Kicking rules

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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pac
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Post by pac »

David Bergkvist wrote:OK, but with my latest suggestion of a -1 modifier, you will have an increased risk of fumbling, which means the probability of getting the ball somewhere is lower than if you throw it.
But you're still using the mechanics of a pass. What I'm trying to say is that this manoeuvre would in no way be comparable (in accuracy or range) to a pass.
What's the purpose of a rule that specifically allows "desperation manouvres"?
I'm not saying that this rule should be added. Just that <i>if</i> someone <i>were</i> using kicking rules, this would be one of the things I'd like to see added as part of them. This is a speculative rules addition thread - which really belongs in the House Rules or New Concepts forum - none of these are proposals for 5.0 (afaik).

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dali
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Post by dali »

pac wrote: Perhaps it could be done by checking for a fumble (on a 1, including TZ mods) then using the Throw-in template to see where the ball goes (coach picks the direction to point the template, then rolls), travelling 1d6 squares (unless perhaps you had the right Kicking skill for kicking off the ground, when you could pick the exact direction).
I like that, though maybe it should move 1d6 plus your strength? If you're near your own Endzone, trying to boot the ball away from a nearby opponent, you want the ball to move far enough that it makes it difficult for them to reach it and get back to your endzone. If it's too hard, no one will ever bother trying.

Should the thread be moved?


[Yep - reckon it's gone far away enough from PBBL - Darkson]

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alslammerz
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Modified Original Rules

Post by alslammerz »

With all respect to madrobot, I've taken his rules and modified them a little to be more in line with what the feedback has been.

Kicking Rules

The kick action: Once per turn, a player on the moving team is allowed to make a kick action. The player is allowed to move as normal, and at the end of their move must kick the ball. The kick action does not count as the team’s throwing action for the turn, so the ball may be passed (or a teammate thrown etc…). A kick action always results in a turnover, no matter what the result of the kick itself. Also note that a Big Guy or Star Player cannot ever kick the ball, ever.

The kick: After declaring a kick action, the player selects a target square that he wishes to kick the ball to and places the ball there. A player may kick the ball up to 2d6 plus his strength. Count the number of squares from the player to the target square, including the target square. This will determine the required number to equal or beat on a 2D6 Kick Roll in order to make an accurate kick. Thus, all kicks above 12 squares away will always be inaccurate. The following modifiers apply except during kickoffs:
Kicking a Field Goal -1
Kicking a Field Goal from a Wide Zone -1
Player is not a kicker -2
Kicking the Ball Without Picking it Up: -1
Player is a Big Guy or Star Player: Unable to kick

Per Opposing tackle zone on the player -1

If the modified roll is less than the distance you wished to kick, then the kick is inaccurate. An inaccurate kick will only travel half the distance intended (rounding down), and will also be shanked to the left or right of it’s intended path. Because of this, the ball will drift a number of squares to the left or right equal to the desired distance of the kick minus the result of the 2d6. (If this number is greater than five, or a 2 [1 if using a 1d6, see below] is the result of the roll, the kicker fumbles.) The direction the kick drifts is indicated by the die roll. If it is even, the ball drifts right, and if it is odd, the ball drifts left. (For example, Orc Kicker wants to kick the ball eight squares but rolls a 6 on 2d6. The ball only travels four squares toward the intended target, and then drifts 2 squares to the right. If this kicker had rolled a 2 or a 3, it would have been a fumble).

If the ball lands in an occupied square, then player must try to catch the ball (count the kick as an inaccurate pass). If the ball lands in an unoccupied square, or a square with a prone player, it will bounce as normal.

The kickoff: Treat as per normal kickoff rules. Big Guys and Star Players still can‘t kickoff..

Field Goals: A team earns a field goal when one of it’s players taking a kick action kicks the ball past the middle three squares in the opposing team’s end zone. The three squares are called the field goal area. Place the ball on one of these squares when determining the target square for a field goal. When attempting a field goal, add 2 squares to the distance to compensate for the kick clearing the crossbar of the goalpost. Therefore, a kicked ball that lands on the field and then bounces out of bounds (or is fumbled out of bounds) in the field goal area does not count as a successful field goal and the fans will throw the ball back in as normal. A successful field goal is not worth any points, but it ends the drive, which is very useful for teams suffering from a high amount of casualties or an inordinate number of secret weapons. A successful field goal will result in 1 SPP though. After the field goal, kickoff to opposing team as per a touchdown.

Kicking the Ball w/o picking it up (soccer kick): A player kicking in this function may kick the ball only 2d3+Str. After this number is determined and the distance is chosen, roll 1d6. If the result is lower than the distance, it is an inaccurate kick. Treat as above. Also, if the result of the kick is a fumble, the ball bounces away one square and the kicker falls down. And whether or not the kick is accurate, roll a scatter die twice to represent the inaccurate nature caused by the oval ball. May not be used with booming kick. Note this type of kick cannot be used for a field goal.
Kicking Skills:
Kick: Treat as the PBBL Kick skill with following exceptions: May re-roll Kick Roll. Also, does not suffer the ‘-2 Player is not a kicker’ modifier.

Hook Kick: May ignore -1 penalty for kicking a field goal from wide zone. In addition, player is allowed to kick-off the ball even if they are set up in a wide zone.

Booming Kick: Player may kick the ball up to 2d6 plus double his full strength. Since this type of kick is never accurate, after the Kick Roll, roll a scatter die 3 times to determine a new target square for the ball. Note that it is possible for the ball to pass through the field goal area if a player is lucky enough when making a booming kick. May not be used in a blizzard. May not be used on a soccer kick.

Dirty Kick: Player may make a dirty kick instead of a block. Roll an unmodified 2d6 to see if the kick breaks the opponent’s Armor Value. If the roll is successful, do not roll for an injury, but treat the opposing player as having -1AV for the rest of the drive as he now has a bruised shin. If a 12 is rolled, the opposing player has been booted in his special place and is stunned. If a 2 is rolled, the kicker falls over and an armor roll is made. A turnover does not occur unless the kicker falls over. If used as part of a Blitz action the player may not continue moving after making the Boot Attack.

Soccer Kick: The player is skilled at kicking the ball while it is laying on the ground. The kicker ignores the -1 modifier for kicking the ball without picking it up and does not roll the scatter dice on accurate kicks.

Kick Pass: This player doesn’t have the arm, but he has a golden toe. This player may kick the ball to a teammate. If the kick is accurate, than treat the catching roll as if it were for an accurate pass. Use the regular rules for inaccurate kicking as normal. May be used with Booming Kick and Soccer Kick, although obviously not both at the same time.


Master of the Winds: This player is able to figure out how the wind will affect his kick. Accurate kicks of his ignore the Blustery rule below.
Agile Kicker: This kicker substitutes it’s Agility Roll for it’s Strength Roll when rolling for distance. May not be combined with Booming Kick.


Changes to core Blood Bowl rules:
-Add to the weather table:
4 Blustery: The winds blowing hard today. All kicks will be shanked an extra D3 squares (even accurate kicks).
10 Blustery: The winds blowing hard today. All kicks will be shanked an extra D6 squares (even accurate kicks)
In addition, all kick rolls suffer -1 modifier when it is Very Sunny. Kicks are limited to a distance of 6 squares during a Blizzard.
-Kick rolls are also affected by Disturbing Presence.
-Kick skill is no longer listed in the General Skill category (its in the Kicking Skills!).
-Nerves of Steel works for Kick Rolls as well.
-Pass Block may be used to put kicker in one of the pass block player’s tackle zones, however the ball may not be intercepted.

Kicker Rosters: All Kickers are 0-2 Positionals: (Note: Undead Skeleton and Undead Zombie count as one set of 0-2 Kickers and thus you cannot have 4 Kickers on the Undead team.)
Amazon Kicker: 80,000 6 3 3 7 Dodge, Kick GK AS
Beastman Kicker 80,000 6 3 3 8 Horns, Kick SKM AG
Hobgoblin Kicker 60,000 6 3 3 7 Kick, Dirty Kick GK AS
Dark Elf Kicker 90,000 6 3 4 8 Kick, Agile Kick GAK S
Dwarf Kicker 90,000 4 3 2 9 Block, Tackle, Thick Skull, Kick GSK A
Elf Kicker 80,000 6 3 4 7 Kick, Hook Kick, GAK S
Goblin Kicker 60,000 6 2 3 7 Dodge, Right Stuff, Stunty, Kick, Dirty Kick AK GS
Halfling Kicker 50,000 5 2 3 6 Dodge, Right Stuff, Stunty, Kick AK GS
High Elf Kicker 80,000 6 3 4 8 Kick, Master of the Winds GAK S
Human Kicker 70,000 6 3 3 6 Kick GK AS
Khemri Skeleton Kicker 50,000 5 3 2 7 Regeneration, Kick GK AS
Skink Kicker 80,000 8 2 3 7 Dodge, Stunty, Kick, Soccer Kick AK GS
Necromantic Zombie Kicker 60,000 4 3 2 8 Regeneration, Kick GK AS
Norse Kicker 90,000 6 3 3 7 Block, Kick, Dirty Kick GK AS
Nurgle’s Rotter Kicker 60,000 5 3 3 8 Decay, Nurgle’s Rot, Kick GKM AS
Snotling Kicker 30,000 5 1 3 5 Dodge, Right Stuff, Side Step, Stunty, Titchy, Kick A GSK
Orc Kicker 70,000 5 3 3 9 Kick, Dirty Kick GK AS
Skaven Kicker 70,000 7 3 3 7 Kick GK ASM
Undead Skeleton Kicker 50,000 5 3 2 7 Regeneration, Kick GK AS
Undead Zombie Kicker 60,000 4 3 2 8 Regeneration, Kick GK AS
Thrall Kicker 60,000 6 3 3 7 Kick GK AS
Wood Elf Kicker 90,000 7 3 4 7 Kick, Pass Kick GAK S

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DesTroy
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Post by DesTroy »

Or maybe just allow kicking but not Field Goals, to simplify matters somewhat?

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mattski
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Post by mattski »

Yeah I quite like the idea of being able to kick the ball both from hand and when it is on the floor but having the ability to score from means other than a TD changes the game considerably.

Some good stuff in here though.

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alslammerz
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Post by alslammerz »

I left them in as a way for Kicker's to gain SPP's but the FG's aren't for points in the actual game so the only way you can score is with a TD. I'm not big on FG's in BB either, but I wanted the kicking rules to have a higher purpose than a cheaper but less effective way to pass the ball, so the added purpose is saving your team when 9 players are on the pitch stunned and getting them back on the field for a defensive stand. It also gives a team without secret weapons a defense against them. Ah, you've just released your Deathroller. FG. Now he's sent off. Bye-bye. Of course, if the Deathroller gets to the kicker first, then he doesn't get sent off, and so the balance continues.

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