Desert (Khemri) Pitch
Posted: Sat Feb 05, 2005 4:22 pm
These are the rules that will be used int he upcooming "Challenge of Q'ermitt tourney".
All comments and suggestions are welcome.
Desert Pitch:
Weather:
The following table will be used when playing on the desert pitch:
2-3 - Strong Winds – Immediately roll randomly on the Scatter template to determine wind direction. The result is the direction of the Strong Wind. All Kick Offs and Inaccurate Passes will travel an additional d6 squares in this direction when determining scatter.
4-6 - Very Sunny – The bright sun is getting in the eyes of the players making it difficult to pass the ball. Any attempts to pass the ball will have an additional -1 modifier.
7-9 – Nice, a bit hot, but otherwise tolerable weather for Blood Bowl
10-11 – Sweltering Heat – roll a d6 for each player that just took part in the last drive. On a roll of a ‘1’ they are too exhausted to take part in the next drive and must stay in the reserves box.
12 – Arid Heat – The heat is becoming overbearing and is really starting to take it’s toll on the players. After each drive roll a d6 for each player that just took part. On a roll of a ‘1’ they collapse and are placed in the Knocked Out box.
Kickoff Table:
To represent the occurrences unique to the Khemri Deserts, the following table should replace the regular kick off table for all games played on the desert pitch:
2 – Sandstorm! – An alarm is sounded warning of a deadly sand storm that threatens to peel flesh from bone (which does mean that players without flesh ar immune!) As the players run for the cover of the dugout, they realize that the warning may have come too late. Each coach rolls 2d6 and will compare the number rolled with the MA of each of the players on the field. If the number rolled is equal to or less than the player’s MA then they escape without incident. If the roll is greater than their MA, then they have been caught in the storm and must roll an armour and injury roll. Once resolved the players should set up and roll for kick off again.
3 – Mirage! The heat tends to play tricks on the already limited brains of the players, and they start to see things that aren’t really there. The extreme heat is affecting the players on the receiving team causing them to hallucinate. During their first turn after the drive, the kicking coach may either force the receiving team to reroll an otherwise successul dice roll, or disallow them to use a Team Reroll for a failed roll.
4 – Grave Robber! One of the players has stolen an from one of the local tombs despite all the warnings of ancient curses. Each coach rolls 2d6 and adds their Fan Factor. Whoever scores lower must randomly select one of their players. That player is the subject of the curse and will not be allowed to use any Team Rerolls for the remainder of the drive.
5 – Perfect Defense – as per normal kick off rules
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 – Scorpion Swarm – Thousands of scorpions dig themselves out form the sands and swarm the players on the pitch. Roll 1d3. That many players from each side are attacked by the scorpions. Roll against their armour, if beaten then roll for injury.
12 – Desert Storm – There is not much rain in the desert but in those rare instances when it does, it rains buckets but only for a very short time. At this time a storm has hit drenching the players with it’s soothing relief. For the next drive players will not have to roll for heat exhaustion if the “Sweltering Heatâ€
All comments and suggestions are welcome.
Desert Pitch:
Weather:
The following table will be used when playing on the desert pitch:
2-3 - Strong Winds – Immediately roll randomly on the Scatter template to determine wind direction. The result is the direction of the Strong Wind. All Kick Offs and Inaccurate Passes will travel an additional d6 squares in this direction when determining scatter.
4-6 - Very Sunny – The bright sun is getting in the eyes of the players making it difficult to pass the ball. Any attempts to pass the ball will have an additional -1 modifier.
7-9 – Nice, a bit hot, but otherwise tolerable weather for Blood Bowl
10-11 – Sweltering Heat – roll a d6 for each player that just took part in the last drive. On a roll of a ‘1’ they are too exhausted to take part in the next drive and must stay in the reserves box.
12 – Arid Heat – The heat is becoming overbearing and is really starting to take it’s toll on the players. After each drive roll a d6 for each player that just took part. On a roll of a ‘1’ they collapse and are placed in the Knocked Out box.
Kickoff Table:
To represent the occurrences unique to the Khemri Deserts, the following table should replace the regular kick off table for all games played on the desert pitch:
2 – Sandstorm! – An alarm is sounded warning of a deadly sand storm that threatens to peel flesh from bone (which does mean that players without flesh ar immune!) As the players run for the cover of the dugout, they realize that the warning may have come too late. Each coach rolls 2d6 and will compare the number rolled with the MA of each of the players on the field. If the number rolled is equal to or less than the player’s MA then they escape without incident. If the roll is greater than their MA, then they have been caught in the storm and must roll an armour and injury roll. Once resolved the players should set up and roll for kick off again.
3 – Mirage! The heat tends to play tricks on the already limited brains of the players, and they start to see things that aren’t really there. The extreme heat is affecting the players on the receiving team causing them to hallucinate. During their first turn after the drive, the kicking coach may either force the receiving team to reroll an otherwise successul dice roll, or disallow them to use a Team Reroll for a failed roll.
4 – Grave Robber! One of the players has stolen an from one of the local tombs despite all the warnings of ancient curses. Each coach rolls 2d6 and adds their Fan Factor. Whoever scores lower must randomly select one of their players. That player is the subject of the curse and will not be allowed to use any Team Rerolls for the remainder of the drive.
5 – Perfect Defense – as per normal kick off rules
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 – Scorpion Swarm – Thousands of scorpions dig themselves out form the sands and swarm the players on the pitch. Roll 1d3. That many players from each side are attacked by the scorpions. Roll against their armour, if beaten then roll for injury.
12 – Desert Storm – There is not much rain in the desert but in those rare instances when it does, it rains buckets but only for a very short time. At this time a storm has hit drenching the players with it’s soothing relief. For the next drive players will not have to roll for heat exhaustion if the “Sweltering Heatâ€