Let me know what you think
Booby Traps
Booby Traps can only be placed at the start of a half and only by the kicking coach. They stay on the pitch until the end of the half, when the officials clear them away.
During his setup phase the kicking coach may place 10 counters in his own half, but not on the line of scrimmage. These counters are either bluffs, with no trap in them or have a type of trap written underneath the counter.
Trap Rules
- mine, when a player enters the square roll a D6, on a 2+ the mine is triggered. Make an armour roll for the player, adjacent players knocked over on a 4+. On the roll of a 1 the mine remains, repeat procedure the next time a player enters the mined square.
- pit, player falls into pit, make armour roll. Player can get out of pit by making an AG roll, with -1 for each opposing player adjacent to the pit and +1 for each friendly player adjacent to the pit (players can not assist or hinder if they are in the TZ of an opposing player, even if they have guard).
- staked pit, player falls into pit and lands on stakes, make injury roll. Otherwise treated as a standard pit
- trapdoor, trapdoor activates only once, on a 2+ the player is trapped until next kickoff. Treat the square as normal until the next kickoff. On the roll of a 1 the trapdoor does not close on the player and the square becomes a standard pit until the next kickoff.
- trampoline trap, player scatters randomly, D6 squares in D8 direction. Make a landing roll, if player lands he or she may continue moving.
- quicksand, when a player attempts to leave the square roll a D6, the player looses this many MA. If a 6 is rolled the player is held in place and looses his or her action (e.g. Blitz) regardless of the player's remaining movement.
- Trap Costs
- mine, (40,000gp points each)
- pit, (20,000gp points each)
- staked pit, (30,000gp points each)
- trapdoor (40,000gp points each)
- trampoline trap (20,000gp points each)
- quicksand (10,000gp point each)
thoughts? improvements? suggestions?
I've tried to balance the cost and effectiveness of the trap types, but wonder if the quicksand is too cheap or too strong, I've kept it cheap because it is the only type that can't hurt a player.