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 Post subject: Blood Bowl Stadiums - Important
PostPosted: Tue Jul 11, 2017 9:25 am 
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Season 18 is the second season of new BB from GW, as such death zone 2 has some new things to look into bringing in to the league.

The first one is Bloow Bowl Stadiums.

Instead of round events this season we will be playing with different stadiums. It will work as follows.

At the Start of the pre match sequence the HOME team coach will roll to find out which stadium they will be playing in. To clarify, we use the EU style football league system where the first team listed is the home team eg

Weborn Wodents Vs Tomb raiders.

In this example Al is the home coach and would make the stadium rolls.


Random Stadium Table
Roll 2D6 Result


2 -3 The stadium has a playing surface best described as 'Non-standard'. Roll D6 on the Unusual playing surface table to determine an attribute.

4 - 5 The stadium staff clearly prioritise bloody violence over proper maintenance. Roll D6 on the Rough and ready stadium to determine an attribute.

6 - 8 The match is taking place at an average , regulation abiding stadium which has no attributes.

9 - 10 The stadium is much more impressive than most! Roll a D6 on the Luxury stadium tableto determine an attribute.

11 - 12 The stadiums home crowd is quirky to say the least. Roll a D6 on the Local crowd table to determine an attribute.

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 Post subject: Re: Blood Bowl Stadiums - Important
PostPosted: Tue Jul 11, 2017 9:52 am 
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Unusual playing surface
D6 Attribute

1 Ankle deep water. The pitch is flooded! If a player is knocked down while going for it or dodging subtract 1 from the result of the Armour roll. In addition, whenever a player recovers from being stunned, roll a D6. On a roll of a 1, lying face down in the water has done them no favours, they remained stunned for another turn.

2 Sloping pitch. The pitch is built on a Serious incline. At the start of the first drive roll a D6, on a 1-3 the pitch is sloping towards the receiving team's end zone, and on a 4-6 it is sloping towards the kicking team's end zone. Whenever the ball bounces, do not use the scatter template, instead use the throw in template oriented so the 3-4 points directly down the slope. In addition the players can attempt to go for it one additional time, as long as it takes them closer to the end zone and the bottom of the slope. At half time the teams change ends and the pitch slopes the opposite way.

3 Ice! A violent sport on Ice? It'll never catch on. After a ball bounces, it moves 1 more square in the same direction. Also whenever a player is knocked down, they slide 1 square in a random direction(use the scatter template and the D8). If they would slide into an occupied square, they do not move. If they slide off the pitch make an injury roll for them as normal. if they slide into a square with the ball the ball bounces (and moves 1 extra square as per normal bouncing rules (for the pitch)). Note that the players are assumed to have been issued appropriate kit to traverse the ice - Skates snowshoes or enhanced cleats - so their movement is not affected.

4 Astrogranite This artificial stone was all the rage in the 80's, and some stadiums still keep it for its extra-grippy surface (and the fact that it's always entertaining when the players fall down) Add 1 to the result of all armour rolls when players fall down (as per usual astrogranite rules and restrictions). In addition, if a players fails a go for it on astrogranite, roll a D6 on a 1-3 they are knocked down as normal. On a 4 5 or 6 the player stays standing and there is no turnover, but they cannot attempt to go for it again this action.

5 Uneven footing The playing surface at this stadium is one big tripping hazard. all players suffer -1 penalty to their movement for the duration of this match, to a minimum of 3, however players can attempt to go for it one more time than normal (so 4 with the sprint skill).

6 Solid stone Dwarf-operated stadiums started this trend with their polished marble pitches, but stone stadiums have become more popular above ground in recent years. if the ball bounces into an unoccupied square it will bounce 1 more time. In addition add 1 to the result of all injury rolls when playing on polished stone.

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 Post subject: Re: Blood Bowl Stadiums - Important
PostPosted: Tue Jul 11, 2017 11:33 am 
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Rough and ready stadium
D6 Attribute

1 Apathetic Officials. Wether they don't get paid enough or they're just a bit thick, the officials at this venue just aern't all that switched on. Each team gets a bonus bribe in each half of the game.

2 Appaling stands. There aern't enough seats, there are nails sticking out of every surface and there's a weird smell coming from somewhere. At the end of each drive, each coach rolls a D6. if they roll a 1, their fans have had enough and stage a walkout, reducing their teams fame by 1 - this can take it into negative figures. Note however the teams winnings and the end of the match cannot go below 0!

3 Uncovered trapdoors. Either for budgetry reasons or just for a laugh, the trapdoors on the pitch could best be described as large, yawning holes in the ground. If a player moves onto a trapdoor square (voulentary or otherwise), they are counted as having been pushed into the crowd. if the ball moves onto a trapdoor square, it will be thrown back out by a helpful groundskeeper, immediatley scattering D6 squares in a random direction. If the pitch setup doesnt have any trapdoor squares, there are no trapdoors.

4 Unclear markings. The pitch is little more than a rectangle of grass with a faded line roughly dividing it into two halves. When the kicking team sets up for a drive, they may choose to treat their line of scrimmage as being the normal line of scrimmage or one row of squares into their own half or one row of squares into the other teams half. This creates a temporary halfway line for this kickoff which the reveiving team must adhere to when setting up their players and which is used for the purpose of awarding a touchback. In addition, the limit of 2 players per wide zone during set-up does not apply to either team.

5 Desperate for exposure. The owners of this stadium are offering incentives for any teams willing to play there. in the 'record fortune and fame' phase of the post match sequence, each team receives an additional D6x10000 gold pieces (make 1 roll and apply the result to both teams.

6 Poorly built Dungeons. The chances of keeping a commited fouler under lock and key aern't great when the dungeon locks are unreliable and the bars are surprisingly wide apart. At the start of each drive, when rolling to see wether knocked out players recover, each coach also rolls a D6 for each of their players that has been sent off for any reason. On a result of 5 or 6 the player is returned to the reserves box and can be used as normal from now on.

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 Post subject: Re: Blood Bowl Stadiums - Important
PostPosted: Tue Jul 11, 2017 12:08 pm 
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Luxury stadium.
D6 Attribute

1 Integrated murchandise stalls. From team flags a d noisemakers to giant, pointing fingers and woodcut portraits of popular players, this stadium sells it all. In the first step of the 'record fortune and fame' phase of the post match sequence, each coach rolls an extra D3 and adds it to their total winnings.

2 Reputation for Spectacle. The stadium is well known for the spectacular games (and half time shows) it hosts, and visiting teams can expect a sizeable allowance to make the match more interesting. At the choose inducememnts step of the pre match sequence each coach has an additional 2D6 x 10000 gold peices in petty cash(the same amount goes to both teams - each coach rolls 1 D6 and add the results together and multiply the result by 10,000. each coach gains that much petty cash)

3 Broadcast Studio. Every game played at this stadium goes out live on one of the big networks. Star players are always keen to get in front of camera, so they can be hired for the game at 50,000 gold peices less than their standard rate (to a minimim of 10.000gp) In addition wgeb determining changes to fan factor add 3 to each coaches dice roll.

4 On-Site Apothecaries. This stadium is so well heeled that the teams are given top-notch, first class medical assistance. Each team is granted a free apothecary for use during the match, in addition to any apothcary they may have on their team roster. If the team is forbidden from using an apothecary they gain a bonus team reroll instead.

5 Enclosed pitch The pitch is surrounded by a wall, or is dug into the ground in the form of a pit. Players cannot be pushed out of bounds. If a player would leave the pitch for any reason, they are instead shoved into the stadium wall 9which in most cases is adorned with spikes!) The player is knocked down in the square they were pushed from and an armour roll is made for them. In addition the ball cannot scatter out of play; if it does it bounces back, return it to play using the throw in template as nomal but only move it D3 spaces rather than 2D6 spaces.

6 Deluxe seating. The stands in this stadium have all the mod cons: heated seats, plentiful bars and even toilet facilities! The resultant good mood means lots of support for the teams. At the start of each drive after the first, each player rolls a D3 and adds their FAME. If the result is higher than the number of team rerolls they currently have they gain a bonus team reroll.

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 Post subject: Re: Blood Bowl Stadiums - Important
PostPosted: Tue Jul 11, 2017 12:42 pm 
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Local Crowd
D6 Attribute

1 Ale-Fueled Maniacs. The Local fans are a bunch of rabid Nutters, and that's before they start drinking. Before rolling on the kick off table roll a D6. if the result is a 1 (or a 1 or 2 after the end of the first half) do not roll on the kick off table. Instead roll another D6 on a 1 Resolve a get the ref result, 2 - 3 resolve a riot result, on a 4 - 5 resolve a throw a rock result and on a 6 resolve a pitch invasion result.

2 Boisterous rabble. The crowd has come out today for a good time and are looking to get properly involved in the game! each coach's fame is increased by +1 to a maximum of +2. In addition, if a player is pushed into the crowd and +1 to the result of the injury roll.

3 Know it all Hecklers. Everyone in this crowd seems to be an expert on the finer points of the rules of the game and their screamed corrections and their screamed corrections are doing nothing to improve the refs temper. If a player makes a foul action that results in the target player being removed from the pitch and the fouling player is not sent off as a result, roll a D6. On a 1 2 or 3 the Crowd's screamed indignation convinces the ref otherwise and the player is sent off anyway as though a double had been rolled.

4 Bunch of Pacifists. The local crowd are much happier watching voilence than getting involved... the Lunatics! If a player would be injured (i.e. Is stunned, knocked out or suffers a casualty) by a result on the kick off table, roll a D6. On a roll of 4 or more the result is ignored. In addition if a player is pushed into the crowd roll a D6, on a 4 or more the player is put straight into the reserves box.

5 Fair Weather fans. Maybe the stadium gives away lots of free tickets because at least half the crowd look like they've got places they'd rather be. At the start of each drive, roll a D6. On a 1 or 2 a large number of fans have walked out between drives, and each players fame is reduced by 1 - this can be taken into a negative figures - note, however, that the teams winnings at the end cannot go below zero! In addition, if the ball leaves play, it might take a while for a fan to reach it and throw it back in. Roll a D6 Subtracting 1 for each time a large number of fans have left the match. On the result of 4 or more, the ball is thrown back in as normal. otherwise it is not thrown back in until the end of next turn (unless the drive ends in the meantime. in either case it is strill thrown back in the square from which it left play.

6 Solemn and silent. An old sporting legend tells of the god Kri-wiket, who forbade any noise other than polite applause at the day long games played in his honour. The crowd in this stadium seem determined to follow his teachings. During the game each teams FAME is counted as 0 - it is used as normal in the post - match sequence, however - and cheerleaders have no effect on the kick off results. If a player is pushed into the crowd, they can return to play after the pushing player has decided wether or not they will follow up. The pushed player's coach decides coach places them back onto the pitch in a square that is a) adjacent to the sidelines and b) as close as possible to the square they left when they were pushed off the pitch. if they were knocked down when they were pushed off they are placed prone and an armour roll is made for them as normal, otherwise, they return to play standing

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 Post subject: Re: Blood Bowl Stadiums - Important
PostPosted: Tue Jul 11, 2017 12:50 pm 
Donor
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Thanks Dave, are those in the rules book? Just wondering if I need to print this off or get a copy of the rules :)

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 Post subject: Re: Blood Bowl Stadiums - Important
PostPosted: Tue Jul 11, 2017 1:17 pm 
Blood Bowl Commissioner
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They are in death zone season two.
Or use able from here

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 Post subject: Re: Blood Bowl Stadiums - Important
PostPosted: Wed Jul 12, 2017 1:11 am 
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Would it not make more sense for you (or each coach if you trust them) to roll on the Random Stadium Table to determine their stadium (It could be noted on Level10 in their team write up)?

Then whenever they play in their own stadium they roll on the table that applies to their own stadium.

Thematically it makes less sense that for one home match they are rolling on the Luxury Stadium then the next week on Rough and ready stadium

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 Post subject: Re: Blood Bowl Stadiums - Important
PostPosted: Wed Jul 12, 2017 11:13 am 
Blood Bowl Commissioner
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Buying or renting a stadium is part of it, but it makes sense to move into that after the redraft (which happens at the end of this coming season) - so that will come in 2018

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