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Tournament NameLoch Bowl 2018
Organizer NAF nameshawass (18416)
OrganizerJaskier
VariantClassic
Major/Nationalno
Start Date (YYYY-MM-DD)2018-10-06
End Date (YYYY-MM-DD)2018-10-07
TypeOPEN
StyleResurrection
Scoring
Cost40PLN
NAF Fee Includedno
NAF Member Discountno
Emailkamilr.rt@gmail.com
WebpageFB Event Page

Tournament Statistics

Winner

Misiozaurus (27003)Skaven

Runner up

TomekKos (25311)Dark Elf

Most Touchdowns

Opos (26009)Elf Union

Most Casualties

Bastor (25281)Ogre

Stunty Cup

Best Painted

Other Awards

 
Tournament Location
AddressDom Studenta
 Słowackiego 7
CityTarnów
StateMałopolskie
Zip33-100
NationPoland

Ruleset Document

Information
Additional information

The tournament will be run on  https://www.thenaf.net/2017/05/naf-and-death-zone-2/

1. Rosters
Rosters should be sent to: kamilr.rt@gmail.com. Each coach receives +1 point to the final result of the tournament for sending the roster till October 1st.

Races
All 21 races with CRP plus 5 additional sanctioned by NAF as well as Simyin (proxies are not acceptable, monkeys are monkeys – if in doubt please send an e-mail to the organizers) are admitted to the tournament. Links below to the team rules:
https://www.thenaf.net/wp-content/uploads/2013/06/CRP1.pdfhttps://www.thenaf.net/wp-content/uploads/2015/09/CyanideRaces.pdfhttps://www.thenaf.net/2015/09/unofficial-races/https://www.thenaf.net/tournaments/information/tournament-team-list/

These games are not ranked

Tier 1
Dark Elves, Lizarmen, Undead, Wood Elves
Tier 2
Amazons, Chaos Dwarves, Dwarves
Tier 3
Bretonnians, Norse, Orcs, Skavens
Tier 4
Elven Union, High Elves, Humans, Khemri, Necromantic
Tier 5
Chaos Chosen, Chaos Renegades, Deamons of Khorne, Nurgle, Simyin, Slann
Tier 6
Underworld, Vampires
Tier 7
Goblins, Halflings, Ogre

TEAM creation:
Coaches must spend a minimum of 1,100,000 gold pieces when building their team. When building your team, you may buy:

• At least 11 standard roster players before any star player
• 0-8 Re-Rolls
• Assistant coaches
• Cheerleaders
• 0-1 Apothecary or Igor, depending on race
• 0-8 Fan Factor
• Inducements. The cost will be as following and will count for all 5 games:
◦ 0-2 Bloodweiser Kegs for each 50 kgp
◦ 0-3 Bribes for each 100 kgp, for Goblins only for each 50 kgp
◦ 0-1 Masterchef for 300 kgp, for Halflings only 100 kgp
◦ 0-2 NAF-approved star players for their regular cost and Star Players from Chaos, DE Andrzej Nurgle Spikes
◦ 0-1 CRP Wizard for 150 kgp

Additional cash for team building and/or skills
Tier 1 - +120KGP
Tier 2 - +130KGP
Tier 3 - +140KGP
Tier 4 - +160KGP
Tier 5 - +180KGP
Tier 6 - +200KGP
Tier 7 - +250KGP
SKILLS:
• A normal skill costs 20 kgp
• A double skill costs 30 kgp
◦ Tiers 1-6 are limited to one player with 2 skills during the tournament
◦ Tier 7 may have more one player with 2 skills
• Your roster can have one player that has two additional skills. Both skills must be normal skills and the second skill has a cost of 30K gold pieces
• Tier 7 may buy stats upgrades. This cannot be combined with any other additional skill.

◦ + MA / AV costs 40,000 gold pieces,
◦ + AG 50,000 gold pieces and,
◦ + ST 60,000 gold pieces.
• Star players may not receive additional skills or stat upgrades

3. Tournament points:
Win with a predominance of at least 2 touchdowns: 5 points
Win with a predominance of 1 touchdown: 4 points
Draw: 2 points
Lost with a difference of one touchdown: 1 point
Lost with a difference of at least two touchdowns: 0 points

4. Special rules
- there are no Weath Rolls, because we are playing on pitches in big dungeons
- instead of Wheater Table and Wheater Rolls, we have Dungeon Condition Table and Dungeon
Condition Rolls (below) - there is special Kick-Off Table (below)


Dungeon Condition Table (2d3, each coach rolls 1d3 and coaches are summing results):

2 - Side walls - there are walls on pitch sides and you can't push player into the crowd, if you will
push the player into the crowd Knock Down him instead and add +3 to the Armour Roll against that player
3 – Negative Aura – when the player is performing a Blitz Action, on time od that action he has -1 modifier to ST
4 - Pitch with no special conditions
5 - Magic Wind - all the time, when the ball scatter or bounce, scatter or bounce one additional time. Ball bounce twice even if the first bounce ended on pole with player.
6 - Extremely hard floor - when the player is Knock Down after failing go for it roll, there is +1
modifier to the Armour Roll against that player

Kick-off Table (2d8 instead of 2d6)

2 - Get the Ref
3 - Local-high-level Wizards attention - each coach gains 1 Hireling-Sports-Wizard that can only cast a ZAP! Spell (see Spike Issue 1)
4 - Riot
5 - Lightning Bolt-class aprentice of Collage of Magic - each coach gains that Wizard and can use it as standard Wizard but can't cast a Fireball
6 - Perfect Defense
7 - High Kick
8 - Cheering Fans
9 - Terryfing Aura - all players that are activated in first turn after kick-off (both coaches) must roll d6, on 1 the player is paralyzed by fear, so that player can't do anything this turn, the action is NOT lost but that player loses tackle zones; roll it, before rolling Bonehead, Really Stupid and Wild Animal; players with Dauntless are rolling 6 automatically, but they can't use Dauntless skill in that turn
10 - Brilliant Coaching
11 - Quick Snap
12 - Blitz!
13 - Fireball-class apprentice of Collage of Magic - each coach gains that Wizard and can use it as standard Wizard but can't cast a Lightning Bolt.
14 - Throw a Rock
15 - Dungeon Condition Wizard - each coach rolls d6+FAME, winner gains Dungeon Condition Wizard and can use it before any of opponent turns; when you use that kind of Wizard, roll d6, on 1 Wizard's Spell are too weak to change anything, on 2-6 you can choose new Dungeon Condition from Dungeon Condition Table
16 - Pitch Invasion

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