Home Stadiums

A team may purchase a stadium, if it wishes and has the $$. Stadiums cannot be upgraded themselves, and must be bought again if a coach wishes to upgrade. Teams cannot sell stadiums to other teams. Teams with home stadiums have 2 team ratings, represented like xx/xx, with the second being the 'home' rating.

To determine 'home field', each coach rolls a d6. The higher roll gets home field advantage. If the rolls tie, the teams play on a neutral field.

Stadiums have a base cost, plus 'extras'. Extras tend to add to the team's rating, and the team rating additions will be in ().

Basic Stadium: 50,000

Special Climate (3): 50,000; on the weather table, choose one extreme (11+12 or 2+3) to be the only style of weather variation. Treat 11 and 12's the same as 3 and 2's, respectivly, for the style of weather for the field.

Domed (5): 80,000; always perfect weather

Home Fans (+1 per level): 10,000 per level. These are added to the team's fan factor when playing at home. They do not affect the fan factor roll at the end of the match, and can never be raised or lowered permanently. A stadium can only be built for a total of +5 FF, tho getting renovations can raise it higher.

Home Rerolls (+cost/10,000): base reroll cost for team; these are rerolls only available at home, and cannot be taken away with the Bad Habits Random Event Card.

Pit Traps (2 per set): 30,000 per pair; each coach gets 1 pit trap each to place anywhere on thier half of the field. Pit traps are drawn randomly, and nobody knows what type until sprung. There is no limit to how many a field can have, exept for the # of counters available and squares on the pitch. If no counters are available, mark the squares and when a player enters roll a d6: 1-3:nothing 4-5:regular trap 6:special trap.

Dungeonbowl field (20): 250,000; this makes your field a DB field, using the standard set map. All DB rules apply, pit traps extra (see above).

Special Ball (see balls below): Varies; instead of the standard pig's bladder, your team uses one of the variant balls explained below. You must choose the type upon purchase of the stadium.

Special Pitch (see pitch below): Varies, like special balls.

Pit Traps

Any player who fails to leap over a pit counter falls into it.

Only one player can be in a trap at a time, treat as obstructed square when occupied.

Pit trap counters work as follows:

Nothing: False alarm, nothing.

Pit Trap: Player falls into pit, makes AV roll. If okay, must make AG roll to leave into empty adjacent sqare. +/- 1 per tackle zone on pit trap (teammates help, opponents hinder).

Snap Trap: Player entering trap immediately rolls armor. If successful, then player is considered to have stand firm, and must roll under his strength to escape. If unsuccessful, roll injury. Players knocked over into Snap Traps must make Trap AV and injury rolls _in addition_ to the hit rolls. Prone players in snap traps cannot get up.

Spiked Pit Trap: Like normal trap, but before AV roll roll d6;

Trampoline Trap: Works like trampoline trap card.

Trap Door Trap: Works like pit trap card.

Mine Trap: Works like mine card.

Quicksand Trap: Player has 3 turns to escape. If he fails his 3rd try, he is dead.

Variant Balls

(these are modified from CJ 15)

Magnetic Ball: (+10/100K) A dirty trick used to confuse the opposition is to place magnets inside the ball and watch the resulting chaos. If left on the ground the ball becomes attracted to the nearest player's armour and will move D3 squares towards him at the end of every turn (roll randomly if 2+ players are equal distance from ball).If for any reason (including passing or handing off), a player must release the ball roll a D6, on a 4+ he MUST keep hold of it even if he has been knocked over - he must be fouled out of the way! If the ball carrier enters the TZ of another player with higher AV he must stop moving and block him with a -1 ST as the ball, and player, are attracted towards him. This does not count as your team's blitz, but if the player is blitzing he may move after the block if he has MA left (but cannot make a second block).

Explosive Ball: (+5/50k) Once included to promote a passing game in certain areas, the idea has now caught on and has proved popular with the deranged lunatics known as fans, some even place side bets on when it will explode and who will be hurt! At the end of each turn, roll a D6. If a 1 is rolled the shaking triggered the explosives. Anyone holding the ball is automatically injured (roll as normal) and anyone in adjacent squares are knocked over (AV roll as normal). The game is then restarted (same kick/rec teams) with a new ball. Only the first ball of each half is explosive, (tho if the ball does not explode on the first drive, it remains the same (explosive) ball for the next drive, and so on.

Enchanted Balls: (+15/120k) The ball is enchanted before each kick off. Roll a D6 on the Enchanted Ball table to see what happens.

1: The ball has a mind of it's own! All players have -1 mods on anything involving the ball. If left on the ground the ball will move 3 squares in a random direction at the beginning of every turn. 2: The ball is explosive (see above, roll on this table again next drive) 3: The ball plays for the recieving team! Kicking team has -1 on all rolls involving the ball, and if left alone the ball will move D3 squares towards the kicking team's end zone. 4: The ball teleports. Roll D6 at the start of each player's turn. On a 4+ it teleports itself D6 squares in a random direction (not the carrier, tho) 5: like 4, but on a 5+ will take the carrier with it! 6: The ball plays for the kicking team! Like 3, but reverse the effects.

Floating Ball: (+5/60k) The ball is filled with lighter-than-air gas. When thrown, the ball counts as one band lower (long pass=short pass,ect) but is -1 to catch at the other end. Whenever the ball is being passed, or if it is on the ground at the end of a turn, roll a D6. On a 1 (or 2 if thrown Long Bomb range) it simply floats away and the teams must rekick (same as last) with a normal ball. Only the 1st ball of each half is a floater.

Iron Ball: (+10/80k) An iron ball may only be picked up if the player rolls equal to or under his ST on a D6. Also, another roll must be made before passing anything over a Quick pass, with +1 per range added. Any player holding an iron ball may not 'go for it' or leap, and uses either their ST or AG -1 to dodge (whichever is lower), but may add +1 to their ST when blocking. Any player who catches an iron ball must roll equal to or under their ST or be knocked over.

Spiked Ball: (+7/80k) Consisting of a normal ball with spiked bands, this is an old favorite with players and fans alike. If you get bored with scoring TD's you can always use it to nail your opponents hands to the ground. When passing (not handing off) make a second AG roll for the catcher with a +1 modifier. If failed, whether the pass was caught or not, the ball acts as if it were blocking the catcher with the following strength: Quick: 2 Short: 3 Long: 4 Bomb: 5 There are two ways to use the ball as a weapon. First as a missile, you pass the ball to an opposing player, if it hits, block with the following ST values: Quick: 5 Short: 4. The ball may not be thrown farther than Short in this way. If the opponent is not knocked over he may try to catch the ball as normal, with a -2 modifier. (this would count as an INT). The second method of attack is to use it as a handheld weapon, where it adds 1 to the player's strength.

Ball Squig: (+5/70k) There is an unlucky little creature known as a Ball Squig that has the great misfortune of looking exactly like a Blood Bowl ball. Often prone to hibernation, these balls are brought onto the pitch and awakened by the kick off when a player punts it's backside halfway up the pitch. Once landed the semi-conscious and understandably frightened Ball Squig makes a run for it. At the beggining of the kicking player's turn it will try to move towards the nearest pitch edge, blocking anything that gets in the way. If it reaches the edge it is thrown back in by the crowd as normal. Anyone holding the Squig has a -1 modifier to all actions because of it's squirming. It's stats are: Ball Squig: MV:3 ST:2 AG:3 AV:n/a Skills:Stunty,Right Stuff

Field Pitches

Another common practice is to alter the type of playing pitch on a home stadium. Examples below. If a coach wishes to combine the effects of 2 fields, add (+5/50k) for the total. If a coach wants a 'random' field, a cost must be worked out based on how many, which, and what chance of the given fields involved.

 

Broken Glass: (+10/150k) +1 to all injury rolls when knocked over (cumulative with skills)

Slick Oil: (+10/150k) use all dice push backs, reverse push backs on poor blocks, , unlimited sprints, but with a -1 to the die each sprint 1-2,then 1-3 ect. to fall, 6 always OK. All players roll d6 for every non-sprint movement of ANY type (even followups and push-backs without flash) on a 1, player falls)

Rubber: (+5/60k) extra bounce scatter, -1 pick up ball

Astrogranite: (+7/100k) +1 to all AV rolls when knocked over (cumulative with skills)

Mud: (+3/50k) sprints fail on a 1 or 2

Soft Grass: (+5/80k) -1 to all AV rolls when knocked over

Ice: (+10/120k) sprints fail on 1-2, extra sprint, 4 MA to stand, use all dice push backs, reverse push backs on poor blocks

Glue: (+10/150k) -1 to all dodge rolls, no sprints, all players get Stand Firm but still fall from dodges, must roll ST or less to stand up with assists both ways

 

 

 

Other Stuff

A player who wants something not covered will be adressed as it comes up. General guidelines are that it cannot give your players a base advantage, tho it may suit your game style more than other teams, and that it shouldn't involve too many new rules or complications Examples:

 

Trees: (+4/40k per pair) Each coach gets a tree to place anywhere on his side of the pitch. Trees are then scattered like an inaccurate pass. Tree squares are considered occupied. Any time a player attempts a pass when a tree is in interception range, roll for EACH tree in addition to any normal interception attempts to see if the ball gets knocked down (scatter 1 square from tree) as follows:

Long Bomb: no roll

Long Pass: 6

Short Pass: 5

Quick Pass: 4

Walled Sidelines: (+5/70k) Players cannot be pushed off the pitch, the sidelines and back of the end zones are treated as walls instead

Low Ceiling: (+10/100k) Only quick and short passes may be attempted.

Visiting Team Rerolls: costs the same as your own, but subtract from team rating at home

Extra cards for home/visitor teams: Teams cannot buy cards for themselves at home (the cost-effectiveness would be sickening)...BUT they can buy them for their opponents (but why???)... price as Magic: (70k/-5) Dirty:(50k/-5) Random(80k/-5)

-----------------------------------------------------------------------

Back to the Rulebook!