Rocket: (Penalty 7+) A player armed with a rocket can attempt to light its fuse. This action is all the player can do this turn. The player must make a standard Agility check to successfully light the fuse. On a roll of natural 1 the rocket explodes in the player's hands, and the player is knocked down. All adjacent players must succeed a standard agility check to avoid being knocked down as well. Any player that is knocked down is subject to armor rolls. A player cannot use the rocket while holding the ball.
Once the fuse is lit, there are two ways the rocket can be used. Both methods must wait until the turn after the fuse is lit. The first use of the rocket is using it as a missile to plow through the opposition. The player with the rocket points the rocket one of four directions (right, left, forward, or backwards). Use the "Throw In" template to determine which direction the rocket actually travels. Roll 2d6 to determine how far the rocket travels before exploding. Any player that is in the path of the rocket must make an Agility check to avoid getting hit by the rocket. Anyone hit by the rocket gets knocked down and is subject to armor rolls. Anyone adjacent to the rocket upon exploding must also make agility checks to avoid getting knocked down. The rocket will continue travelling until it either hits something, or gets to the end of its trip. Either way, the rocket explodes once it stops.
The other way to use the rocket is to grab onto it to get across the field faster. Before rolling for the rocket's direction or distance travelled the player must declare how many spaces he will travel before letting go of the rocket. Once this has been declared, the player then rolls for the direction of the ball using the "Throw In" template. When rolling for distance travelled the player rolls 1d6 (players with the stunty trait roll 2d6, and Players with the big guy trait cannot use the rocket in this manner, because they are too heavy for the rocket to carry them). The rules for players in the path of the rocket are the same as above. If the distance the rocket travels is farther than the distance the player declared he would let go, the the player must succeed a standard agility check to avoid falling down. Move the player to the space he let go.
The player riding the rocket need not worry about making dodge rolls because the rocket is moving too fast for opponents to grab. However, if the distance the rocket travels is equal to or less than the distance the player declared he would let go, the rocket explodes before he let go. The player is knocked down in the space the rocket exploded. The player can actually move through other players so long as they succeed their agility check to avoid getting hit. If, for some reason, the opposing coach does not wish to make a dodge roll for one of his players in the path of the rocket, he certainly doesn't have, but the player is automatically knocked down. However, the player riding the rocket cannot end his movement in an occupied space. If the location the player ended in is an occupied space, the player is knocked down in the space just before landing. The opposing player is also knocked down and both are subject to armor rolls.
Funny idea for a new secret weapon
Moderator: TFF Mods
- Shadow Monkey
- Veteran
- Posts: 186
- Joined: Wed Sep 17, 2003 1:26 am
Funny idea for a new secret weapon
Reason: ''
Two wrongs don't make a right. So why stop at just two?