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Tournament NameWarpstone Cup 13
Organizer NAF nameClan_Skaven (2854)
OrganizerRoderick Davidson
VariantBlood Bowl 2020
Major/Nationalno
Start Date (YYYY-MM-DD)2022-11-26
End Date (YYYY-MM-DD)2022-11-27
TypeOPEN
StyleDivisional
Scoring3pts W, 1pt T, 0pt L
Cost$40
NAF Fee Includedno
NAF Member Discountno
Emailclan.skaven@gmail.com
Webpage

Tournament Statistics

Winner

codered (26601)Orc

Runner up

L3athalK (7465)Underworld Denizens

Most Touchdowns

Most Casualties

maljam (32987)Dwarf

Stunty Cup

Best Painted

Other Awards

NotThePornGuy (28320)Skaven
Salty Soother
Motorheadjones (5787)Orc
Best Sport
 
Tournament Location
Address214 King Street
 
CityWelland
StateOntario
ZipL3B 3J7
NationCanada

Ruleset Document

Information
Warpstone Cup 13 will be at the MWG Bunker
214 King Street Welland , ON, Canada L3B 3J7

www.mwgbunker.com/rooms

There are rooms available to rent at the bunker

The cost of the tournament is $40 (does not include any NAF fees needed)

Warpstone Cup 12 will be using the current Bloodbowl Rules, and all 28 teams plus Slann

4 Games will be played on the Saturday and 2 Games played on the Sunday.



Registration is at 9am, first Round is at 10am

TEAM BUILD
All teams get 1,250,000 to build their team, team must have 11 players , Primary Skills cost 20,000
Secondary Skills cost 40,000

Skill purchase is included in the cost of the team.
A maximum of 4 of each Skill may be given to your team (4 Block, 4 Dodge ect)

Each Team will Randomly be put into one of 4 Divisions, the first 3 Games are Divisional games, and the next 3 Games are Playoff Games.

Clan Moulder Division
Clan Eshin Division
Clan Skryer Division
Clan Pestilens Division

After round 3 Each Division will have the Teams ranked 1st through last.
Tie Breakers, More Wins, Head to Head, Most TD's, Most Cas, better TD/Cas +/- , Coin Flip

The Top 2 in Each Division go on into the Championship Bracket, the remaining teams play off for the League Cup.

Once the Divisions are drawn, each team will know the order of the first 3 games, so if you are done Round 1 and your round 2 opponent is also done Round 1 you can start the 2nd game straight away even if other Round 1 games are not over.

To the top 8 teams in the Championship, for games 4,5 & 6 there can not be any ties, so if the game is tied after turn 16 , roll for K.O.'d players as normal and set up for OT , only unused RR's from the 2nd Half may be used, Leader can be used again in OT though but RR's do not reset in OT. Also Roll off to see who gets to Choose to Kick or Receive with one exception, the Kicking Team automatically gets the Blitz Kick Off result (after scattering the Ball do not roll on the Kick Off Table)

In games 4,5 & 6 the rest of the teams not playing in the Championship can still have tie games as normal.

Each Division is Sponsored by one of the 4 Great Skaven Clans, Moulder, Eshin, Skryer and Pestilens. Each Sponsor is awarding a team with a Clan Magic Ring, the Ring Grants 1 Player a random Skill for that game.

Clan Moulder: Strength Skills
Clan Eshin : Agility Skills
Clan Skryer: Passing Skills
Clan Pestilens: General Skills

This Random Skill Roll is made before every game and in front of your opponent, once the random skill is rolled you choose a player on your team that can get this skill. (if no player on your team can have this skill, you may reroll it again)

After the 1st Game:

If you Tied your previous game add +1 to your random skill rolls and choose which 1 skill to use.

If you Lost your previous game add +2 to your random skill rolls and choose which 1 skill to use


The REF!



Before each game there will be 1 of 16 Refs waiting for you.

The Kicking Team, before either player sets up rolls a D16, and consults the chart below.

1.Regular Ref Normal (Normal Bloodbowl Ref rules.)
2.Orc Ref Brutish (If you do not get caught on first foul, you may foul a 2nd time that turn.)
3.Dark Elf Ref Sadistic (If at the end of your turn you have not fouled, one random player from your team is ejected for not fouling. You are not ejected if there was no opportunity to Foul.)
4. Goblin Ref Sneaky (All Secret Weapons that would be sent off are not if the Goblin Ref is on the Field.)
5. Lenient Ref Lenient (Players ejected are only sent to the KO'd Bin, Thick Skull has no bearing on this.)
6. Dwarf Ref Grudge Bearer (You can not Argue the Call.)
7. Troll Ref Really Stupid (If someone gets caught fouling randomize the team, then randomize the player sent off.)
8. Halfling Ref Hungry (If caught with a Foul or Secret Weapon, roll a D8 and if the roll is less than the current turn the Halfling too busy is at a Food Vendor to see the call.)
9. Khorne Ref Bloodthirsty (Any foul that doesn't break Armor the fouler is automatically ejected, this overrides the Sneaky Git skill. Any foul Result that is Badly Hurt, Seriously Injured or Dead will never be caught.)
10. Sympathetic Ref Sympathy ( If a team is losing the Ref will turn a blind eye to them for fouling , Secret Weapons are still sent off.)
11. Ex BloodBowl Ogre Star Player Ref Intimidating (Ignore all Pitch Invasion results on the Kick Off Table.)
12. Neutral Ref Equality ( If caught for a Foul the Punishment equals the Injury, if the Fouled player is Prone, both players are Prone, if the Fouled player is Stunned both players are placed Stunned, same for K.O. and Injury/Death, basically where ever the Fouled player ends up the Fouling Player gets the same result applied. This does not apply to Secret Weapons, they are sent off as per Normal Rules.)
13. Choose, both Coaches roll a D6 , higher chooses, if tied the Kicking team chooses.
14. Nurgle Ref: The team with more players in the Dead and Injured Box may foul for free, Secret Weapons are still sent off.
15. Skaven Ref: Skaven Teams get 1 free Additional Warpstone Token
16. Underworld Ref: Underworld Teams get 1 free Additional Warpstone Token


If Get the Ref is rolled on a Kickoff, immediately roll a D16 for the replacement Ref , The new Ref gives each team a Bribe as per usual, as well of any rules that particular Ref has.



Warpstone Tokens

Each team starts the game with 2 Warpstone Tokens, each token can be used once per game.

They may be used one of 2 ways.

1) Warpstone Roulette!

May be used at the start of any turn before any player takes an action. Roll a D6, on a 2+ Roll a D16 on table below, on a 1 place the sick player in the Reserves box (A player sent to the Reserves box does not create a Turnover, unless they were holding the Ball.)

1: Big Hand
2: Bone Head
3: Claw
4: Disturbing Pr.
5: Extra Arms
6: Foul App.
7: Horns
8: Hypnotic Gaze
9: Prehensile Tail
10: Really Stupid
11: Regeneration
12: Tentacles
13: CHOOSE!
14: Two Heads
15: Unchanneled Fury
16: Very Long Legs


if the result rolled is already on the player (horns on a beastman, or Bonehead on an Ogre, then reroll the D16 until a result that he/she does not already have) The player gains this result for the remainder of the game, but leaves him/her before next game starts.



2) Warpstone Bribe

You can use a Warpstone token for a Bribe on any Skaven or Underworld Ref, . Roll a D6 on a 2+ the Bribe works, any other Ref the Bribe works on a 4+




Home Field Advantage , all Skaven and Underworld teams get to use once per game They may use the Warpstone Brazier Ball as described in the Bloodbowl Deathzone pg 75:

If using a Warpstone Brazier Ball select which player is kicking the ball, no matter the Kick off Result if a double is Rolled , the kicker is ejected, but the illegal ball is still allowed. (if the current Ref at the Kick Off is Skaven or Underworld, the kicker is not ejected if a double is rolled)

Whenever a player rolls a 1 when attempting to pick up, catch or intercept a Warpstone Brazier Ball (after rerolls), the player finds their physical form temporarily warped! Roll a D6 on the following table see what happens, if the player is granted a Skill or Grant they already have, this roll has no additional effect. The effects of the Warpstone Brazier Ball last until the end of the drive, or until the player is unlucky enough to roll again on the following table:
D6
1 Spontanious Combustion: The player is immediately Knocked Down. You may may modify the Armour roll or Injury Roll +1
2 Temporal Instability: The player moves out of phase with reality, gaining the No Hands Trait.
3 Shuken Head: The only thing worse than a tiny head is the realization that your helmet no longer fits. The player gains the Bone Head Trait.
4 Massively Obese: The player expands in size until they are a hulking mass of flesh . The player's MA is reduced by 1 to a minimum of 1 and the AV is improved by 1 to a maximum of 11+
5 Leprous Flesh: Skin and flesh hang from the player in sickening folds. The player gains the Foul Appearance Skill.
6 Thorny Carapace: The player's body sprouts a thick , spiked shell. The player gains the Iron Hard Skin skill and their AV is improved by 1, to a maximum of 11+.

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*********Underworld teams only can take advantage of the Skaven Bonuses described above if their roster includes all 6 Skaven players on their roster.******

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