Milo's (very draft) Stadium House Rules

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Milo's (very draft) Stadium House Rules

Post by Milo »

Blood Bowl Stadium Rules

Note: Many of these rules require one team to be designated the “home” team, and one to be designated the “away” team. Ideally, these should be assigned such that every team has an equal number of home and away games, but if your league schedule does not allow for this, both coaches should roll a D6 with the higher result being the home team for the game. (As an optional rule, treat any ties as “neutral site” games where neither team’s stadium rules are applied.

Insert fluff here.

Every team has the possibility to customize their stadium to bring some local flavor. There are four categories of customization: Pitch Surface, Quirky Fans, Stadium “Improvements” and Racial Modifiers. Every team may choose ONE option from each of these categories. Some customizations have a cost associated with them, but many of them are free and are intended to just give teams a chance to distinguish themselves from others in the league. Teams can change their selections from these lists between any game, but if they do so, an additional 50k surcharge is added to cover the costs of renovation. This cost applies even if the option you are changing to would normally be free. For instance, you can attract Enthusiastic Fans to your team for free, but if you already have Peaceful Fans, it requires a certain investment to dissuade the Peaceful ones from attending.

Pitch Surfaces

Blood Bowl teams have a long tradition of customizing the surfaces of their pitch, as NAF regulations do not actually require the pitch to be made out of any specific materials, so long as they confirm to the necessary width and length. Any Pitch Surface change costs 50,000gcs, plus the surcharge to remove a previously customized pitch.

Astrogranite: +1 on all injury rolls caused by failed GFI attempts. 50,000gcs. Useful for fast teams who have less need for GFI. Only occurs on injury, so less impact to high AV teams.

Chaotic Astroturf: Both players draw an extra Random Event card at the start of the game. 50,000gcs. Flavorful. Could result in higher earnings for both teams.

Extra Grippy Astroturf: Once per game, each team can reroll a failed GFI. 50,000gcs. Useful for slow teams/teams without A skill access who have more need for GFI.

Flammable Astroturf: All rolls to see if a fireball affects a player have a +1 modifier. 50,000gcs. Useful against teams who cage up a lot.

Icy Astroturf: All attempts to GFI have a -1 penalty. 50,000gcs. Useful for slow teams/teams without A skill access who have more need for GFI.

Oiled Astroturf: Stand Firm does not work on this pitch. 50,000gcs. Useful against teams who cage up a lot. OTOH, if your opponent has no Stand Firm, really has no impact.

Shamrock Astroturf: Once per game, home team can reroll the scatter for the ball or a Thrown Team-mate. 50,000gcs. Extra useful for teams with TTM or generally useful for anyone.

Springy Astroturf: Standing up from a prone position only takes 2 points of MA. +1 on all attempts to intercept the ball. 50,000gcs. Useful for slow teams or agile teams. Treemen don't have to GFI to stand.

Sticky Astroturf: -1 on all attempts to Leap or intercept the ball. 50,000gcs. Useful against agile teams, especially Slann.

Wet Astroturf: Any roll to see if a lightning bolt affects a player can be rerolled once. 50,000gcs. Useful against faster ballcarriers.

Designer note: These changes all have a nominal cost, but that cost is low because most of these also affect both teams equally. While some options could be potentially more useful to the home team than the away team if they design their teams with the pitch surface in mind, that’s just part of the home field advantage.

Quirky Fans

Just as the pitches of the Old World vary from location to location, the types of fans each team attracts vary as well. With regards to fans, the 50,000gcs surcharge to change quirks is the cost of marketing to dissuade one type of fans from attending and bring in a new group.

Enthusiastic Fans: +1 to Cheering Fans rolls made by the home team. 0gcs. A baseline option of minimal value (Cheering Fans roll appears on 5/36 kickoff results, approx 14% of the time)

Fairweather Fans: Double the fan factor adjustment made for the home team (i.e. either +2 or -2) depending on the roll. 50,000gcs. Could be big boost for a team on a winning streak, or punish one on a losing streak. On the other hand, could just as easily result in catching up or returning to the pack if lucky/unlucky. Does reward the best coaches/teams.

Helpful Fans: Once per game, home team may reroll throw-in scatter and distance dice. 0gcs. Another baseline option of minimal value. Can only be used once, but many games do not result in throw-ins at all. On the other hand, could really save your bacon.

Loyal Fans: Apply a +2 modifier when rolling for Fan Factor change after a loss by the home team. (Third Ed. Rule: do not apply a -1 modifier for losing the game.) 50,000gcs. Convenient for teams that are struggling. Of little to no value to the best coaches. Effectively establishes a minimum FF of 4 for losing teams as 2D6+2 can never roll lower than 4. (Of course, they have to get to 4 first.)

Peaceful Fans: -1 on all injury rolls made by fans when a player is pushed into the crowd. 0gcs. Helps against teams with Frenzy like Dark Elves and Dwarves. Affects both teams though, so impact is minimal.

Rich Fans: (Home team only) +1 to winnings roll for home team. 100,000gcs. Nice bonus for home team but note that it takes 10 games to break even.

Rowdy Fans: +1 on all injury rolls made by fans when a player is pushed into the crowd. 0gcs. Helps teams who have Frenzy, like Dark Elves and Dwarves. Affects both teams, so impact is minimal.

Designer note: Unlike the pitch surfaces, which all cost the same, some of these types of fans are better than others, hence the varying cost. A team can start off with a particular type of fan immediately upon creation, but if they do, they face the additional cost to change fan quirks in the future. The 50k change fee works to make sure a team does not switch options just to deal with their next opponent. It’s possible – and in the fluff of Blood Bowl there are lots of instances of this – but not cheap so probably will not be common.

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Re: Milo's (very draft) Stadium House Rules

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Stadium “Improvements”

Teams with lots of spare money can make some significant changes to their stadium, but not cheaply.

Blind Spots: Fouling players are only caught by the ref on a double result on the armor roll, not the injury roll. 100,000gcs. Can be nasty combined with Sneaky Git, meaning you would only be caught by the ref on a successful doubles armor roll; hence, high cost. Benefit applies to both players, though.

Fancy Announcer's Booth: Home team can roll an additional time for MVP and can choose which of the rolled results the MVP should be assigned to. Reroll any results which select deceased players. (Regardless of how many MVP awards the home team receives, they receive only one additional roll.) 50,000gcs. Improves (slightly) the chance of getting MVPs where you want them to go. Over the course of the season, though, that could be valuable.

Halftime Concert Stage: +2 to winnings rolls for both teams. 100,000gcs. Helps both teams equally, making this stadium a popular place to play. Takes 5 games to break even.

Improved Infirmary: Once per game, the home team can reduce one "Badly Hurt" casualty to KO; SPPs still apply. 100,000gcs. Helps a team keep an extra player on the field so advantage to teams more likely to suffer casualties, but not cheap.

Lavish Dugouts: Players from both teams have a -1 modifier to all rolls to return from KO. 100,000gcs. Dugouts are so nice, no one wants to leave! Benefit to higher AV teams, so significant cost.

Lowered Ceiling: Reroll any "High Kick" kickoff results. Hail Mary Pass cannot be used in this stadium. Long Bomb passes may not be attempted. 50,000gcs. Mostly flavorful. Removing LB passes helps slightly against Elves. Might be worth less than 50k.

Luxury Suites: +1 to winnings roll for home team. 50,000gcs. Boost to home team only but still takes 5 games to break even. It is an advantage in the long term but also means no other option can be taken.

Referee Rest Area: Both teams receive an extra Bribe for the referee at the start of the game. 50,000gcs. Definite bonus to Secret Weapon teams like Goblins and Dwarves, but does apply to both teams. Might be worth more than 50k, since a single Bribe costs that much and this has the potential to grant one every game.

Retractable Ceiling: When rolling weather at the start of the game, the coach of the home team may choose to add or subtract one from the result to a minimum of 2 or a maximum of 12. 50,000gcs. In combination with some of the Racial Modifiers, this can be potent, allowing a coach to increase the chance of extreme weather conditions.

Security Gate: The home team may decide to reroll the first Riot or Pitch Invasion kickoff result. 50,000gcs. Flavorful, could be an advantage for teams without a FAME modifier. Might be worth less than 50k.

Walled Stadium: Players cannot be pushed off the pitch into the crowd. Treat any player adjacent to the sidelines as if they had Stand Firm for any pushback a that would result in them going into the crowd. 100,000gcs. The ultimate defense against Frenzy teams. Affects both teams equally, though, so both have the potential to benefit from it. Effectively widens field as sideline squares are no longer deathtraps. Possible conflicts with Oiled Astroturf.

Wizard's Podium: The home team may add +1 to any roll their Wizard makes. 100,000gcs. This could be really powerful in combination with the Flammable Pitch option -- fireballs hit on a 2+. Essentially makes the LB an auto-hit. Too powerful? Of course, useless unless the team also spends 150k on a Wizard, so this is a costly combination.

Designer note: The Stadium “Improvements” are where teams get into really changing the game to get a home field advantage. These tend to be more costly, and by allowing only one option from this list, it means that any team opting for one is also denying themselves other options. There are some very potent combos, though:

Flammable Pitch & Wizard’s Podium: This combo essentially lets a team upgrade their wizard’s fireball to the same chance of success as a Lightning Bolt.

Rich Fans and Luxury Suites: an extra 20k gold per game, a High Elf favorite. Or spread the wealth with a bigger pot and get the Halftime Concert Stage.

Retractable Ceiling, Icy Pitch and Arctic Locale (see below): 1/3 chance of a Blizzard, which results in failed GFI half the time and no use of Sure Feet unless you’re Norse. Of course, most Norse don’t have Sure Feet and suffer all of the same disadvantages, but they could build their team to take a small advantage from it. And it definitely handicaps teams who might try to score in one turn.

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Re: Milo's (very draft) Stadium House Rules

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Racial Modifiers

Not every race that plays Blood Bowl plays it the same, and that’s true of the stadiums and pitches they build. These modifications are free to teams (though still cost 50k to change to a different one), and are only available to certain races of teams.

Alchemist's Office: Home coach can add +1 to the winnings roll. (Dwarf) Replaces the old Alchemist rules. Nice bonus. Potential to get +4 on winnings from Rich Fans, Half-Time Concert Stage and Alchemist's Office. Too strong?

Anti-Magic Runes: Wizards have a -1 modifier on all rolls. (Dwarf, Chaos Dwarf) Helpful for the ultimate cage teams.

Arctic Locale: All extreme weather rolls are treated as Blizzard instead. In Blizzard weather, only Norse players can use the Sure Feet skill. (Human, Norse) Grants a bonus to Norse teams, albeit a limited one since only Norse Catchers have access to Sure Feet. Mostly for flavor although admittedly a Norse team could take some actions to make themselves less vulnerable to Blizzard.

Big Moot Sandwich Stands: Players on the home team can reroll any failed Dauntless rolls. (Human, Halfling) Very handy for Halflings but could also help some Humans.

Crowdsurfing Fans: The home coach can choose to throw any player that is pushed into the crowd back onto the pitch, as though thrown by an AG2 player from the square the player was pushed into the crowd from. The home coach controls where the thrown player is aimed. If a player is thrown back, this happens BEFORE any injury occurs. (Ogre) I'm not sure how often an Ogre team will push someone out of the crowd, but it does allow them to potentially return a player to the pitch OR use an opposing player as a projectile.

Dead Man's Party: Living (not Necromantic, Khemri, Vampire, or Undead) teams have a FAME of 0 for working out Cheering Fans kickoff results. Undead teams have a minimum of +1 on all Cheering Fans rolls. (Necromantic, Khemri, Vampire, Undead) Helps Undead teams who lose the FAME roll but only on 5/36 kickoff results, and all of whom have other options as well. Ultimately no benefit for an Undead team who wins the FAME roll anyways.

Desert Locale: Add +1 to all weather rolls. Treat any Pouring Rain results as Very Sunny. Any player with the Stakes skill gains the skill Secret Weapon for the game. (Human, Khemri) Mostly flavorful, but does protect the low AG Khemri teams from two weather results which can be absolutely disastrous for them. As only Zara has Stakes, the secondary effect is minimal at best, but it makes sense that Khemri refs would be on the lookout for them. (Could be expanded to all Stab players.)

Domed Stadium: All weather rolls result in Perfect Blood Bowl weather. (High Elf, Human, Pro Elf) Baseline option. Provides slight benefit to these teams who are more likely to pass and catch the ball.

Dugout Blood Banks: A Vampire team can ignore the first failed Blood Lust roll in each half. (Vampire) Nice perk for Vampires but at best saves two Blood Lust rolls, and the first one of each half is the most likely to have Thralls around anyways.

Eye In The Sky: The ref cannot be Bribed. Reroll any "Get the Ref" kickoff rolls. Dirty Trick special play cards cannot be used. (High Elf, Human) Great against any "cheater" teams, which the High Elves definitely aren't. (Some human teams also have some fluff about not cheating too -- but not all of them.) Since Ref can't be bribed anyways, the Get the Ref reroll just avoids having a pointless result.

Graveyard Locale: The home coach can always raise a zombie from the dead after a home game, regardless of whether or not they killed an opposing player. (Necromantic, Undead) On the plus side, free zombies! On the minus side, they're still just zombies. Undead and Necromantic teams don't usually have problems getting them anyways.

Healing Pools: Casualty results of 41-44 are considered Badly Hurt instead. (Dark Elf, High Elf, Human, Pro Elf, Wood Elf) Definitely could help provide more bodies for games over the course of a full season, but only affects 8% of all casualties caused -- and still results in the player being out for THIS game. Can combo with Improved Infirmaries? I don't see why not.

Hot Squig Stands: All Trolls lose the "Always Hungry" and "Loner" skills for this game. (Goblin, Orc, Underworld) Always Hungry only impacts 16% of Thrown Teammate and only results in a dead player about 3% of the time, so this doesn't have a huge impact. However, removing Loner does make Trolls more effective across the board. But that still does require a team re-roll to be available in the first place, and at 60k, Goblin teams don't usually have many.

Hungry Troll Fans: Make an Always Hungry roll for any player pushed into the crowd as though someone had used Throw Teammate on them. Any player that squirms away is injured by the crowd normally. (Chaos Pact, Goblin, Underworld) This is fun, but frankly, the chance of Always Hungry killing a player is only 3%. But hey, 3% auto-kill chance!

Indented Pitch: Bouncing or dropped balls use the sideline template, aimed towards the center line of the pitch instead of the standard scatter template (I.e. The ball will always bounce towards the center line.). if the ball bounces from a square on the center line, use the normal scatter template. This does not apply to scatters from inaccurate passes or kickoffs (until the bounce.) (Dwarf, Skaven) Knowing the ball will always bounce towards the center helps out teams who can plan for it and tend to run up the middle anyways. This is more of a boost for Dwarves than Skaven.

Industrial Zone: Due to smoke from the metal foundries, all players in the wide zones are considered to be affected by at least one player with Disturbing Presence. This does not stack with players who actually have Disturbing Presence. (Chaos Dwarf) Like the Indented Pitch, this makes the wide zones less appealing, favoring a straight cage run up the center, which Chaos Dwarves excel at. Potentially apply to end zones as well?

Jungle Locale: A weather roll of Blizzard is treated as Sweltering Heat instead. At every kickoff, the home coach may select one player who suffered from Sweltering Heat and put them back on the field. (Amazons, Human, Lizardmen) Sweltering Heat instead of Blizzard is mostly a flavor change, but saving a player from Sweltering Heat is really useful. Sweltering Heat will still only come up in 1/18 weather rolls so a whole season could potentially go by without this benefit being seen.

Nurgle's Touch: Nurgle teams may reroll any failed Niggling Injury rolls; non-Nurgle teams must reroll any successful Niggling Injury rolls. Once per game, a Nurgle coach can reroll an injury roll or force his opponent to do so. (Nurgle) Most players with Niggling Injuries get retired right away, but Nurgle teams do get more of them than normal by virtue of their Decay -- this could make them more likely to stay. The one reroll of the injury roll is a nice bonus either to cause one or avoid one. Only once per game, though, and may result in a roll even worse.

Pumped By The Home Crowd: The home coach can reroll the first two failed Animosity rolls. (Underworld) Potentially could be changed to ONE failed Animosity roll per game, but let the coach choose when. Or, alternately, allow an Underworld team to reroll any failed Animosity rolls when they are tied or winning. Will somewhat increase cooperation between the races.

Rainforest Locale: Any weather result of Blizzard is considered to be Pouring Rain. In Sweltering Heat, all Saurus players are considered to have the Sprint skill. (Amazons, Human, Lizardmen) Blizzard change is for flavor only, really. Getting Sprint on Saurii is nice but it does come with increased risk and Saurii generally don't need it anyways. Most Amazons and Humans would not choose this stadium.

Secret Dugout Exit: Once per game, the home team may sneak a twelfth player on the field as long as the player has Stunty or Titchy. This player must set up at the kickoff in one of the two end zones. This player will be ejected by the ref at the end of the drive. This can be used twice per game by Titchy players. (Goblin, Orc, Ogre, Underworld) Institutionalized cheating! Only happens on one drive and only on one of the more marginally effective players anyways. Does give Orc teams more reason to put Goblins on their roster. Player is ejected automatically after the drive (unless a Bribe is used, so combos with Referee Rest Area) as a balancing factor. Could easily result in a team being a player up for one drive but a player down for future drives.

Slanted Pitch: Bouncing or dropped balls use the sideline template, aimed towards the end zone of the home team instead of the standard scatter template (I.e. The ball will always bounce in the direction the home team needs to travel in to score.) This does not apply to scatters from inaccurate passes or kickoffs (until the bounce.) (Dwarf, Skaven) Direct reference to fluff from 2nd Ed where a Skaven pitch had a decided slant. But this impact is relatively minor. It can be used to improve odds of catching a ball, but both teams get that option -- only slightly favors home team because that's the direction they want to move anyways.

Slow Motion Replay: Once per game, one player on the home team may use one of the following skills: Hail Mary Pass, Diving Catch, Safe Throw, Pass Block or Kick-off Return. (Human, Pro Elf) A nice perk, and allows us to see a few of those rarely-used skills in action. Minimal impact, though -- if those skills were super useful, they wouldn't be rarely-used to start with.

Touch of Chaos: Once per game, the home coach can use two rerolls (skill or Team Reroll) on a single die roll, or two Team Rerolls in a single turn. (Chaos, Chaos Pact) As usual, Chaos warping the laws of reality to allow multiple rerolls. Nice, flavorful perk -- but Chaos teams are less likely to have those skill and team rerolls to start with.

Trampoline Traps: Once per game, the home coach may reroll a failed Leap attempt. (Skaven, Slann, Wood Elf) Okay, this is nice for Slann, who use their team re-rolls almost exclusively for Leaps anyways. Wood Elves and Skaven could benefit from it, but much less. But one reroll per game could be valued at the cost of a team re-roll, divided in half because can only be used once per game instead of per half, divided by only being useful in half of your games (home games), so roughly 50k/4 = 12500gp. In those terms, not huge -- and inflexible because a TR could be used for anything.

Underground Dome: All weather rolls result in Perfect Blood Bowl weather. As a result of poisoned blades, Apothecaries cannot be used against any injuries inflicted by Stab attacks. (Dark Elf, Skaven, Underworld) The primary effect is fluffy, but could potentially be gamed by a team's skill selection a little. The secondary effect is more potent and could be too much. Another possibility is that apothecary rolls used against injuries inflicted by Stab attacks cannot reduce the effect below Badly Hurt, so there's no chance to keep a player on the field with one. But, most players don't have more than one apothecary, so either effect will only happen once a game in practical terms.

Warpstone Dugouts: On a star player roll of 5 (3?) after a game here, any player eligible to take a Mutation on a doubles roll MUST take a Mutation as their skill. (They may not choose to select a normal skill instead.) (Chaos, Chaos Dwarf, Chaos Pact, Nurgle, Skaven, Underworld) So, this is available to basically everyone who has M access, but from a practical standpoint, only Chaos and Skaven get full benefit, Chaos Dwarf and Chaos Pact to a lesser extent. (Nurgle and Underworld get no benefit since they can take mutations all the time anyways -- this would just FORCE them to take one on a roll of 3.) And a star player roll of 3 only occurs 1/18 rolls (6%). Could alternately be changed to a star player roll of 5, but that increases the chances to 5/36 (14%).

Woodsy Locale: Once per game, the home coach can ignore the first failed Take Root roll. Treat any "Sweltering Heat" or "Blizzard" weather results as "Very Sunny" and "Pouring Rain" respectively. (Halfling, Wood Elf) A nice temperate climate removes the worst extreme weather and gives a nice perk to one treeman per game. Slightly more valuable to Wood Elves since their treemen have Loner and can't use a TR to reroll Take Root anyways (and are less likely to have TR.)

Designer note: Most of these are predominately fluff based with minimal extra impact. Some of them benefit certain play strategies (caging, running, passing) and could synergize with team builds but not overwhelmingly so. Some of them result in a narrowly focused re-roll or two during the course of a game. Every team should probably start with one of these. Most races have at least two options, although some of these are no-brainers (such as Nurgle’s Touch).

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Re: Milo's (very draft) Stadium House Rules

Post by Milo »

Please note that these are my first draft of the rules. I am happy to receive constructive feedback, especially if you think there are combinations which are too powerful or too worthless. I'm even willing to listen to new suggestions for these lists. But please note that I'm looking to minimize actual new RULES as much as possible. I've seen versions of these rules where the pitch dimensions are changed, or there are obstructions on the field which require a ton of special case rules -- I'm trying to avoid those as much as possible.

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Re: Milo's (very draft) Stadium House Rules

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Anyone? Bueller?

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Re: Milo's (very draft) Stadium House Rules

Post by Leipziger »

Some nice ideas in there, Milo. I'll take a closer look over the weekend :)

I found some ideas that we used at the first Stunty Slam (I think they were from an old BB mag?):

Desolated Wastelands – Weather Table

Roll 2D6

2 – Earth Tremor – The ground is constantly shaking. At the end of every turn, roll a D6 for each player from the moving team. On a roll of 1, that player loses their balance and falls over. No armour roll is made – players are simply placed prone.

3 – Strong Winds – Immediately roll randomly on the scatter template to determine wind direction. The result is the direction of the strong wind. All kick-offs and inaccurate passes will scatter an additional D6 squares in this direction before normal scatter rolls are made.

4-10 – Nice – Perfect blood bowl weather.

11 – Pouring Rain – A persistent downpour is making the ball slippery and difficult to hold. This causes a –1 modifier on all attempts to handle the ball, including picking up the ball and all catch rolls.

12- Lava Bombs – A local volcanic explosion is raining lava lumps down on the game. Treat all players as if they are boneheaded – representing the need to constantly look skyward to prevent being brained by flying lumps of debris.

Graveyard – Weather Table

Roll 2D6

2 – Baying Mob – A baying mob has shown up fed up with yet another maiden disappearance. Select one team and one random member of that team. The chosen player is lynched and will not take any further part in the game – although they will return for the next match once the mistaken identity is resolved. Re-roll further incidences of ‘Baying Mob’

3-4 – Fog – A real pea-souper has descended on the game! Sprinting is not possible – so GFIs are prohibited and MA is restricted to 6 squares. Only quick or short passes may be attempted and the referee will not be able to spot any fouls.

5-9 – Nice – Perfect blood bowl weather.

10-11 – Pouring Rain – A persistent downpour is making the ball slippery and difficult to hold. This causes a –1 modifier on all attempts to handle the ball, including picking up the ball and all catch rolls.

12- Lightning – The air is lit up by regular lightning strikes… When the moving team ends its turn during a lightning storm, roll a D6. If the result is a 1, a player from that team, randomly selected, has been struck by lightning. Place prone and roll for armour and injury as I hit by Mighty Blow

Desert – Weather Table

Roll 2D6

2-4 – Sweltering Heat – It is so hot that some players collapse from heat exhaustion. Roll a D6 for each player on the pitch after a TD is scored or a half ends. On a roll of 1, the player collapses. Place him in the reserve box in the dugout. He may not take part in the next kick-off, but will available for the drive after that.

5-7 – Very Sunny – A glorious day, but the blinding sunshine causes a –1 modifier on all attempts at pass actions.

8-10 – Nice – Perfect blood bowl weather.

11 – Strong Winds – Immediately roll randomly on the scatter template to determine wind direction. The result is the direction of the strong wind. All kick-offs and inaccurate passes will scatter an additional D6 squares in this direction before normal scatter rolls are made.

12 – Sand Storm – The shifting sands have been stirred up into a violent sand storm and visibility is severely affected. No passes may be attempted and GFIs are prohibited. Furthermore, the referee has taken sanctuary from the storm and will not send anyone off.

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Re: Milo's (very draft) Stadium House Rules

Post by charlesanakin »

Several years ago I was introduced to Blood Bowl by a good friend. I played in a highly narrative densely house ruled JUMBBL league. I'm thrilled with the direction of fun and fluff that the new Blood Bowl is taking currently. Here are the rules we used for stadiums:
Weather marked with an * indicates that the weather is re-rolled at the start of the next drive even if a seven is not rolled on the Kickoff chart.
WEATHER TABLES and EFFECTS

2d6 Arctic
2-3 Ice Storm
4-5 Blizzard
6-10 Nice
11-12 Strong Wind

2d6 Coastal
2 Gale Force Winds*
3-4 Strong Winds
5-9 Nice
10 Pouring Rain
11 Torrential Rain
12 Blizzard

2d6 Desert
2-3 Arid Heat
4-6 Very Sunny
7-9 Nice
10-11 Strong Winds
12 Gale Force Winds

2d6 Jungle
2-3 Sweltering Heat
4-5 Very Sunny
6-10 Nice
11 Pouring Rain
12 Torrential Rain

2d6 Mountainous
2 Gale Force Winds*
3 Strong Winds
4 Very Sunny
5-10 Nice
11 Blizzard
12 Ice Storm

2d6 Temperate
2 Sweltering Heat
3 Very Sunny
4-10 Nice
11 Pouring Rain
12 Blizzard

2d6 Underground
2 Earthquake!*
3 Earth Tremor *
4-10 Nice
11 Fungal Bloom*
12 Earth Tremor*

More weather tables can be found later in rules.

Arid Heat: It is extremely hot and dry, and some players are suffering from heat exhaustion and dehydration. After a touchdown is scored, or when the half ends, roll a D6 for each player on the field. On a roll of a 1 that player needs special attention on the sidelines. Place him in the KO box. Treat him as if he had been knocked out in the last drive.

Blizzard: It is cold and snowing! The ice on the field means that any player attempting to Go For It is at a –1 on their die roll, while the snow means that only Quick Passes or Short Passes may be attempted.

Earthquake!: The weather is nice, but an Earthquake rocks the field after both teams have set up. Falling rocks, debris, screams of horror, all assault the players. Roll a D6 for every Player on the pitch; 1: Make an injury roll for the player, 2: Knock player over and make an armor check, 3-4: Place player prone, do not check armor, 5–6: No effect on this player.

Earth Tremor: The weather is Nice, but a short Earth Tremor shakes the ground. At the start of this drive, after both teams have set up, roll a d6 for each player. On a roll of 1, that player losses their balance and falls over. No armor roll is made, the player simple starts play prone.

Fungal Bloom: A toxic fungus has bloomed and is causing severe allergic reactions. After a touchdown is scored, or when the half ends, roll a d6 for each player that had been on the field. On a roll of 1 that player needs special attention on the sidelines. Roll another D6; 1: SI: Miss next game, 2: BH, 3-6 KO) box.

Gale Force Winds: All Kick-Offs are automatically touchbacks. No Passes may be attempted and teammates may not be thrown.

Ice Storm: It is extremely cold and raining ice! The ice on the field means that any player attempting to Go For It is at a –2 on their die roll, while the ice and snow means that only Quick Passes may be attempted.

Nice: Perfect Blood Bowl

Pouring Rain: A persistent downpour is making the ball slippery and difficult to hold. This causes a -1 modifier on all attempts to handle the ball, including Picking Up the ball and all Catch rolls.

Strong Winds: Immediately roll randomly on the Scatter template to determine wind direction. The results is the direction of the Strong Wind. All Kick-Offs and Inaccurate Passes will travel an additional d6 squares in this direction when determining scatter. Inaccurately thrown teammates scatter an additional d3 squares in this direction.

Sweltering Heat: It is so hot and humid that some players collapse from heat exhaustion. Roll a D6 after a touchdown is scored, or when the half ends. On a roll of 1, the player collapses. Place him in the reserve box in the Dugout. He may not take part in the next kick-off.

Torrential Rain: A torrential downpour is making the ball slippery and difficult to hold. This causes a –1 modifier on all attempts to handle the ball, including Picking Up the ball and all Catch rolls. In addition, Long Bombs and hail Mary Passes may not be performed and the player’s MA is reduced by 2 due to the extremely muddy conditions caused by the downpour. (adjusted MA can never be below 1). This type of rainfall is notoriously quick; roll again on the weather table after this drive.

Very Sunny: A glorious day, but the blinding sunshine causes a –1 modifier on all attempts to Pass the ball.

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charlesanakin
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Re: Milo's (very draft) Stadium House Rules

Post by charlesanakin »

In addition we used these stadium options:

[ST 1.0] Each Stadium is subject to its regional weather patterns. Each Stadium is designated a weather type based on the origin of the team. Exhibition matches are assumed to be played in Temperate arenas with no other options, unless indicated by a special rule (e.g. Cyberzombie Exhibition games). Stadium Upgrade Table
Type Cost Effect + to TR

Ultra Dome 50,000 +1 Fan Factor
Ignore Weather & Opposing Team Re-Roll Requires: Arena. 2

Arena 30,000 +1 Fan Factor
Home Crowd Injuries (Home games only). 1

Extra Concession Stands 40,000 +1 to the Winnings Roll (Home team only). Requires: Arena. 0

Extra Terracing
(Cheap Seats) 30,000 +1 to the Winnings Roll (both teams). Opponent Crowd Injuries . 2

Special Half Time Show 20,000 The stadium has invested in a regular half time show full of rock and roll (Toad Troll and the Dwarven Screamers are a big hit) and cheerleaders.
For every Cheerleader on the Team roster an additional 1,000 people attend the game. 0

NiteLights 10,000 NiteLights allow for BloodBowl games to be played at night.
Roll a d6: 1-3 it is a night game and the following weather effects are ignored: Very Sunny, Sweltering Heat, Arid Heat. On a 4-6 it is a day game and follow standard weather rules. 1

Underground 30,000 Use Underground weather chart. Race Limited: Skaven, Dwarf, Chaos Dwarf, Gobbo. 0

Astrogranite 30,000 Introduced as a cheap alternative to real grass, Astrogranite has become popular with the fans due to the extra carnage on the field.
Balls bounce twice when it hits the pitch. +1 armor rolls on the pitch (not crowd effect or weapons). Not cumulative with MB. Mutually exclusive with Lush Turf. 1

Lush Turf 30,000 Lush turf tends to soften the damage that can occur on a BloodBowl pitch. Many Halfling teams have adopted excellent agricultural care of their fields.
-1 Injury roll on the pitch (except weapons, crowd effects) Mutually exclusive with Astrogranite 1

Good Facilities 20,000 Great facilities. Nice locker rooms, excellent training equipment, and good dugouts keep the focus of the teams on playing rather than complaining.
Both teams gain 1 re-Roll for this game. Requires: Arena 0

Special Effect ? This is a GM negotiated effect. Possible ideas include Jungle Trees, or hidden pits… ?

Extra Security 30,000 Extra security is provided to keep the fans in check.
The Riot, Pitch Invasion, and Get the Ref kick off results and the Fans on the Pitch special event can be re-rolled; second roll stands. 0

Corporate Sponsorship 20,000 Selling the rights to the Stadium name and primary advertising can lead to increased revenue for the team.
During home games, add 1 to the Winnings Roll. Change the name of the Stadium to reflect a corporate allegiance. Requires: Arena 0



[ST 1.3] Teams may upgrade stadiums if directed to do so by a Special Effect, Special Racial Table, or an End of Round Event. Teams that have no upgrades may purchase one either in their 3rd week of Closed League or after having played at least 3 games of Open League.

[ST 1.5] Money spent on Stadiums is not counted toward Team Rating, however FF+’s and the +TR column do.

[ST 2.0] Stadium upgrade effects:

Ignore Weather: Due to the super fancy dome, weather effects are completely ignored.

Opposing Team Re-Roll: Due to intimidation of a team that can afford such do dads, the opposing team loses a Team Re-Roll for the match unless they themselves own an Arena

Home Crowd Injuries: Whenever a home team player is pushed off the pitch, roll a d6. On a 1-3 they are injured as normal, else they are pushed back on the pitch. Place player prone in the square he was pushed out on, if blocking player followed up, he is pushed back to a square of his choice.

Opponent Crowd Injuries: Whenever an opponent player is pushed off the pitch roll a d6. On 1-3 they are injured as normal, else they are injured at +1. This +1 stacks with any other modifier, (i.e. stunty or Brass knuckle day).

Fan Factor Increases: One off permanent increases.

Some of our "special effects" included tombstones for undead teams which are added any time a player is killed (carry over from game to game) they add +1 armor rolls, fungus spores, Walled pitch, etc...
Dont even get me started on our special events :D

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wkdsoul
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Re: Milo's (very draft) Stadium House Rules

Post by wkdsoul »

Always wondered why weather is not effected by race for the stadium rules, why would the Norse/Khemri etc be effected in their own extreme conditions more than those travelling to that region. Prob means a bunch more rules to remember but if you're all in for the amount of side rules in DZ2.

The racial mods are excellent, just what i was thinking of.

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