Kicking Rules tactics (dumping off to a Kicker and more)

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GalakStarscraper
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Post by GalakStarscraper »

Any player may attempt to kick the ball, but some teams now have a special Kicker player.

The Kicker position is very simple. Any team that has a passer can hire a Kicker INSTEAD of a passer. ANY player with access to Passing skill may be substitued with a player with access to Kicking skill instead.

If this player starts with the Pass skill, then they start with Kick skill instead. The Kicker will have the cost as the Passer.


Kicking The Football

Once per team turn, a player on the moving team is allowed to make a Kick action. The player is allowed to make a normal move, and after he has completed the move, he must kick the football.

NOTE: The player does not have to be holding the ball at the start of the action; he could use his Movement Allowance to run over and pick up a dropped ball and then kick it, for example.

The Kick

First, the coach must declare where the player is trying to kick the ball. To do this, the coach lines up the Throw-in Template over the player's head, with any one of the directional arrows aimed at a sideline or an End Zone.

NOTE: It is possible to aim the 3-4 arrow at a corner, with the 1-2 and 5-6 arrows each aimed at one of the edges of the board.

Next, the coach must make a roll to get the kick away. Look up the player's Agility on the normal Agility Table to find the score required to successfully kick the ball.

Kicking Modifiers
Kicking the ball: +0
Per opposing Tackle Zone on the player: -1

Roll a d6, and add or subtract any of the modifiers that apply to the die roll. A roll of 1 before modification always fails, and a roll of 6 before modification always succeeds.

If the final modified score equals or beats the required roll, the player has kicked the ball away without mishap. If the die roll is less than the required total, then the kick has been SHANKED, with the effects described below.

A player who has kicked the ball away must then roll a d6 for the direction of the kick, using the Throw-in Template. Result of 1-2 or 5-6 mean the kick has been shanked regardless of the previous Away roll UNLESS the kicker has the Kick skill. The ball will then travel a number of squares equal to the roll of one die plus the player's Agility score. A shanked kick will travel half this distance, rounded down (so a roll of 2 plus an Agility of 3 yields a 5, which is cut in half and rounded down to 2 squares).

If a kicked ball lands in a square occupied by a standing player, then that player may attempt to catch it. If it lands in a square that contains a prone player, or in an unoccupied square, then it will bounce.

If the kicked ball goes into the stands, it is immediately thrown back in by the eager spectators. The one exception to this is a ball that is kicked clear over the last seven squares in the opposing team's End Zone.

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o and X are the end zone.  To be a field goal the ball must go into the crowd by passing over an X square.
This is called a 'Field Goal,' and is worth 2 points for the team and 2 SPPs for the kicker. Please note that when using the kicking rules touchdowns are now worth 3 points for the team.

Blocked Kicks and Fumbles

When a player kicks the football, various things can go wrong. Usually the ball will go in the wrong direction, or fall short of the goal. These events are handled by the normal kicking rules.

Sometimes, however, the kicker may completely fumble the kick, dropping the ball in his own square, or an opposing player may block the ball before the kicker gets it away. Both of these events are handled by the rules below.

Blocked Kicks

One player on the opposing team may attempt to kick block a kicked ball. To be eligible to attempt a kick block, the player must be standing adjacent to the kicker, and must be in one of the squares targeted by the Throw-in Template used to determine the direction of the kick. The opposing coach must declare that one of his players will try a kick block before the kicker rolls to see if his kick is away.

IMPORTANT: Only one player can attempt a kick block, no matter how many are eligible.

Look up the player's Agility on the Agility Table to find the score required to successfully block the kick.

Kick Blocking Modifiers
Attempting a kick block: -1
Per opposing Tackle Zone on the player: -1

Roll a d6, and add or subtract any of the modifiers that apply to the die roll. A roll of 1 before modification always fails, and a roll of 6 before modification always succeeds.

If the final modified score is less than the required total, then the player fails to block the kick, and the kick can carry on as normal. If the die roll equals or beats the required roll, however, then the player succeeds in blocking the kick. A blocked kick will bounce once from the kick blocker's square. A blocked kick counts as a turnover for the kicking team ... but then again the kicking sequence is also a turnover so no matter what once you kick that's it for the turn. A blocked kick awards 2 SPPs to the player successfully blocking the kick.

Fumbles

Sometimes a player attempting to kick the ball will drop it in his own square. This is more likely if the player has any opposing players breathing down his neck!

To represent this, if the die roll to get a kick away is 1 or less before or after modification, then the kicker has fumbled and dropped the ball. The ball will scatter once from the kicker's square.

A fumble counts as a Turnover, and the moving team's turn ends immediately. (again no matter what the result of the kick once you start the action its ends your turn).

Turnovers

A Kick action always results in a Turnover, no matter what the result of the kick itself. The Turnover does not take place until the player has completed the Kick action and the ball has finally come to rest.

When using the kicking rules, a new skill category is created in addition to General, Agility, Strength, Passing, and Physical. This category is the Kicking skill category. Skills in this category are:

Dirty Kick (Kicking Skill)
The player is skilled at kicking his opponent right where it hurts in a swift and devastating attack, and may use this skill instead of making a block. This attack is a great equalizer, so ignore the Strength values of the players involved, or any assists, and roll one blocking die, consulting the table below.

Dirty Kick Table
Symbol Result
[Skull] Whoops! Place the kicker prone, but do not make an armor roll for him.
[Block] Hey! The defender sees the attacker coming and fends him off. Leave both players where they stand; the kick has no effect.
[Arrow] Oh, no you don't! The defender sees the attacker coming and backs away before he can be injured. Treat this as a pushback result on the Blocking Dice, but the defending coach chooses the target square.
[Dodge] Ouch! The attacker kicks the defender, hard! Place the defender face-up in his square, but do not make an armor roll for him.
[Pow] OOMPH! The defender knows how it feels to be a eunuch! Place him face-down in his square.

Hook Kick (Kicking Skill)
The player is skilled at 'hooking' the ball when he kicks it. Once the ball is in flight, the player may re-roll for direction after the ball has traveled at least three squares. Re-align the Throw-in Template over the ball, lining up one of the throw-in arrows with the original flight direction.

Kick (Kicking Skill)
The player may re-roll the dice if he fumbles or shanks a roll to kick the ball away. Also, the rule about automatically shanking the ball on a roll of 1-2 or 5-6 on the direction roll does not apply to a player with this skill.
In addition, a player with this skill may use it during a kick-off. In order to use this skill, he must be set up on the field when his team kicks off. The player may not be set up in either Wide Zone, nor may he be set up on the Line of Scrimmage. If the player meets these conditions, then he is allowed to take the kick-off. Because his kick is so accurate, he is allowed to halve the number of squares the ball will scatter on kick-off, rounding down any fractions (i.e., 1 = 0, 2-3 = 1, 4-5 = 2, and 6 = 3).

Pooch Kick (Kicking Skill)
The player is skilled at kicking the ball 'just right.' When the player kicks the ball, treat the distance roll as a range. The player may choose to drop the ball into play at any point along the flight path.

Strong Leg (Kicking Trait)
The player has a rocket of a leg! Add +2 to any distance rolls for this player when he kicks the football.

Also add an additional Physical Trait)
Extra Leg (Physical Trait)
The player may add +1 to any attempt to get the ball away when he kicks it.

Finally change the following other skills/conditions.:
Pass Block may be used if you can put a tackle zone on the kicker.
Foul Appearance gives a -1 to the Away roll.
Very Long Legs adds +1 to a Kick Block roll.
Nerves of Steel works on the Away roll of a kick.
Very Sunny weather gives a -1 penalty to the Away roll.


I think that's everything. I was waiting to here from Chet that it was okay to post the rules. I saw him say on the board that he would try to do so which means permission granted .... any questions please ask.

Galak

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Pedait
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Post by Pedait »

Thanks for this rule description. These rules seem to be very useful to eliminate those useless turns at the end of the half, and I'll probably be trying them soon.

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