Stunty Slam 2009 - what team are you using?
Posted: Thu Jun 04, 2009 12:24 pm
The Stunty Slam is here very soon - which team are you bringing? I am currently torn between underworld and gobbos...
Leip -Uword/gobbos
Chosengobbo - gobbos/ogres
Pug - halflings
Lucifer - gobbos
Wightlord - gobbos
WilburS - flings
Shaniepoo - ?ogres
AfromC - Undecided
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Btw - here is a look at the rules too, in case you haven't checked the tournament thread for a while:
Round 1 – vanilla bloodbowl
Round 2 – winter weather chart
Icy Conditions
2 Avalanche: The thunderous sound of a baying crowd has caused an avalanche! Roll a D6 for each player on the pitch. On a 6 the player is stunned.
3-4 Snow, snow, snow! There has been heavy snow fall and the pitch is covered! The blanket of deep snow makes for soft landings. Thrown team mates get +1 to landing roll. However, the deep snow makes it harder to get going. Players that land successfully after they are thrown must roll D6 - on a 2+ the player can continue to make their move. However, on a 1, they are stuck and that player spends the rest of their turn trying to dig themselves out of the snow! Kick-offs do not bounce either.
5-8 Blizzard. 5-8 Blizzard. Its cold and snowing! The ice on the pitch means that any player attempting to move an extra square (GFI) will slip and be knocked down on a roll of 1-2, while the snow means that only quick or short passes can be attempted.
9-10 Snow Storm. Snow is falling at a great rate of knots and it is making it nigh on impossible to see. All passes, hand-offs and catches are -1.
11-12 Black Ice. The icy conditions have made it treacherous under-foot, as it is extremely slippy! The ice means that players may go for it 3xs. However, the ice makes it hard to keep control. GFIs are made using a the throw in template to determine direction. If the player collides with another player, roll a d6 for both players. On a 4+ the player hits the ground (there is no armour/injury roll). If the moving player is not knocked over, they can continue going for it.
Round 3 – Play your cards right!
Each coach is given 200gp to spend on cards. They can choose to allocate this cash as they like e.g. 1 x 200gp, 2 x 100gp or 4 x 50gp. The cards are, as usual, drawn randomly from the chosen set e.g. karma.
Round 4 – ‘Spuds Check!’
The teams are playing their game in the most feared stadium in the Old World, the Neue Den. The crowd are baying for the blood of both sides and the atmosphere is not for the nervous and some players will buckle under the pressure!
A player has to show that they have the 'spuds' to score. When a ball carrying player approaches the line, they have to make a 'spuds check'. This is not rerollable On a 2+, everything is fine and they can go that final square into the endzone and score. However, if a 1 is the outcome, then the player does not have the 'spuds' to proceed. Their turn ends with them one step from touchdown glory :shock: and possibly ripe for a mauling !
Similarly, if a player is already in the endzone and is awaiting a pass/hand-off, they have to make the 'spuds check' to see if they have the bravery to catch the ball and provoke the ire of the baying hordes around them! On a 1, the player refuses to make the catch and the ball hits the deck, scattering 1 square.
A failed spuds check is not an automatic turnover. This means that there is the chance for protection to arrive for the ball carrying runner. Similarly, if the catch is refused, then the turn can continue if the ball lands in someone elses hands...
Leip -Uword/gobbos
Chosengobbo - gobbos/ogres
Pug - halflings
Lucifer - gobbos
Wightlord - gobbos
WilburS - flings
Shaniepoo - ?ogres
AfromC - Undecided
------------------------------------------------------------------------------------------
Btw - here is a look at the rules too, in case you haven't checked the tournament thread for a while:
Round 1 – vanilla bloodbowl
Round 2 – winter weather chart
Icy Conditions
2 Avalanche: The thunderous sound of a baying crowd has caused an avalanche! Roll a D6 for each player on the pitch. On a 6 the player is stunned.
3-4 Snow, snow, snow! There has been heavy snow fall and the pitch is covered! The blanket of deep snow makes for soft landings. Thrown team mates get +1 to landing roll. However, the deep snow makes it harder to get going. Players that land successfully after they are thrown must roll D6 - on a 2+ the player can continue to make their move. However, on a 1, they are stuck and that player spends the rest of their turn trying to dig themselves out of the snow! Kick-offs do not bounce either.
5-8 Blizzard. 5-8 Blizzard. Its cold and snowing! The ice on the pitch means that any player attempting to move an extra square (GFI) will slip and be knocked down on a roll of 1-2, while the snow means that only quick or short passes can be attempted.
9-10 Snow Storm. Snow is falling at a great rate of knots and it is making it nigh on impossible to see. All passes, hand-offs and catches are -1.
11-12 Black Ice. The icy conditions have made it treacherous under-foot, as it is extremely slippy! The ice means that players may go for it 3xs. However, the ice makes it hard to keep control. GFIs are made using a the throw in template to determine direction. If the player collides with another player, roll a d6 for both players. On a 4+ the player hits the ground (there is no armour/injury roll). If the moving player is not knocked over, they can continue going for it.
Round 3 – Play your cards right!
Each coach is given 200gp to spend on cards. They can choose to allocate this cash as they like e.g. 1 x 200gp, 2 x 100gp or 4 x 50gp. The cards are, as usual, drawn randomly from the chosen set e.g. karma.
Round 4 – ‘Spuds Check!’
The teams are playing their game in the most feared stadium in the Old World, the Neue Den. The crowd are baying for the blood of both sides and the atmosphere is not for the nervous and some players will buckle under the pressure!
A player has to show that they have the 'spuds' to score. When a ball carrying player approaches the line, they have to make a 'spuds check'. This is not rerollable On a 2+, everything is fine and they can go that final square into the endzone and score. However, if a 1 is the outcome, then the player does not have the 'spuds' to proceed. Their turn ends with them one step from touchdown glory :shock: and possibly ripe for a mauling !
Similarly, if a player is already in the endzone and is awaiting a pass/hand-off, they have to make the 'spuds check' to see if they have the bravery to catch the ball and provoke the ire of the baying hordes around them! On a 1, the player refuses to make the catch and the ball hits the deck, scattering 1 square.
A failed spuds check is not an automatic turnover. This means that there is the chance for protection to arrive for the ball carrying runner. Similarly, if the catch is refused, then the turn can continue if the ball lands in someone elses hands...