Random Ball Rule Idea

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

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hissa-lives
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Random Ball Rule Idea

Post by hissa-lives »

Hi All,
Help run a league locally and we do silly events for rounds every so often. We want people to enjoy this and have fun with any additions we make. We've come up with this plan for the next one and wondered what you all think to it. I know some ideas are slightly out there and a bit op but that's the general idea!

The Ballboys have been bribed to replace the standard ball with one of 6 varients. On each kickoff roll D6 to see which ball you will be using.

1. Rubber Balls. The ball has been tampered with and swells massively in the players hands soon dragging itself down to the floor. The player may sit on the ball can gain the leap and very long legs skills. However in order to leap he must roll 3+ on d6 to leap and a 3+ to land, otherwise the player loses control of his over inflated sack and is tossed off a random direction 1d6 squares, If the player lands on another player, then roll armour and thrown player scatters again. The giant ball then deflates and scatters 1d6 from the square that the player was in when he failed the roll.
2. Balls of Lead. The ball has been replaced and is so heavy that players must use their ST stat instead of AG to pick up, catch etc. if a player fails a catch he must make an armour roll to avoid injury. Heavy balls may only be thrown up to short pass range. Any movement is affected by the weight of the ball and MA must be adjusted with -2 modifier.
3. Infected Ball. The ball has been infected by a Nurgle Ball Boy and as such is smelly slimy and unpleasant to handle. Players must pass a foul appearance roll before being able to attempt to pick up or catch the ball. If a player is holding it they gain the foul appearance skill. If the player is blocked with a push result, roll d6 and on a 1 they lose their grip on the slimy mess and it scatters from their grasp.
4. Great Balls of Fire. In an effort to overcome their races short fallings sneaky Dwarven engineers have managed to conceal a jet propulsion engine into a ball. The player holding this ball may try to activate the engine. Roll a d6. On a 1 or 2 -BOOOOM Something has gone very wrong the ball explodes. Treat the explosion as if a Wizards fireball has hit the ball carriers square. On a 3-5 the rocket power gets triggered and you are propelled forwards, use the throw in template in the direction you are facing and roll a d6 to find direction, then 2d6 for distance. Move the player that many squares, any player in the way gets hit roll 2bd and use standard blocking rules to find outcome. This movement ignores tackle zones due to the power of the rocket. If the player is propelled off the pitch roll for the crowd injury as normal. If the player passes through the end zone, it is still a touchdown but still carries on off the pitch and roll for injury. On a 6 Whhhhhheeeeeee the player is propelled 3d6 in random forward direction as above, with the result that at the end of the movement the ball explodes. To try to avoid the explosion roll an unmodified AG roll at a chosen point on that balls path. Treat the explosion as above, once the ball explodes a new one is thrown on the pitch from the nearest sideline to the square it exploded in.
5. Spiked Ball. Sadistic Snotlings have hammered nails into the ball. A failed catch or pickup results in being stabbed make an armour roll and suffer any injuries. The ball may be thrown at an opponent as a weapon. +1 to Armour roll at quick pass, 0 at short and longer.
6.Squig Ball. The local Squig herders have very kindly lent the stadium owner a baby Squig to take care of the vermin problem. Unfortunately a careless kitman has left the chest containing the match ball unlocked and the Squig has eaten the ball and been picked up by mistake. If the Squig ball is on the pitch at the start of a turn scatter it 4 times. If it hits a square with a player in that player is bitten (stabbed). If the ball is in hand at the end of every turn roll a d6. On a 1 result it bites the handler(stabbed). If the Squig goes into the crowd it is thrown back in but only 1d6 and then scatter 4 times.

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mzukerman
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Re: Random Ball Rule Idea

Post by mzukerman »

I love these, they're great! Word of caution though, some of these can not only disrupt the flow of the game, they can be real game makers - meaning that the game may depend on how these balls work. That may be a little too random for some players.

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hissa-lives
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Re: Random Ball Rule Idea

Post by hissa-lives »

Good point! Although that's kind of what we want to create!
We've had extra mvp's and random cards that helped me personally get a win
So this is something extra to fit in with fun league and keep it fresh for new players

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