the worlds edge superleague: all dwarf league...
Moderator: TFF Mods
- Lucien Swift
- Super Star
- Posts: 1047
- Joined: Thu Jan 01, 1970 12:00 am
- Location: Lustria
- Contact:
the worlds edge superleague: all dwarf league...
this was developed before 2k1, so some of the tidbits prolly need to be gone over to make it current, and i also never got far in the team-by-team fluff... regardless, it's a good foundation for something if it creases your jeans...
without further ado:
===================================================================
The Worlds Edge Superleague
In 2470, following years of disenchantment, several of the teams competing in the annual all-Dwarf ‘Stuntie’ Cup competition decided to leave the leagues they were competing in and form a league of their own. The Dwarf players of the era were increasingly disgusted with what they felt to be a disgraceful trend away from the fundamentals of the game as defined by the great Roze-El. The resulting Dwarfs-only Worlds Edge Superleague was to be a return to the halcyon days of smashmouth bloodbowl. Critics of the league questioned the Dwarfs’ real motives, pointing out that most teams in the new league still featured a passing game and theorized that the prideful Dwarfs were just tired of coming up short against other races.
The league was a huge success in its first few seasons, both in the Dwarf strongholds and throughout the Old World via Cabalvision broadcasts. The league grew very quickly, seeing some 48 teams in 4 divisions at its height. Unfortunately for the league, the new teams tended to be poorly-organized and the talent on the field was generally sub-professional. The novelty of the Superleague thus soon wore off outside of the mountains themselves.
Despite seeing their fortunes rise and fall over the years, the league continues to play on. The last decade has been very stable for the Worlds Edge Superleague, which has trimmed down to a dozen solid, stable, quality teams. In fact, many fans of the all-Dwarf game feel that this is in fact the golden age for the league, which maintains a staunch and fanatical following.
The Superleague season begins in the late fall and runs through the winter. The harshness of the mountain seasons are not a great concern to the league, as all games are played in the relative comfort of the Dwarven strongholds cut deep within the towering mountains. Teams play a fixed, 22-game schedule culminating in a complicated 4-team round-robin playoff for the much-coveted Bugman’s Dwarf Ale Trophy (though the season’s supply of XXXXX lager that comes with the championship is certainly a bit more motivating for the players than even the hundred pounds of gold in the trophy itself).
Playing the Superleague
Weather is of no concern to Superleague teams, who play their games underground. No weather rolls are used.
The Dwarf game is renowned for two things, the precision of their play execution and the lengths to which they will go to win the game. Every Superleague team draws one Dirty Trick card or one Pre-Match Preparation card in addition to any other cards allowed. A Superleague team may not normally draw magic Item special play cards unless that team has a Runesmith. Superleague teams may purchase a Runesmith, but it does not function as outlined in the DeathZone rules. Instead, the Runesmith grants his team the draw of a single Magic Item special play card before the match.
Almost as ubiquitous to the Dwarven game as the power rush is the use of cunning and dangerous weapons and devices to get an edge in the match. Despite this propensity, even in the Superleague this is against the rules of the game (though annually the highest number of Guildmaster fatalities during the rules-committee meetings come out of the debate over the legalities of these items). Superleague teams may include any number of secret weapons on their roster, though only linemen (or the equivalent) may be given a secret weapon.
Otherwise, Superleague Teams are built exactly as normal Bloodbowl league teams, using the following rosters unique to the Superleague. Superleague teams should not use the normal Dwarf team roster, nor should the Superleague rosters be used in a regular Bloodbowl league. The five varieties of Dwarf teams are as follows:
Running Teams
The essence of the Dwarven game, with plodding blockers leading the way for stout ballcarriers. These teams are a popular fixture of the league, though many non-dwarven fans find their style of play a bit dull.
Qty Type Cost MA ST AG AV Skills Cat.
0-12 Linedwarfs 50,000 4 3 2 9 tackle, Thick Skull G
0-6 Blockers 110,000 3 4 2 10 Block, Thick Skull G, S
0-4 Blitzers 100,000 5 3 3 9 Block, Thick Skull G, S
0-2 Runners 100,000 6 3 3 8 Sure Hands, Thick Skull G
Rerolls Cost: 40,000
Passing Teams
Despite the league’s claim that they were splitting off to focus on the traditional ground-pounding core of the game, there has always been a strong contingent of teams with an efficient passing game. Far from the elegant long-ball of the Elven game, the Dwarf passing game is in many ways, nothing more than starting a running game a few paces ahead of the line of scrimmage following a short pass over the middle.
Qty Type Cost MA ST AG AV Skills Cat.
0-12 Linedwarfs 50,000 4 3 2 9 tackle, Thick Skull G
0-2 Blitzers 100,000 5 3 3 9 Block, Thick Skull G, S
0-2 Throwers 70,000 5 3 3 8 Pass, Thick Skull G, P
0-4 Catchers 100,000 6 3 3 8 Catch, Thick Skull G, A
0-2 Blockers 110,000 3 4 2 10 Block, Thick Skull G, S
Rerolls Cost: 50,000
Balanced Teams
Many Dwarven teams attempt to capitalize on all aspects of the game, fielding the personnel of both a passing and a running team. While this philosophy would seem to be a natural success on paper, in practice, many of these teams fall prey to the typical failing of any jack-of-all-trades, the mastery of none.
Qty Type Cost MA ST AG AV Skills Cat.
0-12 Linedwarfs 50,000 4 3 2 9 tackle, Thick Skull G
0-2 Blitzers 100,000 5 3 3 9 Block, Thick Skull G, S
0-4 Blockers 110,000 3 4 2 10 Block, Thick Skull G, S
0-2 Throwers 70,000 5 3 3 8 Pass, Thick Skull G, P
0-2 Catchers 100,000 6 3 3 8 Catch, Thick Skull G, A
0-2 Runners 100,000 6 3 3 8 Sure Hands, Thick Skull G
Rerolls Cost: 60,000
Slayer Teams
The Dwarven Slayer Cults are an odd sort. Determined to go to their deaths to absolve themselves of some perceived or real slight to their honor, they often find their way to the pitch rather than the battlefield. It certainly can’t be argued that both give sufficient opportunity to go out gloriously.
Qty Type Cost MA ST AG AV Skills Cat.
0-12 Goblin Slayers 70,000 5 3 2 8 Block, Thick Skull G, S
0-4 Troll Slayers 90,000 5 3 2 8 Block, Frenzy, Thick Skull G, S
0-2 Dragon Slayers 110,000 5 3 2 8 Block, Frenzy, Dauntless, Thick Skull G, S
Rerolls Cost: 70,000
Chaos Dwarf Teams
The corrupt Dwarfs of the northern edge of the Dwarven realms may be tainted by evil, but they are still undeniably Dwarfs at heart, including their passion for Bloodbowl. The Chaos Dwarfs have been a strong presence in the Worlds Edge Superleague since the beginning, though they have had some rough points adapting to the restrictions of the league. The Tuskers almost quit in ’71 when the league Guildmasters decreed that slave races were no longer eligible to compete. And more recently, the entire Chaos Dwarf contingent sat out of the league for three seasons between ‘82 and ‘84 in protest when the league chose to briefly define Bull Centaurs as non-Dwarfs.
Qty Type Cost MA ST AG AV Skills Cat.
0-12 Linedwarfs 50,000 4 3 2 9 tackle, Thick Skull G
0-4 Blockers 110,000 3 4 2 10 Block, Thick Skull G, S
0-2 Blitzers 100,000 5 3 3 9 Block, Thick Skull G, S
0-2 Bull Centaurs 140,000 6 4 2 9 Sprint, Sure Feet, Thick Skull G, S
Rerolls Cost: 60,000
A Few of the Teams and Personalities of the Superleague
The Dwarf Anvils
Colors: Green & White
Owner: “Big” Sig Schlitter
Sponsor: Khazad-Duum Smiths Guild
The anvils are the most successful team in Superleague history, and a regular contender for the Bugman Trophy, though they have not won it in almost a decade. The Anvils defected from the NAF to help found the Superleague, and being a pro-quality franchise gave them a distinct edge in the first decades. The Anvils' dominant lineup of the 70's and 80's are the stuff of Bloodbowl legend-the shivering blocking of Harn Deepvein, the power rush of Gunther Triphammer, and the unforgettable fatality dance of Ziggy Moeller. The new faces in the green and white may not be as larger-than-life, but this rebuilding team cannot be ruled out to win it all next year, especially behind the iron will of team captain Helmut Helmsplitter and the gifted running of up-and-coming rookie phenom Duff Goldstien.
Player Cost MA ST AG AV Skills
Helmsplitter 160,000 5 4 3 9 Block, Thick Skull, Leader, Mighty Blow
Duff 160,000 7 3 3 8 Sure Hands, Thick Skull, Sure Feet, Dodge
The Black Death
Colors: Black
Owner: Tvushah Paddish
Sponsor: The Northern Slave Cartel
The Black Death's fans are probably more feared than their players. They are renowned for kidnapping and enslaving opposing fans from the stands, and their home stadium is bobby-trapped with countless pitfalls, trap doors, nets, and seats that drop into the cages below the stadium. Only the foolish travel to a game at ‘The Slavers’ and it’s not uncommon for the visiting players to go missing as well.
The 151
Colors: Red & Brown
Owner & Sponsor: Dwarven Miners Guild Local 151
Another founding member of the Superleague, The 151 are probably the most predictable team in Bloodbowl. These guys think a run off-tackle is a trick play and wear their commitment to never throw the ball as a badge of honor. Despite this chronically one-dimensional attack, The 151 is still a fairly successful team, even when you know the run up the middle is on its way, you still have to stop it (and these burly little Dwarves are very hard to stop).
The Slayers
Narghazzahd Tuskers
Scarcrag Scavengers
without further ado:
===================================================================
The Worlds Edge Superleague
In 2470, following years of disenchantment, several of the teams competing in the annual all-Dwarf ‘Stuntie’ Cup competition decided to leave the leagues they were competing in and form a league of their own. The Dwarf players of the era were increasingly disgusted with what they felt to be a disgraceful trend away from the fundamentals of the game as defined by the great Roze-El. The resulting Dwarfs-only Worlds Edge Superleague was to be a return to the halcyon days of smashmouth bloodbowl. Critics of the league questioned the Dwarfs’ real motives, pointing out that most teams in the new league still featured a passing game and theorized that the prideful Dwarfs were just tired of coming up short against other races.
The league was a huge success in its first few seasons, both in the Dwarf strongholds and throughout the Old World via Cabalvision broadcasts. The league grew very quickly, seeing some 48 teams in 4 divisions at its height. Unfortunately for the league, the new teams tended to be poorly-organized and the talent on the field was generally sub-professional. The novelty of the Superleague thus soon wore off outside of the mountains themselves.
Despite seeing their fortunes rise and fall over the years, the league continues to play on. The last decade has been very stable for the Worlds Edge Superleague, which has trimmed down to a dozen solid, stable, quality teams. In fact, many fans of the all-Dwarf game feel that this is in fact the golden age for the league, which maintains a staunch and fanatical following.
The Superleague season begins in the late fall and runs through the winter. The harshness of the mountain seasons are not a great concern to the league, as all games are played in the relative comfort of the Dwarven strongholds cut deep within the towering mountains. Teams play a fixed, 22-game schedule culminating in a complicated 4-team round-robin playoff for the much-coveted Bugman’s Dwarf Ale Trophy (though the season’s supply of XXXXX lager that comes with the championship is certainly a bit more motivating for the players than even the hundred pounds of gold in the trophy itself).
Playing the Superleague
Weather is of no concern to Superleague teams, who play their games underground. No weather rolls are used.
The Dwarf game is renowned for two things, the precision of their play execution and the lengths to which they will go to win the game. Every Superleague team draws one Dirty Trick card or one Pre-Match Preparation card in addition to any other cards allowed. A Superleague team may not normally draw magic Item special play cards unless that team has a Runesmith. Superleague teams may purchase a Runesmith, but it does not function as outlined in the DeathZone rules. Instead, the Runesmith grants his team the draw of a single Magic Item special play card before the match.
Almost as ubiquitous to the Dwarven game as the power rush is the use of cunning and dangerous weapons and devices to get an edge in the match. Despite this propensity, even in the Superleague this is against the rules of the game (though annually the highest number of Guildmaster fatalities during the rules-committee meetings come out of the debate over the legalities of these items). Superleague teams may include any number of secret weapons on their roster, though only linemen (or the equivalent) may be given a secret weapon.
Otherwise, Superleague Teams are built exactly as normal Bloodbowl league teams, using the following rosters unique to the Superleague. Superleague teams should not use the normal Dwarf team roster, nor should the Superleague rosters be used in a regular Bloodbowl league. The five varieties of Dwarf teams are as follows:
Running Teams
The essence of the Dwarven game, with plodding blockers leading the way for stout ballcarriers. These teams are a popular fixture of the league, though many non-dwarven fans find their style of play a bit dull.
Qty Type Cost MA ST AG AV Skills Cat.
0-12 Linedwarfs 50,000 4 3 2 9 tackle, Thick Skull G
0-6 Blockers 110,000 3 4 2 10 Block, Thick Skull G, S
0-4 Blitzers 100,000 5 3 3 9 Block, Thick Skull G, S
0-2 Runners 100,000 6 3 3 8 Sure Hands, Thick Skull G
Rerolls Cost: 40,000
Passing Teams
Despite the league’s claim that they were splitting off to focus on the traditional ground-pounding core of the game, there has always been a strong contingent of teams with an efficient passing game. Far from the elegant long-ball of the Elven game, the Dwarf passing game is in many ways, nothing more than starting a running game a few paces ahead of the line of scrimmage following a short pass over the middle.
Qty Type Cost MA ST AG AV Skills Cat.
0-12 Linedwarfs 50,000 4 3 2 9 tackle, Thick Skull G
0-2 Blitzers 100,000 5 3 3 9 Block, Thick Skull G, S
0-2 Throwers 70,000 5 3 3 8 Pass, Thick Skull G, P
0-4 Catchers 100,000 6 3 3 8 Catch, Thick Skull G, A
0-2 Blockers 110,000 3 4 2 10 Block, Thick Skull G, S
Rerolls Cost: 50,000
Balanced Teams
Many Dwarven teams attempt to capitalize on all aspects of the game, fielding the personnel of both a passing and a running team. While this philosophy would seem to be a natural success on paper, in practice, many of these teams fall prey to the typical failing of any jack-of-all-trades, the mastery of none.
Qty Type Cost MA ST AG AV Skills Cat.
0-12 Linedwarfs 50,000 4 3 2 9 tackle, Thick Skull G
0-2 Blitzers 100,000 5 3 3 9 Block, Thick Skull G, S
0-4 Blockers 110,000 3 4 2 10 Block, Thick Skull G, S
0-2 Throwers 70,000 5 3 3 8 Pass, Thick Skull G, P
0-2 Catchers 100,000 6 3 3 8 Catch, Thick Skull G, A
0-2 Runners 100,000 6 3 3 8 Sure Hands, Thick Skull G
Rerolls Cost: 60,000
Slayer Teams
The Dwarven Slayer Cults are an odd sort. Determined to go to their deaths to absolve themselves of some perceived or real slight to their honor, they often find their way to the pitch rather than the battlefield. It certainly can’t be argued that both give sufficient opportunity to go out gloriously.
Qty Type Cost MA ST AG AV Skills Cat.
0-12 Goblin Slayers 70,000 5 3 2 8 Block, Thick Skull G, S
0-4 Troll Slayers 90,000 5 3 2 8 Block, Frenzy, Thick Skull G, S
0-2 Dragon Slayers 110,000 5 3 2 8 Block, Frenzy, Dauntless, Thick Skull G, S
Rerolls Cost: 70,000
Chaos Dwarf Teams
The corrupt Dwarfs of the northern edge of the Dwarven realms may be tainted by evil, but they are still undeniably Dwarfs at heart, including their passion for Bloodbowl. The Chaos Dwarfs have been a strong presence in the Worlds Edge Superleague since the beginning, though they have had some rough points adapting to the restrictions of the league. The Tuskers almost quit in ’71 when the league Guildmasters decreed that slave races were no longer eligible to compete. And more recently, the entire Chaos Dwarf contingent sat out of the league for three seasons between ‘82 and ‘84 in protest when the league chose to briefly define Bull Centaurs as non-Dwarfs.
Qty Type Cost MA ST AG AV Skills Cat.
0-12 Linedwarfs 50,000 4 3 2 9 tackle, Thick Skull G
0-4 Blockers 110,000 3 4 2 10 Block, Thick Skull G, S
0-2 Blitzers 100,000 5 3 3 9 Block, Thick Skull G, S
0-2 Bull Centaurs 140,000 6 4 2 9 Sprint, Sure Feet, Thick Skull G, S
Rerolls Cost: 60,000
A Few of the Teams and Personalities of the Superleague
The Dwarf Anvils
Colors: Green & White
Owner: “Big” Sig Schlitter
Sponsor: Khazad-Duum Smiths Guild
The anvils are the most successful team in Superleague history, and a regular contender for the Bugman Trophy, though they have not won it in almost a decade. The Anvils defected from the NAF to help found the Superleague, and being a pro-quality franchise gave them a distinct edge in the first decades. The Anvils' dominant lineup of the 70's and 80's are the stuff of Bloodbowl legend-the shivering blocking of Harn Deepvein, the power rush of Gunther Triphammer, and the unforgettable fatality dance of Ziggy Moeller. The new faces in the green and white may not be as larger-than-life, but this rebuilding team cannot be ruled out to win it all next year, especially behind the iron will of team captain Helmut Helmsplitter and the gifted running of up-and-coming rookie phenom Duff Goldstien.
Player Cost MA ST AG AV Skills
Helmsplitter 160,000 5 4 3 9 Block, Thick Skull, Leader, Mighty Blow
Duff 160,000 7 3 3 8 Sure Hands, Thick Skull, Sure Feet, Dodge
The Black Death
Colors: Black
Owner: Tvushah Paddish
Sponsor: The Northern Slave Cartel
The Black Death's fans are probably more feared than their players. They are renowned for kidnapping and enslaving opposing fans from the stands, and their home stadium is bobby-trapped with countless pitfalls, trap doors, nets, and seats that drop into the cages below the stadium. Only the foolish travel to a game at ‘The Slavers’ and it’s not uncommon for the visiting players to go missing as well.
The 151
Colors: Red & Brown
Owner & Sponsor: Dwarven Miners Guild Local 151
Another founding member of the Superleague, The 151 are probably the most predictable team in Bloodbowl. These guys think a run off-tackle is a trick play and wear their commitment to never throw the ball as a badge of honor. Despite this chronically one-dimensional attack, The 151 is still a fairly successful team, even when you know the run up the middle is on its way, you still have to stop it (and these burly little Dwarves are very hard to stop).
The Slayers
Narghazzahd Tuskers
Scarcrag Scavengers
Reason: ''
- Lucien Swift
- Super Star
- Posts: 1047
- Joined: Thu Jan 01, 1970 12:00 am
- Location: Lustria
- Contact:
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- The Voice of Reason
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- GalakStarscraper
- Godfather of Blood Bowl
- Posts: 15882
- Joined: Tue Jun 26, 2001 12:00 am
- Location: Indiana, USA
- Contact:
Yeah Lucien's article on Dwarf Teams ... plus an article for a subterranean Random Event card set were all ready to go and then BB2k1 kinda killed the whole underground theme that several of us were working on together.
I really liked that subterranean card set too ... (along the lines of Jungle random events in the pre-BB2k1 Citadel Journal articles). If anyone would like to see the card list that was to go along with the Dwarf League for underground matches ... let me know, if anyone wants to see it I'll dig it up from my archives.
Galak
I really liked that subterranean card set too ... (along the lines of Jungle random events in the pre-BB2k1 Citadel Journal articles). If anyone would like to see the card list that was to go along with the Dwarf League for underground matches ... let me know, if anyone wants to see it I'll dig it up from my archives.
Galak
Reason: ''
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- Experienced
- Posts: 68
- Joined: Thu Jan 01, 1970 12:00 am
- Location: Lincoln, Nebraska
- Contact:
- GalakStarscraper
- Godfather of Blood Bowl
- Posts: 15882
- Joined: Tue Jun 26, 2001 12:00 am
- Location: Indiana, USA
- Contact:
Only took me 3 weeks to remember that someone had actually asked for the Dwarf/Underground Random Event list I had created on the same line as the Jungle one from the Citadel Journal for Lizardmen and Amazon matches.
Here is the card set ... also presented in D66 table format ... hope you get some chuckles from the ideas behind the set.
SUBTERRAN RANDOM EVENTS:
11-12) Throw a Rock 1
Play at any point during your turn. In caves, rocks are easy to come by and your fans are using that to your advantage. One random opponent on the pitch gets nailed by a rock and must make an immediate injury roll.
13-14) Throw a Rock 2
Play at any point during your turn. One of your players decides to put some of the rocks on the pitch to go use. That player may use the team's passing action this turn to throw a rock instead of the football. Throw the rock exactly like you would the football. If the pass is accurate or inaccurate, then if any player is in the final landing square of the rock, that player makes an immediate injury roll. This will result in a turnover, if you hit your own player.
15-16) Swarm of Bats
Play this card as soon as your opponent rolls for an accurate or inaccurate pass or Short length or more. A swarm of bats in disrupted by the football and swarm around it in confusion. You may scatter the ball 3 times starting from the square of your choice beyond the quick pass range band on the passing ruler as the bats knock the ball to the ground from that point.
21-22) Unfortunate Landing
Play immediately after an opponent fails a GFI or Dodge roll but does not break armour when he fails. The unforunate lad feel right on top of a stalagmite. Reroll armour and possible injury with +2 modifiers to both rolls.
23-24) Let Sleeping Bears Lie
Play when a ball scatters into the crowd for any reason. The ball flew into a cave and awaken a sleeping bear. The bear attacks the closest player to the square where the ball left the pitch (in case of ties, you may pick). That player is knocked down and rolls for armour and possible injury for that player with +2 modifiers to both rolls.
25-26) We Struck It Rich
Play this card at the end of the match. While pacing in the dugout, the coach wears down the dirt and uncovers a large gold nugget. The team receives an additional D6*10,000 gold.
31-32) Free Lunch
Play this card whenever you Stun an opponent. Vampire bats waiting for a free meal swarm this defenseless sap. The Stunned player becomes Badly Hurt immediately, no apothecary roll allowed, due to blood loss and bite wounds.
33-34) Cavern Quake
Play at the beginning of your opponent's turn. A minor earthquake hits the cavern. Make armour and injury rolls for all players on the pitch. You may choose one player to avoid these rolls as he's the lucky bloke who always emerges from disasters without a scratch on him.
35-36) Lookit the Canary!
Play at the beginning of any turn. Your coach had the foresight to bring a canary to the match. So when nearby dwarves hit a small pocket of bad air mining, he's able to scream a warning to his team. All players on the pitch must roll less than or equal to either Strength of be placed prone on the pitch (no armour/injury rolls). Your team may subtract one for each player's dice roll due to the forewarning.
41-42) It's Mine, All Mine!
Play at the beginning of your opponent's turn. An opposing player finds a large gold nugget on the pitch uncovered during the match. He will immediately grab it and protect it fiercely. If this player has the ball he will drop it (no turnover) and this player gains the Wild Animal characteristic until the end of the drive.
43-44) Richochet
Play this card whenever an accurate or inaccurate Long, Long Bomb, or Hail Mary Pass is made. The pass nails a stalagtite and richochets wildly. Choose any square along the range ruler beyone Quick Pass range. The ball scatters 2D6 from that point using the scatter template.
45-46) Strobe Light
Play at the beginning of your opponent's turn. The lighting system goes haywire and being pulsing just like a strobe light. This has dramatic effects on the players who now see everything like a stop motion movie. For the next D6 turns or until the end of drive, all players from both teams are treated as having -1 Strength (limit 1), all GFIs fail on a 1 or 2, and all passing, catching, pick-up, and interception rolls are made with -2 modifiers. (Note: opponent's turn and your turn count as 2 turns for purposes of the D6 turns).
51-52) Clostraphobia
Play this special play immediately (now!). One random opponent suffers from acute clostraphobia and will miss the game due to freaking out from the idea of playing in an underground cavern
53-54) No Place Like Home
Play this special play immediately (now!). One player of your choice from your team turns out to have some Dwarven blood in his history, and returning underground calls to that blood and pumps him up for the match. This player gains an immediate MVP award, he may roll immediately for the skill if this would give him a skill roll. (Note: this MVP is in addition to the MVP roll made at the end of the match.)
55-56) Honor through Mortal Combat
Play this special play immediately (now!). If you have inflicted more casualties than your opponent than the Dwarves are impressed by your skill in battle and give you an extra D6x10,000 gold at the end of the match for the fine exhibition. Otherwise, the player on your team with the most casualties inflicted during the match gets an extra MVP award during the postgame. Note: this card has no effect if you do not inflict any casualties this match.
61-62) Mighty Fine Brew
Play this card at the beginning of any half. You replace your opponent's water bottle with some of Bugman's finest Brew. That player will be treated as having an Agility of 1 for the entire half.
63-64) Right or Left?
Play this card immediately (now!). A few of the members of the team make a wrong turn in the tunnels and arrive late for the match. Roll a D3 for the number of random opponents effected and then roll another D6. On a 1-4, they get their bearings corrected quickly and only miss the first drive. On a 5-6, they get really lost and miss the entire first half.
65-66) No Pajama Wearing Daisy Men Allowed
Play this card immediately (now!) Dwarves play really BLOOD Bowl don't you know. To make this an interesting match, the Dwarves running the underground stadium ban both team's Apothecaries from attending the match (this will include the ability to treat Niggling injury failures).
Here is the card set ... also presented in D66 table format ... hope you get some chuckles from the ideas behind the set.
SUBTERRAN RANDOM EVENTS:
11-12) Throw a Rock 1
Play at any point during your turn. In caves, rocks are easy to come by and your fans are using that to your advantage. One random opponent on the pitch gets nailed by a rock and must make an immediate injury roll.
13-14) Throw a Rock 2
Play at any point during your turn. One of your players decides to put some of the rocks on the pitch to go use. That player may use the team's passing action this turn to throw a rock instead of the football. Throw the rock exactly like you would the football. If the pass is accurate or inaccurate, then if any player is in the final landing square of the rock, that player makes an immediate injury roll. This will result in a turnover, if you hit your own player.
15-16) Swarm of Bats
Play this card as soon as your opponent rolls for an accurate or inaccurate pass or Short length or more. A swarm of bats in disrupted by the football and swarm around it in confusion. You may scatter the ball 3 times starting from the square of your choice beyond the quick pass range band on the passing ruler as the bats knock the ball to the ground from that point.
21-22) Unfortunate Landing
Play immediately after an opponent fails a GFI or Dodge roll but does not break armour when he fails. The unforunate lad feel right on top of a stalagmite. Reroll armour and possible injury with +2 modifiers to both rolls.
23-24) Let Sleeping Bears Lie
Play when a ball scatters into the crowd for any reason. The ball flew into a cave and awaken a sleeping bear. The bear attacks the closest player to the square where the ball left the pitch (in case of ties, you may pick). That player is knocked down and rolls for armour and possible injury for that player with +2 modifiers to both rolls.
25-26) We Struck It Rich
Play this card at the end of the match. While pacing in the dugout, the coach wears down the dirt and uncovers a large gold nugget. The team receives an additional D6*10,000 gold.
31-32) Free Lunch
Play this card whenever you Stun an opponent. Vampire bats waiting for a free meal swarm this defenseless sap. The Stunned player becomes Badly Hurt immediately, no apothecary roll allowed, due to blood loss and bite wounds.
33-34) Cavern Quake
Play at the beginning of your opponent's turn. A minor earthquake hits the cavern. Make armour and injury rolls for all players on the pitch. You may choose one player to avoid these rolls as he's the lucky bloke who always emerges from disasters without a scratch on him.
35-36) Lookit the Canary!
Play at the beginning of any turn. Your coach had the foresight to bring a canary to the match. So when nearby dwarves hit a small pocket of bad air mining, he's able to scream a warning to his team. All players on the pitch must roll less than or equal to either Strength of be placed prone on the pitch (no armour/injury rolls). Your team may subtract one for each player's dice roll due to the forewarning.
41-42) It's Mine, All Mine!
Play at the beginning of your opponent's turn. An opposing player finds a large gold nugget on the pitch uncovered during the match. He will immediately grab it and protect it fiercely. If this player has the ball he will drop it (no turnover) and this player gains the Wild Animal characteristic until the end of the drive.
43-44) Richochet
Play this card whenever an accurate or inaccurate Long, Long Bomb, or Hail Mary Pass is made. The pass nails a stalagtite and richochets wildly. Choose any square along the range ruler beyone Quick Pass range. The ball scatters 2D6 from that point using the scatter template.
45-46) Strobe Light
Play at the beginning of your opponent's turn. The lighting system goes haywire and being pulsing just like a strobe light. This has dramatic effects on the players who now see everything like a stop motion movie. For the next D6 turns or until the end of drive, all players from both teams are treated as having -1 Strength (limit 1), all GFIs fail on a 1 or 2, and all passing, catching, pick-up, and interception rolls are made with -2 modifiers. (Note: opponent's turn and your turn count as 2 turns for purposes of the D6 turns).
51-52) Clostraphobia
Play this special play immediately (now!). One random opponent suffers from acute clostraphobia and will miss the game due to freaking out from the idea of playing in an underground cavern
53-54) No Place Like Home
Play this special play immediately (now!). One player of your choice from your team turns out to have some Dwarven blood in his history, and returning underground calls to that blood and pumps him up for the match. This player gains an immediate MVP award, he may roll immediately for the skill if this would give him a skill roll. (Note: this MVP is in addition to the MVP roll made at the end of the match.)
55-56) Honor through Mortal Combat
Play this special play immediately (now!). If you have inflicted more casualties than your opponent than the Dwarves are impressed by your skill in battle and give you an extra D6x10,000 gold at the end of the match for the fine exhibition. Otherwise, the player on your team with the most casualties inflicted during the match gets an extra MVP award during the postgame. Note: this card has no effect if you do not inflict any casualties this match.
61-62) Mighty Fine Brew
Play this card at the beginning of any half. You replace your opponent's water bottle with some of Bugman's finest Brew. That player will be treated as having an Agility of 1 for the entire half.
63-64) Right or Left?
Play this card immediately (now!). A few of the members of the team make a wrong turn in the tunnels and arrive late for the match. Roll a D3 for the number of random opponents effected and then roll another D6. On a 1-4, they get their bearings corrected quickly and only miss the first drive. On a 5-6, they get really lost and miss the entire first half.
65-66) No Pajama Wearing Daisy Men Allowed
Play this card immediately (now!) Dwarves play really BLOOD Bowl don't you know. To make this an interesting match, the Dwarves running the underground stadium ban both team's Apothecaries from attending the match (this will include the ability to treat Niggling injury failures).
Reason: ''
- Thadrin
- Moaning Git
- Posts: 8079
- Joined: Mon Jul 30, 2001 12:00 am
- Location: Norsca
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For fairly obvious reasons I love the whole idea of the WESL. The fluff I have for my Dwarf team makes them a WESL team....and also mentions that the WESL became a fairly important, but nearly exclusively dwarf, open tourney held at Barak Varr.
On the same theme, I was flipping through Star Players (the 2nd ed. book, for the youngsters) last night. Tried a translation of the Dwarf team direct to BB2K1....
0-12 Linemen 5/3/2/9 Block, Thick Skull 50k Ge, St
0-6 Blockers 4/3/2/9 Block, Tackle, Thick Skull 70k Ge, St
0-4 Blitzers 6/3/3/9 Block, Sure Hands, Thick Skull 100k Ge, St
0-2* Throwers 5/3/3/8 Pass, Sure Hands, Thick Skull 70k Ge, Pa
0-2 Kickers 5/3/2/9 Kick, Block, Thick Skull 60k Ge,Ki
Rerolls 40k
* the total number of throwers and Blitzers can never be more than 4.
A better translation of the 2nd. ed blocker would be 4/4/2/9 Block, Thick skull, but that breaks one of the team building rules (ST4 + Block is a no-no). I could live with 3/4/1/9 to hold down the cost, but I was going for direct translation and in 2nd ed the dwarf blocker was a mean SOB.
I'm sure Tom will have his own variant on his site....
On the same theme, I was flipping through Star Players (the 2nd ed. book, for the youngsters) last night. Tried a translation of the Dwarf team direct to BB2K1....
0-12 Linemen 5/3/2/9 Block, Thick Skull 50k Ge, St
0-6 Blockers 4/3/2/9 Block, Tackle, Thick Skull 70k Ge, St
0-4 Blitzers 6/3/3/9 Block, Sure Hands, Thick Skull 100k Ge, St
0-2* Throwers 5/3/3/8 Pass, Sure Hands, Thick Skull 70k Ge, Pa
0-2 Kickers 5/3/2/9 Kick, Block, Thick Skull 60k Ge,Ki
Rerolls 40k
* the total number of throwers and Blitzers can never be more than 4.
A better translation of the 2nd. ed blocker would be 4/4/2/9 Block, Thick skull, but that breaks one of the team building rules (ST4 + Block is a no-no). I could live with 3/4/1/9 to hold down the cost, but I was going for direct translation and in 2nd ed the dwarf blocker was a mean SOB.
I'm sure Tom will have his own variant on his site....
Reason: ''
I know a bear that you don't know. * ICEPELT IS MY HERO.
Master bleater. * Not in the clique.
Member of the "3 digit" club.
Master bleater. * Not in the clique.
Member of the "3 digit" club.
- Lucien Swift
- Super Star
- Posts: 1047
- Joined: Thu Jan 01, 1970 12:00 am
- Location: Lustria
- Contact:
perhaps we should gather a few coaches and play the wesl as a pbem league.... we just need to get the rosters finished and sort out the decks, special rules, etc.... might be worth the trouble...
as for blocker stats... i agree that the dwarf team in a normal league shouldn't have 4 st for balance purposes, but in a wesl league, that's another story.... the tackle skill is pretty much useless and they just are better suited to a strength game when beating on each other...
as for blocker stats... i agree that the dwarf team in a normal league shouldn't have 4 st for balance purposes, but in a wesl league, that's another story.... the tackle skill is pretty much useless and they just are better suited to a strength game when beating on each other...
Reason: ''
iron chef kosher
- Thadrin
- Moaning Git
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OK....4/4/2/9/Block, Thick Skull/general, Strength it is for WESL teams then.
Incidentally....teams I came up with using the "balanced" list....seeing as Lucien wanted a mix of team types:
Normal:
3 Blitzers, 5 Blockers, 1 Thrower, 3 Linemen, 2 rerolls, 5 FF = 1000k
Running team:
4 Blitzers, 6 Blockers, 1 Lineman, 2 Rerolls, 5 Fan Factor = 1000k
Passing team :
2 Blitzers, 5 Blockers, 2 Throwers, 3 Linemen, 3 Rerolls, 4 Fan Factor = 1000k
(Dwarfs are less keen on the passing game, but the teams are the best trained and most disciplined! I like this idea - a thrower gets ball behind a wall of blockers. A second runs upfield with the linemen blocking. The Blitzers...ahem...sprint upfield. Pass to the second thrower, then pass to the waiting blitzers in the endzone.)
Incidentally....teams I came up with using the "balanced" list....seeing as Lucien wanted a mix of team types:
Normal:
3 Blitzers, 5 Blockers, 1 Thrower, 3 Linemen, 2 rerolls, 5 FF = 1000k
Running team:
4 Blitzers, 6 Blockers, 1 Lineman, 2 Rerolls, 5 Fan Factor = 1000k
Passing team :
2 Blitzers, 5 Blockers, 2 Throwers, 3 Linemen, 3 Rerolls, 4 Fan Factor = 1000k
(Dwarfs are less keen on the passing game, but the teams are the best trained and most disciplined! I like this idea - a thrower gets ball behind a wall of blockers. A second runs upfield with the linemen blocking. The Blitzers...ahem...sprint upfield. Pass to the second thrower, then pass to the waiting blitzers in the endzone.)
Reason: ''
I know a bear that you don't know. * ICEPELT IS MY HERO.
Master bleater. * Not in the clique.
Member of the "3 digit" club.
Master bleater. * Not in the clique.
Member of the "3 digit" club.
- Thadrin
- Moaning Git
- Posts: 8079
- Joined: Mon Jul 30, 2001 12:00 am
- Location: Norsca
- Contact:
- Lucien Swift
- Super Star
- Posts: 1047
- Joined: Thu Jan 01, 1970 12:00 am
- Location: Lustria
- Contact:
the "balanced" team is the one i'm most uncertain about in terms of position player numbers... in truth i'm not sure if it should even be an option, though they certainly would be less effective than either pure-bred team at either task... i saw them as the human roster of the wesl.... not as good at running as orcs, not as good as throwing as elves, able to do either or both....
the slayer team also needs some work... and i've toyed with the idea of an "engineer team" with a special deck of trick gizmos not unlike what i did with the clan axme skaven...
like i said, there's a lot to do, but the idea could really turn into something fun...
the slayer team also needs some work... and i've toyed with the idea of an "engineer team" with a special deck of trick gizmos not unlike what i did with the clan axme skaven...
like i said, there's a lot to do, but the idea could really turn into something fun...
Reason: ''
iron chef kosher
-
- The Voice of Reason
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- Lucien Swift
- Super Star
- Posts: 1047
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- Location: Lustria
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