simple kicking rules (based on 2nd ed)
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- DaImp
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simple kicking rules (based on 2nd ed)
I was re-reading my 2ed BB Companion book this afternoon and came across the kicking rules. They struck me as very simple and easy to use, so I have decided to try and convert them to the current BB rule set. Note that these rules are not compatible with the field goal concept but are rules for kicking in open play.
Kicking:
Any player with the ball can kick the ball 4 to 20 squares as the last action in a team turn. A kick automatically results in a turn over. The ball can be kicked to any square on the pitch that is within range.
To work out if the kick was accurate, make a standard agility roll, minus 1 for every tackle tone the kicker is in, minus 1 if the range is between 11-20 squares. Any roll that results in a 1 or less after modifications is a fumbled kick and will scatter from the kickers square. An accurate kick will scatter 3 times before landing. An inaccurate kick will scatter as per the kick-off (scatter plus 1d6 distance).
Should the ball land in a square occupied by a player, he may attempt to catch the ball. Catching the ball is an agility roll minus 1 per tackle zone the catcher is in (note no plus 1 for an accurate kick).
A kick can not be intercepted.
The kick skill will allow the kicker to reroll a failed kick.
Thats it.
Let me know what you think. I have deliberately not tried to make kicking rules that work with field goals as I don't feel they are a part of Blood Bowl (too sophisticated!) but I feel that simple kicking rules are needed, as you can be sure that BB players would try any method to get the ball deep into the oppositions half.
Kicking:
Any player with the ball can kick the ball 4 to 20 squares as the last action in a team turn. A kick automatically results in a turn over. The ball can be kicked to any square on the pitch that is within range.
To work out if the kick was accurate, make a standard agility roll, minus 1 for every tackle tone the kicker is in, minus 1 if the range is between 11-20 squares. Any roll that results in a 1 or less after modifications is a fumbled kick and will scatter from the kickers square. An accurate kick will scatter 3 times before landing. An inaccurate kick will scatter as per the kick-off (scatter plus 1d6 distance).
Should the ball land in a square occupied by a player, he may attempt to catch the ball. Catching the ball is an agility roll minus 1 per tackle zone the catcher is in (note no plus 1 for an accurate kick).
A kick can not be intercepted.
The kick skill will allow the kicker to reroll a failed kick.
Thats it.
Let me know what you think. I have deliberately not tried to make kicking rules that work with field goals as I don't feel they are a part of Blood Bowl (too sophisticated!) but I feel that simple kicking rules are needed, as you can be sure that BB players would try any method to get the ball deep into the oppositions half.
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- Colin
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Actually, I like it! Very simple and straight foward. It would be simple to make field goal rules, just use same but with added rule that FG can only be attempted on opponants side of half. After scattering ball to find out where final square will be, use a straight edge from middle of kickers square to ball's square, if passes through middle three squares of end zone, then it is a FG. I think these kicking rules are simpler to use (and therefore better IMO) than the proposed experimental rules that have been published.
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Kicking Range
or make the range dependent to the Strength of the player ...
like 12 squares + STR value
like 12 squares + STR value
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