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Europe - The Stunty Slam IV - September 24th Stockport

Leipziger - Aug 28, 2011 - 02:39 PM
Post subject: The Stunty Slam IV - September 24th Stockport
The fourth installment of the Stunty Slam is imminent folks! Once again, it's going to be:

a) £6 (pay via paypal. account: waterbowl@hotmail.co.uk Please send as 'personal' and a 'gift')

b) 4 games of stunty shenanigans!

c) utter bloodbowling carnage Very Happy

Come and join us in the world's biggest celebration of stunty joy Very Happy

The rules are below:

What is a Stunty Slam?

Rest assured, slamming stunties is nothing like bumping uglies…The Stunty Slam is in fact the world’s biggest celebration of Blood Bowl’s little guys! Halflings, Goblins, Ogres and Underworld (goblins + troll, no skaven) face off in the contest to be the King of the Stunties.

What is the cost?

Only £6! For this, you get 4 great games of Blood Bowl and the chance of a prize of two!

How do I sign up?

Go to paypal and send your £6 (as a ‘gift’) to the account: waterbowl@hotmail.co.uk

If you don’t have a paypal account, then cash/cheque can be sent to Alex, the Tournament Organiser. Please contact him either via waterbowl@hotmail.co.uk or via http://www.waterbowl.freeforums.org

Date:
Saturday 24th September 2011

Where is it being held?

Hallam Mill, Hallam Street, Stockport, SK2 6PT

Eligible teams:
Halfling, Ogre, Goblin, Skavenless Underworld. No all skink line ups this year

Which ruleset?

The most recent Games Workshop rules (Blood Bowl Competition Rules). You can access them online at: http://tinyurl.com/yknlw8y

Team Design


TV 100

Before the start of Game 1, allocate the following skills to your team:

3 x Agility, 1 x Strength, 1 x General (Can’t be BLOCK)

You can allocate these skills to either stunty of big guys on your team (but not the star if you hire them).

Underworld can take mutations instead of the skills above, if they wish.

A skill can only be taken once per team and a player may be given no more than one extra skill.

Star Players

As this is a Stunty contest, the usual stars are unwilling to participate and feel they have bigger fish to fry. Thankfully, four guns-for-hire happen to be in the area and willing to play. You can hire the following:

El Diablo (Snotling)

Snot stats/skills + Loner, Dauntless, Wrestle & Jump Up 80k

Gobby Stiles (Goblin)

Goblin stats/skills + Loner, Dirty Player & Sneaky Git 90k

Stick E. Bunn (Halfling)

Fling stats/skills + Loner, Hypnotic gaze (this is different from last year) & Nerves of Steel 80k

Thing from the Pit (Underworld)
4-3-1-7 Foul Appearance, Disturbing Presence, Stand firm, Regen, Really Stupid 90k

Apart from the usual Star Players, Mercenaries & Cards, all other inducements are allowed.

The Masterchef is costed at 150k for flings.

The Rounds

Round 1 – Clone Ball

If the ball lands on the ground from the kick-off then another ball appears in play and is bounced from the landing spot of the original ball. The first player into the endzone carrying one of the balls rolls a d6. On a 3+ it is the real ball! However, on a 1 or 2 it is not and the clone ball disappears. Players cannot catch, intercept, pick up a ball if they are already carrying one.

Round 2 – winter weather chart


2-4 Snow, snow, snow! There has been heavy snow fall and the pitch is covered! The blanket of deep snow makes for soft landings. Thrown team mates get +1 to landing roll. However, the deep snow makes it harder to get going. Players that land successfully after they are thrown must roll D6 - on a 2+ the player can continue to make their move. However, on a 1, they are stuck! Kick-offs do not bounce either.


5-10 Black Ice. The icy conditions have made it treacherous under-foot, as it is extremely slippy! The ice means that players may go for it 3xs. However, the ice makes it hard to keep control. GFIs are made using a the throw in template to determine direction. If the player collides with another player, roll a d6 for both players. On a 4+ the player hits the ground (there is no armour/injury roll). If the moving player is not knocked over, they can continue going for it.

11 Blizzard. Its cold and snowing! The ice on the pitch means that any player attempting to move an extra square (GFI) will slip and be knocked down on a roll of 1-2, while the snow means that only quick or short passes can be attempted.

12 Snow Storm. Snow is falling at a great rate of knots and it is making it nigh on impossible to see. All passes, hand-offs and catches are -1.

Round 3 – Play your cards right!

Each coach is given 200gp to spend on cards. They can choose to allocate this cash as they like e.g. 1 x 200gp, 2 x 100gp or 4 x 50gp. The cards are, as usual, drawn randomly from the chosen set e.g. karma.

Round 4 – ‘Spuds Check!’

The teams are playing their game in the most feared stadium in the Old World, the Neue Den. The crowd are baying for the blood of both sides and the atmosphere is not for the nervous and some players will buckle under the pressure! These guys are here to see blood not touchdowns!

A player has to show that they have the 'spuds' to score. When a ball carrying player approaches the line, they have to make a 'spuds check'. This is not rerollable On a 2+, everything is fine and they can go that final square into the endzone and score. However, if a 1 is the outcome, then the player does not have the 'spuds' to proceed. Their turn ends with them one step from touchdown glory and possibly ripe for a mauling !

Similarly, if a player is already in the endzone and is awaiting a pass/hand-off, they have to make the 'spuds check' to see if they have the bravery to catch the ball and provoke the ire of the baying hordes around them! On a 1, the player refuses to make the catch and the ball hits the deck, scattering 1 square.

A failed spuds check is not an automatic turnover. This means that there is the chance for protection to arrive for the ball carrying runner. Similarly, if the catch is refused, then the turn can continue if the ball lands in someone elses hands...

FAQs


Re:Snow,snow,snow!

Just to check; this therefore has no effect if the thrown player had already taken an action, as they were just going to stand there - wondering where the blitz was coming from - anyway?

Yep. If they have taken their action, as usual, there is no further movement allowed. Next turn they can move as normal.

Re:Snow storm

Can long passes and long bombs can still be thrown?

Yep, but remember there are a shed load of minuses, so you may need a 5 or 6 to avoid a fumble.

Re:black ice


As this is the active player, if he is knocked down, it will be a turnover? (still, I like the idea of kamakazi snotlings knocking over trolls like bowling pins)

Is the direction decided after the roll to make the GFI is thrown? so no backing out when you realise that you've just gone for it into a diving tackler's tackle zone, making your next GFI even more interesting ?

After trialling this yesterday, I would say that if the active player hits the deck, then it is a turnover.

The direction for your GFI is decided after you make the roll.

If you blitz someone and need to GFI to hit someone, you still have to roll for direction, so you might miss someone with a swing or two before you hit them (or you might miss them all together!)

Re: Spuds Check


What about a TTM landing in the end zone, while holding the ball? - After a successful landing, must a spuds check be made?

There is no need for a spuds check if you scatter into the endzone. However, if you land and then have to move to get into the endzone, a spuds check applies.

A spuds check is rolled before you make a GFI, if required, to make it into the endzone, or catch roll
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