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leftstar Apr 18, 2024 - 12:33 AM
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The Halfling team is overpowered. rightstar
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Tournament NameKurpfalz Cup VI
Organizer NAF namePlanlos (2795)
OrganizerPlanlos
VariantClassic
Major/Nationalno
Start Date (YYYY-MM-DD)2016-10-01
End Date (YYYY-MM-DD)2016-10-01
TypeOPEN
Style
Scoring4-2-1-0
Cost0
NAF Fee Includedno
NAF Member Discountno
Email
Webpage

Tournament Statistics

Winner

jurisch (18768)Wood Elf

Runner up

Trondur (15254)Dark Elf

Most Touchdowns

Most Casualties

Stunty Cup

Best Painted

Other Awards

 
Tournament Location
AddressHegenichstr. 2a
 
CityHeidelberg
State
Zip69124
NationGermany

Ruleset Document

Information
Rules:
Competition Rules Pack (=LRB 6.0) incl. the three additional NAF approved teams (Chaos Pact, Slann, Underworld).
You have a treasury of 1.100.000 gp to create your team according to the section „Creating a Blood Bowl team“ in the rulebook (pages 16-17).
If you have treasury left you may spend in for any inducements except wizards (page 69). They must be added to the team roster and can be used in all three games.
All casualties that have been inflicted on your team are wiped away at the end of the game.

Before game 1 (after you know the opponents race) you give a normal skill to two of your players (i.e. only one skill per player). After that select a random player and give him a normal skill (this can be a player who have received an additional skill previously).
Before game 2 (after you know the opponents race) you give a normal skill to one of your players who haven't received an additional skill previously. After that select a random player and give him a normal skill (this can be a player who have received an additional skill previously).
Before game 3 select a random player and give him a normal skill (this can be a player who have received an additional skill previously).
The 4 minute time rule will not be used unless both coaches agree to use it.
The illegal procedure rule (moving the turn marker) is not used unless both coaches agree to use it.

Special rules:
After the pre-match sequence (see page 28) the pitch is hit by asteroids. Each coach places three asteroids in his/her half according to the following rules:
For each asteroid a d8 and a d12 are rolled. If you sit behind your end zone the d8 determines the vertical and the d12 the horizontal placement of the asteroid. Start counting at the 3rd square from the left sideline and the 4th square from the line of scrimmage (that is 1/1). Re-roll the d12 if you roll a 12. If an asteroid lands on a square which is already occupied by an asteroid then it will bounce until it lands in an unoccupied square.
These asteroids have the following characteristics: MA0, ST2, no hands; they have no tackle zones and can be blocked as normal players. Extra players of the attacking coach may assist the blocking player according to the normal rules and players of the other coach may assist the asteroid as if it is a player of his/her team. If a player is knocked down when blocking an asteroid he/she is knocked down and placed prone. No armour or injury roll is made and it doesn't cause a turnover unless the player had the ball. No armour or injury rolls are made for asteroids. They are either pushed (pushed, defender stumbles or defender down) or don't move (attacker down, both down).

Kick-off table:
11 (Throw a Rock) is replaced by „Deep Impact“: Each coach rolls a d6. An asteroid hits the half of the coach with the lower result. This coach rolls a d16 twice, first for the vertical and then for the horizontal placement of the asteroid. Start counting at the 1st square from the left sideline and the 1st square from the line of scrimmage (that is 1/1). Re-roll the dice if you roll a 14 or higher for vertical or a 16 for horizontal placement.
If the asteroid lands on a square which is already occupied by a player or an „old“ asteroid then the player/“old“ asteroid will bounce until he/she/it lands in an unoccupied square (the bouncing player/asteroid has no effect on players/asteroids which are „hit“ during bouncing).
If a player was hit roll for the effects of the injury straight away. No armour roll is required. Additionally all players within one square distance of the impact are stunned and all players within two squares distance of the impact are placed prone.
This asteroid has the same characteristics as the asteroids described above except that it has ST5.
In case of a tie an asteroids lands in each half.
12 (Pitch Invasion) is replaced by „Armageddon“: Each coach places three asteroids in his/her half according to the following rules: For each asteroid a d8 and a d12 are rolled. If you sit behind your end zone the d8 determines the vertical and the d12 the horizontal placement of the asteroid. Start counting at the 3rd square from the left sideline and the 4th square from the line of scrimmage (that is 1/1). Re-roll the d12 if you roll a 12.
If the asteroid lands on a square which is already occupied by a player or an „old“ asteroid then the player/“old“ asteroid will bounce until he/she/it lands in an unoccupied square (the bouncing player/asteroid has no effect on players/asteroids which are „hit“ during bouncing).
If a player was hit then the player is stunned. Additionally all players within one square distance of the impact are placed prone.
These asteroid have the same characteristics as the asteroids described above except that they have ST1.

After a touchdown and at halftime all asteroids with ST1 and all asteroids with ST2 which are within two squares from the sidelines or within three squares from the line of scrimmage are removed from the pitch.

Please send me a PM for registration or an e-mail (if you know my address).

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