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Big Guys Experimental Rules (back to the roots)

Posted: Wed Feb 04, 2004 4:47 pm
by Mc-Claw
Hello Folks

We are playing now for several years in our league and we always use GW-Offical rules. But sometimes, someday everybody have to get away from home to explore the world. So this is our proposal for a new wild animal rule because we are tiered about rule explanation and review of our so loved gods Jervis Johnson an co.

This is our experimental rule and we want to go back to the roots when WA have to blitz or block the nearest player. Maybe you give us some comments or you will try out if the rule works.
Wild Animal: Wild Animals are extremely violent and uncontrollable creatures. If you declare an action with a Wild Animal, roll a D6. On a 2+, he is fine and may continue his action as normal. On a 1, he goes berserk and have to make a blitz action.
Due to his uncontrollable rage the player will run up to the limit of his movement rate in an random direction. Take the table for the bouncing ball and roll a D8. Anything in the way of the player will be blocked, friend or foe even if this means he have to make more than one block. The player do not have to dodge, because nobody will be crazy enough to hold him at place. If the Wild Animal gets to a sideline before his movement rate expire he will leave the field. Role for an injury as he will beaten up by the fans. This may not cause a turnover, but all other normal rules apply. In addition, Wild Animals can never receive assists while they are in their rage, nor will they give offensive or defensive assists in a Block or Foul, they are simply too out of control to help other players or for other players to help them out.

Take Root: Before taking an action with a player with this characteristic that is neither prone or stunned, roll a D6. On a 2+, he is fine and may continue his action as normal. On a 1, he takes root into the pitch and loses his action for this turn. For the rest of the drive, he is considered to have an MA of 0 and cannot Go For It. He will still be able to block adjacent opponents without follow-up.
Note that you have to roll further on for take root. If you roll another 1 the player will only loose his action.

Always hungry: In addition to regular rule the always hungry players will eat absolutely anything, which means he will eat also the ball, if he had it when rolling the first 1, causing an automatically turnover.
After a new ball is brought by the referee it is position next to the always hungry player by using the scatter table.