lord Blatta is really annoyed at the prospect of players beeing forced of the pitch. He therefore creates a strong repellant energy barrier surrounding the pitch. Who gets pushed into the crowd will receive his injury rolls as normal, but be thrown back into the pitch by the barier. The throw back works in the same way as a ball throw in works, however, double the throw in distance for stunties and half it for big guys. Anyone who is hit by that player is treated according to the rules for getting hit by throw team mate. Add a +1 to the injury roll for beeing hit by a normal sized teammate and +2 for beeing hit by a big guy.
If the Ball Carrier is pushed into the field, he and the ball get "thrown in" with seperate dice.
A turnover is caused if anyone of the active team ends up beeing facedown.
It is totally possible and intended that a Stunty player may fly several times through the entire field.

6: "Evolution NOW!"
Lord Blatta wants to raise the game to a higher level by elevating the two top players(most SSP) of both teams to a higher form of existence. Which means he uses a Zap Spell on them. Beeing a Frog rules after all.
Because its a Slann Zap Spell it always hits, any mage who tries to stop it get his brains fried and is removed from the team roster.
After the Half, Lord Blatta is pissed because the frogs apparently did not score any touchdowns and transform them back in disgust.
Both zapped players receive an additional MVP.
If the Frog manages to somehow earn SSPs while beeing a frog, he gains a second additional MVP.


Would you like to play under such rules?
HouseT



Joined: Nov 07, 2005

Post   Posted: Feb 11, 2009 - 19:50 Reply with quote Back to top

The only one we debated breifly was allowing players that reached Star Player status on teams to be allowed to be added to the regular Star Player roster. I'm still trying to push that one through myself. Smile

The only house rule we play with now is that during the initial fan/FAME roll, the home team receives +2. That was a concession made to give the home team a little more of an advantage (since we use the optional rule that gives all teams 5 FF for free.
Shadeknight



Joined: Jul 29, 2006

Post   Posted: Feb 11, 2009 - 23:04 Reply with quote Back to top

the main rule that has stuck around for years for us is if you roll a double pow, you may add +1 to the armour roll.

_________________
"so be it"
Catalyst32



Joined: Jul 14, 2008

Post   Posted: Feb 11, 2009 - 23:56 Reply with quote Back to top

In my last TT league we were kicking around several ideas based on Home Field Advantage.

My CD's had a Metal Pitch that gave a -1 to all AV rolls.
On the weather table it was more likely to roll Sweltering Heat.
Also in Sweltering Heat weather it was 1 number easier to roll KO'd.
This was due to the player being BURNED by the pitch... but the player automatically recovers on the sidelines with no need to roll... so he goes to the reserves box.

Rain made ball handling more difficult.
Blizzards made GFI more treacherous.

Before every kick a d6 roll was required to see whether toxic smoke flooded the pitch (1).
It would stun any player that also rolled a 1.
The idea was that the Pitch was positioned above a dormant volcano that the CD's used to help forge weapons and armour.

There were other rules we were considering for other teams Home Stadiums.
Some included a Halfling team with a Grass Field (+AV) instead of Astrogranite.
Also they had overhanging trees limbs that made Throwing anything longer than a Short Pass a -2.

Norse team more likely to have a Blizzard Result (it almost always happened).
Goblin team having something like a trapped pitch though more due to poor maintenance than plotting. We were thinking they could have a few actual traps but never worked out how.

A Dwarf team had a Low Ceiling (-1 to Pass) and a Walled Pitch... but our rules were different.
The Push into the Wall caused an Armour Roll and injury if the AV was broken.
But a POW into the wall cause 2 Armour rolls. 1 from the wall and 1 from the ground.
If the AV was broken each time the worst result on the injury table applied.
Our ball would still go out of bounds as per the usual rules though.
It wasn't a high wall.
Display posts from previous:     
 Jump to:   
All times are GMT + 1 Hour
Post new topic   Reply to topic
View previous topic Log in to check your private messages View next topic