Chaos League - New Inducements, Stadiums, etc.

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Glamdryn
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Chaos League - New Inducements, Stadiums, etc.

Post by Glamdryn »

Howdy,

The NYBBL is about to start up a Chaos League following the ARBBL Goes Chaos v2.0 Ruleset.

What is lacking are new and insane Inducements, Stadium Rules, Kick Off Table, and Weather Table.

I was wondering if anyone had any thoughts or can point me to some more chaosy versions of the above.

We will be playing only 4 teams and we want to keep it bloody, random, and most importantly fun.

Thanks in advance!!!

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Darkson
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Re: Chaos League - New Inducements, Stadiums, etc.

Post by Darkson »

Have fun (that's why we made it).

But there should be weather tables (that are lethal) on the same page as the Chaos League rules (unfortunaltely, the website seems to be down atm, so I can't double-check).

Anyway, send me your email address via PM, and I'll send the Weather list over.

(Oh, and let us know of any feedback on the rules, and if you do use any decent insane inducements, KO table and/or stadium rules, let us know that to.)


[Edit - forgot we can add files on TFF now, so here's the weather rules we used.)
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Re: Chaos League - New Inducements, Stadiums, etc.

Post by stashman »

Extra Rules for the "Chaos Cup":
Divine Intervention! Roll a D8 before each match to see which Chaos God to be present.

1-2 Khorne
More blood for the blood god… and the fans!
It’s a spiked ball! Any failed pick up or catch roll (but not interception roll) is treated as the player being attacked with the Stab skill by an opponent. Last for the rest of the match.
If the match is tied then whoever caused most casualties gets an additional touchdown (only casualties that earns SPP counts). If both teams caused the same amount of casualties, the match is tied as normal.

3-4 Nurgle
The precense of Grandfather Nurgle is making everybody depressed.
Randomly select three players from each team. For the remainder of this game, each one must roll a D6 before every kick-off. On a roll of 1-3, he may not take part in this drive. On a roll of 4+, he may be set up normally.
The amount of rerolls (including induced, but not Leader or Kick-Off results) is halved, rounded down.

5-6 Slaanesh
The Prince of Chaos induces pride and selfishness in all players… and orgies are everywhere!
Choose one opposing player from each team with the highest cost value (roll if there is two or more, Starplayers and Mercenaries counts!) For the remainder of this game, that player gains the Loner skill and must be activated first every turn or not be activated at all.
All players and fans feel overly amorous. Before any Action is taken, roll a d6 for any player in a Wide Zone. On a 1 that player is overcome with longing and runs to the stands for some sweet lovin’! Place them in the Reserves as the overly-adoring fans attempt to have their way with the players. Bounce the ball from the square where the player was standing.

7-8 Tzeentch
The random chaos of Tzeentch has effected the match.
If the ball is on the ground after a Kick-Off, a 2nd ball materializes in the square and one of them is bounced from it. The first player that crosses into the end zone with one of the balls rolls a D6. On a 1-3, the ball vanishes and a touchdown is not scored. Last for the rest of the match. Players may not pick-up, catch, or intercept a ball if they already are carrying one. A ball bouncing into the square with the other ball will bounce again.
Roll on Weather Table for every Kick-Off!

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Re: Chaos League - New Inducements, Stadiums, etc.

Post by mattgslater »

Glamdryn wrote:We will be playing only 4 teams
Ooh... Put the names of the four Ruinous Powers on chits, one per chit. Then have each coach pick one out of a hat. Each coach is the Champion of the selected Ruinous Power, and has corresponding mechanics, of comparable value. Perhaps you could work out in advance an across-the-pitch modifier for what happens when two powers' servants get together for a match.

Example: When the Khorne team plays the Tzeentch team, the fiery Khorne and Tempestuous Tzeentch take out their fury on the players on the pitch. At the beginning of each coach's turn, that coach rolls 2d6. On an 11, a bolt of lightning or other heavenly projectile strikes a player, and on a 12, a choking fog makes some players gasp for air and fall to the ground. Treat these results as Throw a Rock and Pitch Invasion, respectively, except that there is no consideration for FAME.

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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