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 Post subject: Season 15 - Round ten (starts 30/05/16)
PostPosted: Fri May 27, 2016 8:22 pm 
Blood Bowl Commissioner
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Joined: Fri Aug 26, 2011 4:30 pm
Posts: 2759
Location: N'ton
Medals: 1
League Champion (1)
Real Name: Derr
Fixtures

Division 1

Warpstuff Wodents (Big Bad Beeste) - Brotherhood of Mutation (GamesVaultSteve)
Sorass Salamanders (Gherwig) - Dragonhide Galacticos (pcha)
Blight Club (Drazgon) - Reign In Blood (Gazza)

Division 2

Raging Bulls (Mattwhile) - Grave Peril (Paul)
Puppies of War (Chilli) - Dawnstar Treadmill (SparkyDave)
Phalanx (McBuggerBalls) - Green Bay Hackers (TalonBay)
Superfly Monkey Dragons (UrbanSurfer) - Tic Tac Smugglers (Zog)

Round event

Wile E Coyote's ACME special Wonderous round of magical mayhem!

In celebration of the 30th anniversary of Mel Blancs retirement from the cartoon Teams have been given the opportunity to trial various magic items for their advantage (and the crowds enjoyment)... These will be represented in the form of Inducement cards drawn from the magic items deck. All coaches will draw 1 card each from a shared deck for each match (therefore ensuring the 2 opponents will not get the same item) - The deck is written out at the end of the post for those needing the information. These cards do not affect TV and have no impact on normal inducement rules or anything in game like spiralling expenses

End of season Individual Awards

There will be additional skills on offer for the players who manage to lead the way this season in the following categories;

Most touchdowns scored - Free Agility Skill
Most dangerous player - Free Strength Skill
Most successful passes thrown - Free Passing Skill
Man of the Season - Free Double Skill (Cancelling any normal skill he may get awarded from other Man of the Season awards).
(The skills come with the relevant cost increase to the winning players.)

To look at the current standings go to http://www.daventryvaulters.co.uk/forum/viewtopic.php?f=53&t=2995

Stats will be updated once all round 9 games are input and we'll start to arrange dungeonbowl.


End of Season Dungeonbowl

This season will see teams trying to qualify for the end of season showpiece that is Dungeonbowl.

The six teams that qualify will be:

The highest TD scoring team.
The highest CAS causing team.
The Four teams with the highest combined score in relation to other teams (please see the current standings).

Magic item deck

2 clubs - Beguiling bracers

A player has come across the bracers of Count Luthor to use for the match. They are so good they even distract the player wearing them sometimes.

Play at the beginning of your turn before any player takes an action. Choose one player on your team. That player gains the skills Hypnotic gaze, Sidestep, and Bone-head for the remainder of this game.

3 clubs - Belt of invulnerability

Your player has found a way to become a man of steel.

Play after your turn has ended or your kick off to an opponent is resolved, but before your opponents turn begins.

Armour rolls made against a player of your choice may not be modified or re-rolled by any positive modifiers for the remainder of the game. This includes (but is not limited to) Claw, Mighty blow, Dirty player, Piling on, Fouling assists, Stunty and chainsaw attacks.

4 clubs Fawndough's headband

One of the great passers of all time has 'loaned' your player his headband for this game, but you had better make sure you get it back before he notices it missing!
Play at the beginning of your turn before any player takes an action.

A player of your choice gains pass and accurate for this turn but an additional +1 modifier on any interception rolls against him is applied as well.

5 clubs - Force shield

Your player paid top gold for a ring of invincibility, but its not all that well advertised.
Play after your turn has ended or your kick off to an opponent is resolved, but before your turn begins.

The player on your team holding the ball gains sure hands and fend skills until he no longer has the ball.

6 clubs - Ragnar's strength of the bear

A scroll found in the house of the retired legendary coach contains a spell of strength of the bear.
Play at the beginning of your turn before any player takes an action.

A player of your choice on your team gains +1 strength until the drive ends. After this the player gains -1 strength for the remainder of the game.

7 clubs - Gloves of holding

A player puts a magic salve, Grishnick's stickum, onto his gloves before the drive.
Play at any kick off after all players have been setup and the ball placed, but before any scatter has been rolled.

A player of your choice on your team gains the catch and sure hands skills, but may not take pass or hand off actions for the remainder of this game.

8 clubs - Inertia dampner

The player has come across a magic amulet that slows the speed of any large objects that happen to intersect with his location.
Play after your turn has ended or your kick off to an opponent is resolved, but before your opponents turn begins.

Choose one player on your team, for the remainder of this drive any player moving one square of more first and then blitzing this player suffers -1 modifier to his strength for the block attempt.

9 clubs - lucky charm

The player has acquired some lucky charms from a Halfling in a green coat before the game.
Play during pre game after all inducements have been purchased

A player of your choice may ignore the first time its armour is broken, and just be placed prone, any roll that ignores armour such as the crowd or throw a rock is not affected by the lucky charm.

10 clubs - Magic Gloves of Jark Longarm

Your team is featured in Spike magazine and the magazine gives you these gloves for your upcoming game.
Play after your turn has ended or your kick off to an opponent is resolved, but before your opponents turn begins.

A player of your choice gains the pass block skill and an additional +1 modifier to all interception rolls until this drive ends.

J clubs - Good old magic codpiece

Mother always said "never play without your codpiece" After years of being passed from one generation to the next the magic is still working.
Play during the pre game after all the inducements are purchased.

A player of your choice may not be fouled for this game and injury rolls against this player may not be rerolled or modified by anything including (but not limited to) Dirty player, Mighty blow, piling on and stunty.

Q clubs - Rabbits foot

One player finds himself a luck rabbits foot after the pre game meal of well... Rabbit.
Play at the beginning of your turn before any player takes an action.

A player of your choice without loner gains the Pro skill for the remainder of this game.

K clubs - Ring of teleportation

Where'd he go? The player uses a teleportation ring to get out of a tight spot.
Play after your turn has ended (unless your turn ending would end the half)

One player on your team of your choice can be moved D6 squares in a single direction of your choice (note you must move the full D6 squares and must choose the direction before rolling the D6). Treat this movement as if this player had been moved by the throw team mate skill but without the 3 scatters to determine the landing square. The landing roll from the ring of teleportation is automatically successful unless he has bounced off another player.

A clubs - Wand of smashing

Stick! Smash!
Play at the beginning of your turn before any player takes an action.

Choose one player on your team. That player gains +1 Strength and the mighty blow skill for this turn.

Good luck all, hope you'll be joining us for season 16!

_________________
Dawnstar Treadmill! The only team to win the league when Paul has been in the top flight (other than Paul himself)

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