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Chaos Dwarf Pitch

Posted: Sat Feb 05, 2005 4:18 pm
by Craigtw
These are the rules that will be used for the upcoming "Challenge of Q'ermitt tourney".

All comments and suggestions are welcome.


Chaos Dwarf Pitch:

Intro:

The chaos dwarves are a proud race and are more concerned with building bigger, louder and more environmentally unfriendly weapons than they are with tending to the more menial tasks in life. For this they employ the use of their hobgoblin slaves. Unfortunately, the hobgoblins share their lack of interest in the menial tasks, and so often very little gets done unless brutally enforced.

It is widely known amongst the Blood Bowl players and fans of the world that the hobgoblins are without a doubt the worst grounds keepers in the game. The pitches of the Chaos Dwarf stadiums are invariably riddled with craters and debris as their Blood Bowl fields often double as a target range. Situated near active volcanoes, the players had better watch themselves as when the ground rumbles it is sometimes hard to distinguish between an earthshaker cannon and a volcanic eruption until it is too late!

The Playing Field:
The ground is so riddled with craters, debris, garbage and is just so poorly kept that it makes it difficult for players to right themselves amongst all the refuse. Any players who are knocked prone for whatever reason must pay an additional 1 point of movement to stand. If they only have 3MA or less, then they must roll to stand on a 4+ they are successful, but must Go for It in order to move further, on a 1-3 they remain down, and their action ends.

Weather Table:
2 – Earth Tremors – The ground is rumbling and shaking. Whether it is an active volcano, a Chaos Dwarf weapon of destruction or an earth quake is all a moot point. The fact of the matter is that it is very difficult to move. No go for it moves may be made until the next kick off when the weather table should be rolled on again.

3-5 – Blizzard! It’s cold and snowing! The ice on the pitch means that any player attempting to move an extra square will slip and fall on a roll of 1-2, while the falling snow means that only quick or short passes can be attempted.

6-9 – Nice - as nice as a polluted wasteland gets - but no game effect anyways.

10-11 - Smog – a thick blanket of toxic fumes settle on the pitch making it difficult to breathe. After every drive, roll a d6 for every player who took place in the last drive. On the roll of a 1 they are too winded and must sit in the reserves box until the next kick off.

12 – Ash Wind - The wind is carrying thick clouds of ash that is making it near impossible to see. Passes may only be made at the quick and short range (this may not be modified by strong arm).


Kick off Table:

2 – “Oi! Someone pinched me kit!â€

Posted: Wed Feb 16, 2005 12:26 pm
by cornixt
I like them. Will the people in the tournament have a randomly determined field for each match or are you going to have Home games and Away games?

Posted: Wed Feb 16, 2005 12:44 pm
by Craigtw
I have given that some thought, and what I came up with is that I think that as people register on the day, the people who have teams that represent the pitches available will be placed on those pitches first, (e.g. the first CD team to register will go on the CD pitch). After that I will slot people in as they come. For the other 5 games, I don't think I will be so concerned as to "where" they play, just that the players themselves all have equal opportunity to play on the same number of custom boards (except of course for the finalists who will be the only ones to play in the Temple of Q'ermitt).


Craig