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Eric.R.Offline
Post subject:   PostPosted: Mar 08, 2009 - 09:50 PM



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Boo!!! You suck!!! U r the worst T.O. EVER!!! I am so going to unsanction your event because of this!!!

LOL, naw just kidding. Not like the higher-ups would ever give me that power . . . they know me too well Razz I doubt this will have any impact on the tourney as it has been nothing but a quality event.
 
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SpazzfistOffline
Post subject:   PostPosted: Mar 11, 2009 - 02:59 PM



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Hey all,

I have been in touch with LordChaos of Thunderbowl Comics out in Vancouver. We are trying to work something out where he will send me copies of his comics which I will in turn sell at the Q'ermitt. If anyone has not had a chance to check out Thunderbowl Comics on Talkbloodowl, then follow the link below - it is some pretty funny stuff!

I know that some people are unable/unaware/unwilling to buy stuff on-line, so figured that this would be a good solution for those who would like to have it but haven't for any one of the "un's" mentioned above.

I am asking only for the comics, not the models. I figured that anyone who wants them can get them straight from the source itself - Alex Garrett.

By the time my tourney rolls around the third issue should be available. The comics are $5 each. Just so I can get a rough idea, who would be interested in buying these?

http://www.thunderbowlcomics.webs.com/

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Clan_SkavenOffline
Post subject:   PostPosted: Mar 12, 2009 - 03:23 PM



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Greg & myself will be paid together trough paypal on by Saturady at the latest. (A friend of Greg's will pay using his paypal)

Rod

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SpazzfistOffline
Post subject:   PostPosted: Mar 13, 2009 - 06:25 PM



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I got the cards in today! They far surpassed my expectations! I will bring them to the Open to show them off, and hopefullyget a few more of you to prepay! Get your money in now! You do NOT want to miss your opportunity to miss out on getting your hands on these cards!

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SpazzfistOffline
Post subject:   PostPosted: Mar 16, 2009 - 03:46 PM



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Just received payment from Brian Belder for two people - can the real Brian Belder please stand up please stand up please stand up

Just need to know who to credit!

Am currently working on the rules for the new board - will have them up today or tomorrow.

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Clan_SkavenOffline
Post subject:   PostPosted: Mar 16, 2009 - 04:27 PM



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Brian Beldar paid for me & Greg

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SpazzfistOffline
Post subject:   PostPosted: Mar 16, 2009 - 06:52 PM



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Here are the rules for the new pitch all thoughts welcome:

Necrotic Fairy Tale Pitch

Basket of Goodies:Each coach received a basket of goodies which they can use to encourage their knocked out players to take to the pitch again. One coach should roll a d3 and this is how many goodies are in each of the baskets.

For any player whom the coach would like to use the goodies on, receive an additional +1 modifier to the roll to revive them for each goody they use. (note ??? any number of goodies can be given to one player, and have effect for that player only ??? i.e. you cannot give 2 goodies to 2 players and have +2 to each of their rolls). For each goody that player ingests, roll a d6, on a ???1??? it was a poisoned apple and that player should be moved to the Dead and Injured box.

Breadcrumb Trail:
One of the kick off results will allow team members to follow a breadcrumb trail into the forest. Each trail has two numbers beside it. On the player???s first turn following the kick off result, the coach may attempt to bring his player back. The coach should pick one trail and roll a d6, if the dice result matches the trail then they can return to the game from that trail (with full movement). If the result does not come up, then the coach may try again with a different trail in the next turn, and then again in the third turn if they are unable to match the result. If after the third turn they do not match the breadcrumb trail, then place the model in the Knocked Out box to represent the time spent trying to find their way back (they cannot be brought back with goodies!)

Forest Denizen:
The forest of Grimm is home to many strange creatures. There may be an occurrence where one of them decides to take a more active role in the game.

When a ???Forest /Denizen??? result is rolled, roll a d6 and consult the following table to see who has emerged from the forest.

1-2 Fairy 6 1 3 5 dodge, stunty, titchy, disturbing presence (will try to stay next to the ball carrier/ball)
3-4 Hansel 7 3 3 7 (will attack the nearest standing player or foul the nearest prone)
5-6 ??? Treekin 1 4 1 9 stand firm (will attack the nearest standing player)

The denizen will come in from one of the breadcrumb trails (roll a d6 to determine which)

The denizen will move on the turn it emerges and then in a Player 1/ Player 2 / denizen format.

The Witch:
The witch is the keeper of this pitch and acts as it???s referee. Any player caught fouling (or eating her house) are subject to her wrath and are turned into a toad.

Any player turned into a toad will have the following stats:
4 1 3 4 dodge, stunty, titchy, leap
There can only be one toad at any one time. If there is already one toad on the pitch, then the player who is already a toad will be turned back, and the newly offending player will become a toad.

To revert back to normal a player must be removed from the pitch, or another player must be turned into a toad.

The Weather Table:
2 ??? Fog ??? A thick mist has filled the forest reducing visibility to a few inches. All players count as Bonehead for as long as the fog lasts. In addition, all pass actions are treated as having one more -1 modifier than normal (i.e. a quick pass will be +0, short passes -1, etc.) Hail Mary Passes may not be made at all until the fog has lifted. Each team may still make 1 Hand Off per turn.

3 - Very Windy - Strong winds are gusting, making passing the ball very difficult. All attempts to pass the ball are subjected to an additional -1 modifier.

4-10 ??? Nice- Perfect Blood Bowl weather.

11 - Pouring Rain - It???s raining, making the ball slippery and difficult to hold. This causes a -1 modifier an all attempts to catch the ball, including picking it up and handing it off.

12 - Blizzard! - It???s cold and snowing! The ice on the field means that any player attempting to move an extra square will slip and fall on a roll of 1-2, while the falling snow means that only quick or short passes can be attempted.


The Kick Off Table:
2 ??? Something in the Oven ??? There are hideous screams coming from inside the house and the witch is seen occasionally poking her head out the window. Her watch is not so vigilant, so each team has one extra Bribe!

3 ??? Happily Ever After ??? The fans are demanding a happy ending by seeing their team come out victorious. But not everyone can be happy! Each coach rolls a d6 and adds their FAME. If the winning coach is ahead in the score, then the clock moves forward d3 turns, if the winning coach is behind in the score then the clock will go back d3 turns.

4 ??? Basket of Goodies - Each of the coaches find that a basket of goodies has been delivered to their respective dugouts. The goodies are so tasty and smell so delicious that they may encourage players who are otherwise incapacitated to rejoin the fray. See the full rules under ???Basket of Goodies???.

5 ??? High Kick (as per normal kick off rules)

6 ??? Cheering Fans (as per normal kick off rules).

7 - Weather change (as per normal kick off rules)

8 ??? Brilliant coaching (as per normal kick off rules)

9 ??? Quick Snap (as per normal kick off rules)

10 ??? Trail of Breadcrumbs ??? Each team must nominate one player to follow a trail of breadcrumbs into the forest. See the full rules under ???Breadcrumb Trail??? above.

11 ??? Forest Denizen! ??? One of the denizens of the Grimm Forest has emerged to take part in the game. See the full rules at ???Forest Denizen??? above.

12 ??? ???Who???s been eating my house???? Someone has been eating the candies on the witch???s house. Each coach should roll a d6 and add their FAME. The losing coach must randomly determine one of their players. That player will be turned into a toad as described in ???The Witch??? section above.[/i]

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Clan_SkavenOffline
Post subject:   PostPosted: Mar 16, 2009 - 08:40 PM



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Nice rules Spazz....

A sugestion for players lost in forrest that go to K'O'd bin..... , put them in opponents K'O'd bin (so no goodies get accidently used on them by mistake)

Rod

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Clan_SkavenOffline
Post subject:   PostPosted: Mar 16, 2009 - 10:36 PM



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LUSTRIAN JUNGLE BOARD RULES

Floating Lilly Pads
Before weather is rolled both coaches get 4 Lilly Pads each to place on thier half of the pitch. Since the Lilly Pads float on the pitch from the sidelines, when placing the Lilly Pads each coach can only place them on a side line, but not thier endzone. Then they will immidiately float out D3 squares (towards the center of the pitch , using the throw in template.) A lilly Pad will not float on top of another Lilly pad (it will stop just before it.) A Lilly Pad can not float off pitch through endzone, (if it reaches endzone with more squares to move it will stop in endzone.) A Lilly Pad may float to opposing Coaches side of field. Once all Lilly Pads have been placed they will stay in that spot (no more floating away).

If a player enters the square of a Lilly Pad from a push or as part of his move or blitz action, then the action stops & roll a D6 on following chart. (A player falling prone or stunned on Lilly pad needs not roll on chart.) Players falling prone onto Lilly Pad do not roll on chart below.

Lilly Pad Chart

1 Just a Lilly Pad : No effect , immeadiately remove Lilly Pad from play.

2 Venus Skink Trap : The player immeadiately takes a STR 2 hit (rolled by opponent, no assists can be given either side). Once hit is resolved, remove Lilly Pad from play.

3 Sink Hole : The player's foot has sank into a deep sink hole of very thick & sticky mud. They can not leave square untill next turn, but must pass a STR roll with a +1 Modifier (a roll of one before modifier always fails). Players Stuck in Sink Hole have no Tackle Zone, nor are they able to take any action other than a move to try & free themselves on future turns. (They also can not lend assits as they are too busy trying to free themselves.) Opposing players blocking or blitzing a player stuck in a sinkhole can free them on any result that pushes player back. Sink Holes are not removed & stay on Pitch all game. Players entering Sink Holes later in game must pass STR roll or they stop all movement this turn. (Prone players standing up on sink hole still must pass STR roll to leave.)

4 Venus Saurus Trap : Same rules as Venus Skink Trap but use a STR 4 instead of STR 2 for the hit.

5 Spawning Pool : Many Lizardmen Eggs just hatched & the lil Darlings are hungry! Roll a D6 & add score to make STR of hit made against player. (STR 1 to STR 6 ). Spawning Pools remain on Pitch all game, but a new D6 roll is made everytime a player enters this square. (the Hatchlings only attack players in square that are standing).

6 Just a Lilly Pad : Same as result 1, except do not remove Lilly Pad.

Prone or Stunned players have no effect on Lilly Pads (except Sink Hole of coarse). ASlso a prone player standing up & leaving Lilly Pad makes no roll. (again unless it was a sink hole).

Amazon & Lizardmen teams may reroll resut of Lilly Pad Table (but must take 2nd Roll).



WEATHER TABLE

2-4 Sweltering Heat (As per normal weather rules.)
5-6 Very Sunny (As per normal weather rules.)
7-10 Nice
11 Pouring Rain (As per Normal weather rules.)
12 Torrential Rain : A torrential downpour is making the ball slippery & difficult to hold. This causes a -1 modifier on all attepts to handle the ball (Picking Up, Catching & Intercepting). In addition Long Bombs & Hail Mary Passes may not be attempted. Also all player's MA is reduced by 2 (minnimum of 1) due to the extreamly muddy conditions. (This Rain Fall is notoriously quick; roll again on the weather table after this drive before setting up).

KICK OFF TABLE

2 Get The Ref

3 Riot

4 Blood Bowl Bunnies! The lovely ladies of Lustria have emerged from the Jungles to flirt with players of the better team. The team with the Higher Fame (if tied then both teams), have a -1 modifier on thier next KO checks after this drive. (This only lasts for KO checks at end of current drive.)

5 High Kick

6 Cheering Fans

7 Changing Weather

8 Brilliant Coaching

9 SWARM! A swarm of giant insects has flew, hopped, creeped & crawled it's way onto the pitch. This is a very quick swarming attack (but retively harmless). Roll for each player on the pitch on a result of a one they have dove for cover! Place player prone, but do not roll for AR.

10 Liquid Courage Where theres BloodBowl there's Beer! Where there's Beer, theres Bloodwieser Babes!The team with the Higher Fame (if tied then both teams), have a +1 modifier on thier next KO checks after this drive. (This only lasts for KO checks at end of current drive.)

11 Trow a Javalin Same as Throw a Rock, except the player may attempt to catch the Javalin with a -2 modifier to thier AG, (Catch Skill or RR may be used) to try & catch Javalin. A play who succesfully catches the Javalin gains the Stab skill until the end of the current drive. Failing to cath the Javalin hurts! (roll directly for Injury !)

12 Hold The Score The Slann Priests are Happy with the current game score. So thier best Spear Infrantry has been Ordered to take position in each endzone! Any Player entering either Endzone must pass a Stab Roll to remain Standing in Endzone. (Players falling prone into endzone do not need to have a Stab Roll Made.)
Due to the Slann Priests Fickle Nature, this only lasts to end of the current Drive!

There done, any thoughts?

Rod

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"2006 SPIKE Champion!"
"Death-Bowl IV & V, Most Casualties!, Death-Bowl VI Best Team!"
"2008 Dagger Bowl Champion"
Host of the Warpstone Cup, Q'ermitt Bowl & the Hope Bowl
 
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SpazzfistOffline
Post subject:   PostPosted: Mar 17, 2009 - 07:18 AM



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We have already discussed these, and I like the ideas put forth in them.

One question: on the '6' result of the lilypads, you say that the lilypad stays there - does that mean that the next person who steps on it has to roll again, or is it reall just a lily pad?

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Clan_SkavenOffline
Post subject:   PostPosted: Mar 17, 2009 - 02:33 PM



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      Spazzfist wrote:
We have already discussed these, and I like the ideas put forth in them.

One question: on the '6' result of the lilypads, you say that the lilypad stays there - does that mean that the next person who steps on it has to roll again, or is it reall just a lily pad?


No on a roll of a 6 the Lilly Pad is ignored, but anyone entering the same one later on must roll on Lilly Pad chart to see new outcome.

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Host of the Warpstone Cup, Q'ermitt Bowl & the Hope Bowl
 
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Clan_SkavenOffline
Post subject:   PostPosted: Mar 18, 2009 - 04:22 AM



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After play testing it, I think it is best that if the ball ever comes to rest on a lilly pad , or spawning pool that you roll for picking up the ball only after you work out the Lily Pad/spawning pool result. Ball landing on Sinkhole will always bounce & scatter one square.

Also if hit by a Venus Skink or Venus Saures Trap, or the Spawning Pool & Pow , Pushback/Pow , are the result, ignore the pushback, & just falldown in same square. Obviously ignore Pushback results aswell.

Rod

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"2008 Dagger Bowl Champion"
Host of the Warpstone Cup, Q'ermitt Bowl & the Hope Bowl
 
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SpazzfistOffline
Post subject:   PostPosted: Mar 18, 2009 - 07:42 AM



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why ignore the pushback? It could represent a desperate attempt to get away, or reeling from the blow - just roll scatter for the push.

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Clan_SkavenOffline
Post subject:   PostPosted: Mar 18, 2009 - 02:37 PM



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      Spazzfist wrote:
why ignore the pushback? It could represent a desperate attempt to get away, or reeling from the blow - just roll scatter for the push.


Mainly as a time saver. Since the attack is in the same square as the player on direction pushed becomes a 1-8 probabilty, but only empty squares are available. So if a 4 was rolled & 4 is occupied then you must roll again for an unoccupied square, so lets say then a 3 is rolled, but that is as well occupied, roll again ect...

Trust me it just works better to ignore pushbacks & all knockdowns happen in same square.

Rod

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SpazzfistOffline
Post subject:   PostPosted: Mar 22, 2009 - 07:14 PM



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I wanted to get people's perspective about the bidding war. For reference here is it again,11

The Bidding War
The Challenge of Q'ermitt tournament, is designed to bring out the best teams in all the world of Blood Bowl. Q'ermitt wants to see the best of the best, and the teams that come out are those that gave to such legends as Hubris Rakarth, Pudgy Baconbreath and even the legendary Morg???n???Thorg himself!

The Star Players which are listed under the inducements section in the LRB5 rulebook may be bought as regular members of the team. All race restrictions, as listed on the Star Player, are of course, in effect. But players of this calibre are not always easy to come by, there may be other teams who will try to offer a sweeter deal to this gifted player!

How to Buy a Star Player
Under this system, each of the Star Players may be bought by one team, and one team only. This is because the Star Player was always on this one team, and has developed up from a green rookie into the superstar that they are today. This includes all Star Players, including all those with Secret Weapons.

In order to buy a Star Player, coaches will set aside a certain amount of money during team creation to be able to bid on the Star Player of their choice. Coaches should be advised, however, that the Stars may be in high demand, and they may not be able to get them for the listed price (NB ??? Star Players may not be purchased at a cost lower than the listed price ??? the listed price is the absolute minimum). There is no maximum that a Star will go for ??? it is all dependent on how much the coaches are willing to pay for him/her/it.

At the beginning of the tournament, promptly at 10:00 a.m. the Bidding War will begin. Any coaches arriving late, will be registered by an assistant, and once registered, may take their part in the Bidding War, missing out on any deals that may have transacted before they arrived.

At the onset of the Bidding War, all coaches in attendance who wish to purchase Star Players must draw a number. The coach with the lowest number picks one of the Star Players that they wish to bid on and will bid their opening price (i.e. the price listed). Then any coaches who also wish to recruit that player may make counter-offers, going in order of their draw number. Successive bids must be at least 10,000 g.p. greater than the one before it. Once the bidding for the one player is resolved then move on to the next coach, and so on, until all coaches are done bidding. Once all coaches are done bidding on their first picks, then move on to those who still have money for a second pick, and so on.

There will be no limit to the number of Star Players that a coach can purchase provided that they have the money for them.


Loner Trait
Seeing as the Star Player has been with this team for a while, and they are not a free agent, then they will not have the Loner trait.

Skills
As none of your other players will be allowed to have more than two skills each at the onset of the tournament, Star Players are the only way that you are going to have such developed players to start. For this reason, during Team Creation, Star Players may not be upgraded in any way (Skills or Stats), however they may receive skills after the tournament has started just as any other player.

Representation
Coaches who plan on using a Star Player should also have the model available for use during this tournament, but it is my intention to paint a model for each of the Star Players to avoid having coaches bringing models unnecessarily (i.e. they do not win the bid).


Positions
The Star Player you purchase take up a positional spot according to what they are e.g. Ramtut would count as one of your mummies on an Undead or Khemri team, or as a golem on a Necromantic team. In some cases this will not be so clear (e.g. Count Luthor) but I will include on the list with their prices, which position they would occupy on the team.

Leftover Cash
After the Bidding War is over it will be inevitable that some coaches will have leftover money, whether it is because they did not have to pay as much for their desired player as they anticipated, or they did not get them at all, there will be cash to dispose of.

Once all coaches are done, then all coaches with leftover money will have 15 minutes (timed) to spend it. Any coach who has not spent their money in this time will have their money spent for them in the following manner:

Step 1 ??? Buy as many (0-16) players as their remaining money will allow
Step 2 ??? Whatever is left over will be used to purchase Fan Factor, Coaches and Cheerleaders in equal amounts, and in that order.

This will be strictly enforced to ensure that the rest of the tourney is not delayed.

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