Sylvanian Stadium Rules - Qermitt
Posted: Sat Oct 09, 2004 9:09 am
There is a torni in Toronto next March and there is unique stadiuym rules, so I wouldlike your opinions please?
Sylvanian Graveyard Pitch – (Experimental rules)
Graveyard Pitch:
Each player will receive 4 gravestones to place on the opposing player’s side of the pitch.
One player will begin and place the gravestone in the desired location. They will then place the scatter template over the grave and scatter it 1d6 squares away. Should the grave end up in the crowd then it will come back as per a thrown ball until it finds an empty square on the pitch. Should the grave end up in the placing player’s half of the pitch, then this is acceptable, and it shall remain there. Once the first grave is placed, the other player will then take a turn placing a grave and so on until all the graves are placed. One exception to the grave placement is that graves should not be in adjacent squares. If this is the case, then move it back 1 square in the direction it came from so that there one square between the graves.
The gravestones will serve as an obstacle to the players, and should be treated as prone players in the effect that they cannot be stepped over, but also in that they do not exert tackle zones. If a player wished to rid himself of this nuisance he can elect to block or blitz any gravestone he wishes. The grave is treated as a player with S4 and mighty blow and stand firm. If the player attacking the grave manages to get any result that would knock it down, then the gravestone is removed (but the grave plot remains – see below). If the player suffers an “attacker knocked down” then he is knocked flat with the necessary armour roll (with mighty blow). If the player gets the “both players knocked down” result, then the grave will be knocked down (as will the player if he lacks the block skill).
Braaaains……
The grave plots on which the stones sit also serve as potential entry points for zombies during the game. There is a kick off result (#5) which is called “Living Dead”. If this result occurs, then a zombie will emerge from one of the eight plots on the pitch. The zombie uses the following stats:
M S A AV Skills
4 3 2 (special) None
The zombie will move towards the closest player (prone or standing) as soon as he emerges. If he is able to reach the player then he will perform a blitz action. Once he has the player prone (assuming they weren’t to begin with) then he will start gnawing at their skull in an effort to eat their brains (treat as a foul action). Players should overlook the obvious problem with this when fouling skeletons or trolls.
The zombie’s animated rebirth is fairly tenacious and as such if he is knocked down then he is automatically removed from play, but the team responsible may not claim a casualty point for this (ed - or should they???).
Open Grave:
Should one of the grave plots be disturbed then there will be an open grave on the pitch. The plot should be removed and replaced with an open grave model. This square is obviously inaccessible to players and should they happen to fall in then treat it is as though they were pushed into the crowds. If only “stunned” then it is assumed that they are stuck down there and have to wait for someone to come and help them out at an opportune time! Should the ball happen to fall in there (boo!) then there will be a kick off again, with the kicking team being the ones who were in possession of the ball when it fell into the hole (serves you right!).
Weather Table:
The lands of Sylvania are a dark and gloomy place where dense fogs have been known to swallow up many an unwary traveller. For undisclosed reasons the stadium owners have insisted that all games be played at night. This has the advantage of avoiding some of the harsher effects of the sun, but does have its own drawbacks. The following weather table should be used for this table:
2-3: Pea soup fog! The field is covered in such a dense fog that it is extremely difficult to even see your hand/hoof/claw/tentacle….. appendage in front of you! All players are treated as bonehead as they fumble around the field. No passes may be attempted (hand offs are allowed) and all dodge rolls will be at +1 as the players slip into the mist. No “go for it” rolls are allowed.
4-5: Foggy. A low fog hangs over the field which obscures vision but still allows a relatively normal game of Blood Bowl. Because of the difficulty seeing, only quick passes may be allowed. “Go for it” rolls will fail on a roll of 1 or 2.
6-9: “Nice”. It’s chilly, gloomy and extremely spooky. But nothing is messing with your blood Bowl game.
10-12 Storm. There is a downpour of rain, and the rumbling of thunder. All attempts to handle the ball (including handing it off, catching and picking it up) will be at -1. Furthermore, roll a d6. If the result is a ‘6’ then one of the players has been struck by lightning. This player will be the player on the field with the highest armour (i.e. most metal). Roll for an injury for this person immediately. If several players are tied for highest armour, then randomize among them. As long as the storm lasts roll for the lightning before every kick off and at the start of every half.
Kick off Table:
To represent the occurrences unique to the area of Sylvania, the following table should replace the regular kick off table for all game splayed on the graveyard pitch:
2 – “Scavengers” – a pack of cannibalistic and very hungry ghouls have come to feast on the dead and dying. Unfortunately, ghouls are not the brightest of creatures and cannot often tell the difference between dead, unconscious and just resting. Any players (from both teams) who are in the K.O’d boxes should make another injury roll and accept the result of it. If the result is “stunned” then they have been awoken by the frenzied knowing on their body parts and can now be put in the reserves box. If there is no-one in the K.O’d box then they will attack any reserves you may have, if there is no-one else there, then the ghouls will leave, hungry and disgruntled.
3 – “Where’s da Ref?” Reports come in of a wolf running outside of the stadium sporting a striped shirt while others say that saw a pale man in a long cloak call the ref into a shadowy corner. Whatever really happened, the fact of the matter is that the ref is gone. Foul at will, boyz!
4 – Perfect Defense – as per normal kick off rules
5 – “Living Dead” - a zombie emerges from one of the grave plots (randomly determined). He will move to attack the nearest player (standing or prone). Full rules above.
6 – Bad Kick – as per normal kick off rules
7 – Weather - as per normal kick off rules
8 – Quick Snap - as per normal kick off rules
9 – Brilliant Coaching - as per normal kick off rules
10 – Blitz! - as per normal kick off rules
11 – Vampire Bat Swarm – The flapping of thousands of wings is heard, and the moon is eclipsed by a huge swarm of vampire bats. Roll 1d3. That many players from each side are attacked by the bats. Roll against their armour, and if beaten roll for injury.
12 – “Restless Dead” The dead do not rest easily in the land of Sylvania. Even without the direction of necromantic magic, the dead have been known to rise again. Both players will roll 1d6 for each of the players in their “dead and injured” box. If the result is a 4,5 or 6, then they will rise again to play for their own team as a zombie (see necro team for stats). Note – this may take them above their original strength, but they will also be losing all skills and original stats that they may have started with. If neither team has any players in the casualty box, then treat this result as a “5 – Living Dead” result instead.
Whew!
Sylvanian Graveyard Pitch – (Experimental rules)
Graveyard Pitch:
Each player will receive 4 gravestones to place on the opposing player’s side of the pitch.
One player will begin and place the gravestone in the desired location. They will then place the scatter template over the grave and scatter it 1d6 squares away. Should the grave end up in the crowd then it will come back as per a thrown ball until it finds an empty square on the pitch. Should the grave end up in the placing player’s half of the pitch, then this is acceptable, and it shall remain there. Once the first grave is placed, the other player will then take a turn placing a grave and so on until all the graves are placed. One exception to the grave placement is that graves should not be in adjacent squares. If this is the case, then move it back 1 square in the direction it came from so that there one square between the graves.
The gravestones will serve as an obstacle to the players, and should be treated as prone players in the effect that they cannot be stepped over, but also in that they do not exert tackle zones. If a player wished to rid himself of this nuisance he can elect to block or blitz any gravestone he wishes. The grave is treated as a player with S4 and mighty blow and stand firm. If the player attacking the grave manages to get any result that would knock it down, then the gravestone is removed (but the grave plot remains – see below). If the player suffers an “attacker knocked down” then he is knocked flat with the necessary armour roll (with mighty blow). If the player gets the “both players knocked down” result, then the grave will be knocked down (as will the player if he lacks the block skill).
Braaaains……
The grave plots on which the stones sit also serve as potential entry points for zombies during the game. There is a kick off result (#5) which is called “Living Dead”. If this result occurs, then a zombie will emerge from one of the eight plots on the pitch. The zombie uses the following stats:
M S A AV Skills
4 3 2 (special) None
The zombie will move towards the closest player (prone or standing) as soon as he emerges. If he is able to reach the player then he will perform a blitz action. Once he has the player prone (assuming they weren’t to begin with) then he will start gnawing at their skull in an effort to eat their brains (treat as a foul action). Players should overlook the obvious problem with this when fouling skeletons or trolls.
The zombie’s animated rebirth is fairly tenacious and as such if he is knocked down then he is automatically removed from play, but the team responsible may not claim a casualty point for this (ed - or should they???).
Open Grave:
Should one of the grave plots be disturbed then there will be an open grave on the pitch. The plot should be removed and replaced with an open grave model. This square is obviously inaccessible to players and should they happen to fall in then treat it is as though they were pushed into the crowds. If only “stunned” then it is assumed that they are stuck down there and have to wait for someone to come and help them out at an opportune time! Should the ball happen to fall in there (boo!) then there will be a kick off again, with the kicking team being the ones who were in possession of the ball when it fell into the hole (serves you right!).
Weather Table:
The lands of Sylvania are a dark and gloomy place where dense fogs have been known to swallow up many an unwary traveller. For undisclosed reasons the stadium owners have insisted that all games be played at night. This has the advantage of avoiding some of the harsher effects of the sun, but does have its own drawbacks. The following weather table should be used for this table:
2-3: Pea soup fog! The field is covered in such a dense fog that it is extremely difficult to even see your hand/hoof/claw/tentacle….. appendage in front of you! All players are treated as bonehead as they fumble around the field. No passes may be attempted (hand offs are allowed) and all dodge rolls will be at +1 as the players slip into the mist. No “go for it” rolls are allowed.
4-5: Foggy. A low fog hangs over the field which obscures vision but still allows a relatively normal game of Blood Bowl. Because of the difficulty seeing, only quick passes may be allowed. “Go for it” rolls will fail on a roll of 1 or 2.
6-9: “Nice”. It’s chilly, gloomy and extremely spooky. But nothing is messing with your blood Bowl game.
10-12 Storm. There is a downpour of rain, and the rumbling of thunder. All attempts to handle the ball (including handing it off, catching and picking it up) will be at -1. Furthermore, roll a d6. If the result is a ‘6’ then one of the players has been struck by lightning. This player will be the player on the field with the highest armour (i.e. most metal). Roll for an injury for this person immediately. If several players are tied for highest armour, then randomize among them. As long as the storm lasts roll for the lightning before every kick off and at the start of every half.
Kick off Table:
To represent the occurrences unique to the area of Sylvania, the following table should replace the regular kick off table for all game splayed on the graveyard pitch:
2 – “Scavengers” – a pack of cannibalistic and very hungry ghouls have come to feast on the dead and dying. Unfortunately, ghouls are not the brightest of creatures and cannot often tell the difference between dead, unconscious and just resting. Any players (from both teams) who are in the K.O’d boxes should make another injury roll and accept the result of it. If the result is “stunned” then they have been awoken by the frenzied knowing on their body parts and can now be put in the reserves box. If there is no-one in the K.O’d box then they will attack any reserves you may have, if there is no-one else there, then the ghouls will leave, hungry and disgruntled.
3 – “Where’s da Ref?” Reports come in of a wolf running outside of the stadium sporting a striped shirt while others say that saw a pale man in a long cloak call the ref into a shadowy corner. Whatever really happened, the fact of the matter is that the ref is gone. Foul at will, boyz!
4 – Perfect Defense – as per normal kick off rules
5 – “Living Dead” - a zombie emerges from one of the grave plots (randomly determined). He will move to attack the nearest player (standing or prone). Full rules above.
6 – Bad Kick – as per normal kick off rules
7 – Weather - as per normal kick off rules
8 – Quick Snap - as per normal kick off rules
9 – Brilliant Coaching - as per normal kick off rules
10 – Blitz! - as per normal kick off rules
11 – Vampire Bat Swarm – The flapping of thousands of wings is heard, and the moon is eclipsed by a huge swarm of vampire bats. Roll 1d3. That many players from each side are attacked by the bats. Roll against their armour, and if beaten roll for injury.
12 – “Restless Dead” The dead do not rest easily in the land of Sylvania. Even without the direction of necromantic magic, the dead have been known to rise again. Both players will roll 1d6 for each of the players in their “dead and injured” box. If the result is a 4,5 or 6, then they will rise again to play for their own team as a zombie (see necro team for stats). Note – this may take them above their original strength, but they will also be losing all skills and original stats that they may have started with. If neither team has any players in the casualty box, then treat this result as a “5 – Living Dead” result instead.
Whew!