What do you think of the following house rules which would represent a tournament in lustria:
general changes:
Change the "Blizzard" result in the weather table too: extreme pre game rain.
"Heavy pre game rain changed the field into a pool of mud, players sink into the mudd, this decreases all movement values of normal sized players by 1, big guys are heavier and sink in deeper, therefor their movement is reduced by 2, stunty players are more agile and lighter, they stay unaffected.
Movement cannot be reduced below 1."
Changes to the board:
Actually, Blood bowl is not the national sport of the Lizardmen, this award goes to sacrifzing. No wonder that the Lizards included elements of their most liked acitivty into the blood bowl field.
These sacrifical pits have a size are located dierctly outside fo the field, in the hieght of the line of srimmage.
Warning: fuzzy text painting ahead, P= Pitfield, F= field L= line of scrimmage
PFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFP
PFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFP
PLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLP
PFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFP
PFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFP
If any player is pushed into one of the 8 sacrificial fields he is immidiatley out of the game, some after game action will decide if he gets out alive.
If a player is simply forced out of the pitch without getting into a sacrificial field pitch he is simply put into the reserve box (the fans are further away than normally, this has something to do with accidently falling into a pit field which the fans would want to avoid).
Any player who gets thrown (or voluntarily jumps) into a sacrifical pit field
nets the team whose turn is currently running one "sacrifze point". If a player of the currently acitve team voluntarily jumps into the pit a turn over does not happen, however, if he dodges or attempts a gfi into the field and fails this he still falls into the pitch and a turn over happens as normal. If the player who jumps into the pitch is the ballcarrier a turnover also happens.
The value of "sacrificial points" will be explained later.
I imagine that the games in Lustira could well be "overseen" or "ruled" by a Slann, Slann are stupidly powerfull mages and behave unlike other referees. As Slann are a) very though and b) tend to come with some nasty temple guards the snap the referee result is replaced with something else:
3:"Sacrifize them all" The fans realize that stroming into a regiment of temple guards may be a bad idea, instead they realize that the other fans + the existance of a lot of sacrificial pits make up for some intersting possiblities . Both fanblocks try to push the opposing fanblocks into sacrifical pits. Roll 2D6 and add the fan factor, the winning team can add one sacrificial point to themselfs.
A Slanns interest for the game does not change during the game, however, telepacy has some good parts when trying to find out who fouled and who not. Slanns always "see" a fould on a 5+.
It is not possible to argue the call with a Slann.
If a Slann witnesses a fowl, he does not do the usual "put the player of the field" stuff, instead he does something funny like throwing a Fireball(1-2) a energy ray (3-4) or a Zap(5-6) at the fouling player.
If a rolled spell could never hit the offending player reroll again until a fitting spell is rolled.
Slanns are experts in Zapping other persons, if they Zap someone the spell does not bounce but hits immidiatley.
Sacrificial points:
These points can be used to please the Old ones.
Before each kickoff (apart from the first) a coach may use some or all of his earned sacrificial points to gain a favour of the old ones.
To receive a favour he must roll a 9+ with 2 D6. He may add one to his roll for every sacrificial point after the first one that he uses in his prayer.
If the roll fails nothing happens.
If the roll succeeds the player rolls another D6, on a roll off:
1-2 the old ones grant the coach a halfing master chief for the remaining game
3-4 the old ones call up an old Dwarfen buddy, the player can immidiatley roll for a runesmith.
5-6 an Old one is particularly pleased with the offering, he works as a combat mage for the remainder of the game.
If the coach rolls snake eyes the Old ones are pissed of and grant the opposing team the favour.
Inside the pit:
Usually, Lizards have pretty huge snakes inside of their pits, however they deciced to try out some other stuff for the blood bowl trounament.
There a live telepathic transmissions from each pit, which are liked a lot by the audience.
Roll a D6 for each player who has fallen into a pit:
1: Spikes: The player has fallen into a pretty spikey pit. Roll 3 armour rolls. If none of them breaks his armour nothing (apart from soe bad bruisers) happens, the player can climb out. If one of them gets through the player dies.
2: Spiders: The player lands in a big spider web. He has to dodge out of the web (he can use break tackle if he has the skill, the Web has a "prehensile tail") after this he has to defeat a Spider (S3, AS7 dirty player) he wins as soon as he pierces the armour of the spider. If the spider pierces his armour the player is dead. If the player cannot dodge out of the web on his first try the spider will start fouling him.
If the player suvives the fouling he has another try to dodge out of the web.
3: The Indiana Jones trap:
The player lands into a long cavern, a big stone start rolling behind him.
The exit is 24 fields away.
The player can move any number of fields he wants to move.
he can use GFIs.
After the player moved, roll 2 D6 for the stone, if the number of the Stone is greater than the number of fields the player has run the player gets immdiealtey blocked by a S7 opponent with Block and Tackle.
If he is knocked on the ground the player dies.
If he ist not knocked out the next moving round comes.
If the player mamages to traverse a total of 25 fields he just made it to safety.
4: Giant Snakes engage the player. Snake: (S3 AS7 Pile on) after 2 rounds a new snake appears.The maximum number of Snakes in the same time is 3. In order to defeat a snake, the player has to breach the armour of the snake. If the snake manage to break the armour of the player he dies. If a plyer defeats 3 snakes without getting killed he has survived the trap.
5: Trap alley: The player lands in a room filled with nasty traps. he has to pass 3 consecutive agility tests to survive.
6: bad luck:
This was not the sacrifize pit but the carnosaur feeding room.
A Carnosaur (S7 AS10 Mighty Blow, Claws, Block and Tackle) engages the player. He the Carnosaur breaks the players armour the player dies, if the player manages to break the Carnosaurs armour the Carni dies and the plyer has survived.
Of course, neither medics nro rerrolls can be used in the pit, all other skills may be used.
If a player surives a pit he immidiatley get a mvp award. This is in addition to possible other mvp awards that he may achieve.
What do you think?
Rumble in the Jungle! Lustrian Blood Bowl rules (long)
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- duff
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Watch the gobbo's jump!
Of course, what would actually be happening is the coach uses a shepperds crook to drag players into the pit
Seriosly - would be a tough place for woodelves and Pro elves to play. Expensive players + poor armor=bad pits.
Of course, what would actually be happening is the coach uses a shepperds crook to drag players into the pit

Seriosly - would be a tough place for woodelves and Pro elves to play. Expensive players + poor armor=bad pits.
Reason: ''
I don't have to be faster than the Ogre, just faster than you!
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