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Tournament NameKarnage Kup
Organizer NAF namepinkskink (22185)
OrganizerKenny Hill
VariantClassic
Major/Nationalno
Start Date (YYYY-MM-DD)2018-09-01
End Date (YYYY-MM-DD)2018-09-01
TypeOPEN
Style
Scoring
Cost$25
NAF Fee Includedno
NAF Member Discountno
Emailfwbbcommish@gmail.com
WebpageKarnage Kup

Tournament Statistics

Winner

cyberedelf (19538)Wood Elf
Karnage Kup Champion

Runner up

rabbi420 (17200)High Elf
2nd Place

Most Touchdowns

rabbi420 (17200)High Elf
Best Offense

Most Casualties

SVelez01 (24604)Chaos Chosen
Brutality Award

Stunty Cup

Macbeth9 (20290)Goblin
Stunty Champion

Best Painted

Macbeth9 (20290)Goblin
Pretty Boy Award

Other Awards

Brownstone (19196)Bretonnian
Nice Guy Award
Macbeth9 (20290)Goblin
The Outlaw
tkaya (22379)Dark Elf
Best Defense
 
Tournament Location
Address5276 Trail Lake Dr.
 
CityFort Worth
StateTX
Zip76133
NationUnited States

Ruleset Document

Information
Karnage Kup 2018
September 1, 2018
Y2Komics
5276 Trail Lake Dr.
Fort Worth, TX 76133
(Next to Harbor Freight)

Cost
Early Registration (before August 25th) - $25
Registration (after August 25th) - $30
Please pay at www.karnagekup.com

Rosters
All players that pre-register are required to send in their rosters by August 25th. Players can email their rosters to fwbbcommish@gmail.com

Tournament Schedule
8:00 - Doors Open
8:15 - Registration Begins
8:45 - Registration Ends
9:00-11:00 - Round One (Random)
11:00-11:30 - Break
11:30-1:30 - Round Two (Swiss)
1:30-2:30 - Lunch Break (1 hour)
2:30-4:30 - Round Three (Swiss)
4:30-5:00 - Break
5:00-7:00 - Round Four (Swiss/Finals)
7:00-7:15 - Results Tabulation
7:15-8:00 - Awards and Raffles

Please Bring with You
Your painted Blood Bowl Team
Five copies of your Roster (4 for your opponents, 1 for you)
Blood Bowl Field, Dugout, and Templates
GW or NAF Block Dice and a d8

What We Will Provide
Pen
Nametag
Match sheet
Karnage Kup d6
Awards

Karnage Kup Special Rules
Karnage Kup will use the normal Weather Table from the rulebook. Table 1 will initially roll for weather for all tables each round.
Special Play Cards WILL NOT be used
Special Referee, Pitch Rules, and any rules not in the CRP, BB16, DZ1, DZ2, or Blood Bowl Almanac are not allowed
Argue The Call – For this to be allowed, you MUST have a coach model that is thematically accurate for your team. No regular players or oddball figures. Final discretion is given to the organizer as to what qualifies.
See below for clarification on Star Players that are allowed
Per NAF regulations, “Piling On” will use the CRP ruleset
The Secret Weapon Skill is changed slightly for our purposes. Any player with the Secret Weapon Skill will NOT be sent off the pitch after a drive. Instead will only be sent off if it causes an injury. You may argue the call or use a bribe to keep them on the pitch as normal. If you use the Chainsaw Skill on a Foul Attempt and succeed with an injury AND roll doubles during the attempt, only one Argue the Call or bribe will be needed to cancel both offenses.

Team Building Rules
Each coach will be given 1,150,000 gold pieces to purchase players, rerolls, an apothecary (if chosen team is allowed), fan factor, assistant coaches, and/or cheerleaders.
Wizards, Journeymen, Special Play cards, and Mercenaries are NOT ALLOWED. With that said, you may purchase any other inducements as part of your team build.

CRP Star Players
Note: If you are including a Star Player from the CRP Rule Book or DZ Season 1, or DZ Season 2, you must still have 11 players on your team BEFORE being able to hire them. Having 10 plus a Star is not allowed. (See exception below)

Secret Weapon Star Players
You will NOT have to have 11 players in order to purchase a Star Player with the Secret Weapon Special Rule. If you purchase one CRP Star Player and one Secret Weapon Star Player, you must have 11 regular team players first. Example: Having a Chaos Team with 9 players plus two Secret Weapon Star Players is allowed. Having a Chaos Team with 10 players plus one Secret Weapon Star Player is allowed. Any questions about this please email us at fwbbcommish@gmail.com
Star Players follow the same rules that are in the CRP Rule Book. 0-2 Star Players may be purchased per team.
There is no “Highlander Rule”. Karnage Kup wants everyone to equally have a chance to participate in the all the Karnage

Player Advancements
You may choose ONE of the following 4 skill packages to advance your team.
6 Normal Skills
4 Normal Skills, 1 Double Skill
2 Normal Skills, 2 Double Skills
3 Doubles
You may replace ONE of your Doubles Skills for a +1 Ma or Av
Two players maximum may have two skills added to them if desired
No player may have a stat increase and a skill
No skill may be taken more than three times
No skill may be added to a Star Player


All Injuries will reset after each game as this is a Resurrection Tournament

Illegal Procedure
In the spirit of good sportsmanship, Illegal Procedures will not be called

Timing
The game round time limit WILL be strictly enforced. You will receive ‘Time Remaining’ updates from the Tournament Organizer to help you stay on pace.
The 4 Minute turn rule will not be used unless the Tournament organizer feels your game is in danger of not completing in the two hour time limit. He may insist on a timer being used and enforcing the 4 minute turn rule.

Dice
You are encouraged to share dice with your opponent if requested. Only GW or NAF Block Dice may be used and only the Karnage Kup d6’s received at registration may be used.

Scoring
After each round you will fill out both the game sheet and the etiquette sheet based on the game just completed.
A WIN is worth 60 pts
A DRAW is worth 30 pts
A LOSS is worth 10 pts
If you lost by 1 Touchdown, you earn +2 bonus pts
If you caused 1 more CAS from Blocking than opp you earn +2 bonus pts
If you caused 2 or more CAS from Blocking than opp you earn +5 bonus pts
If you clear the pitch you earn +5 bonus pts (max once per game)
If you won by 2 Touchdowns you earn +2 bonus pts
If you won by 3 or more Touchdowns you earn +5 bonus pts
If you finished the game by using all turns +3 bonus pts
If you win the Duel during a DRAW +5 bonus points

There is no championship game the standings will solely be determined by total points

Overtime
There will be no overtime played. If your game ends in a draw, Two players will face off in a Duel.

Duels
In the Karnage Kup, we prefer there are no draws. If the SCORE ends in a draw, each player will choose another player that was not injured during the game. That player must have the Bombardier, Stab, or Gunman (see Desperado Star Player) Skills. If a player with that rule does not exist or has been injured, that team will automatically lose the Duel. If both teams have one of these players available, each player will SIMULTANEOUSLY roll Armor, and then Injury should armor be broken. Whoever has the “worst” injury will win the Duel. If neither player succeeds in breaking armor, or the injury roll is the same, the Duel will be a draw… (boo)

Tiebreakers
The Scoring system has been setup to hopefully get the most accurate representation of how everyone has performed. If, by chance there is a tie in Tournament points, the ties will be broken in this order:
Winning Percentage
Head to Head record
Net TDs plus Net CAS
Total TDs plus Total CAS
Highest Total Outlaw Casualties
If it is still a tie at that point, the tournament organizer will use his best judgment in finding a way to break the tie.

Painting
All teams are expected to meet the minimum painted guidelines. They must have 3 colors on them and have had some attempt at making them appear finished.

Sportsmanship
We are here for the fun of the game. Sportsmanship is not encouraged from the coaches it is required!
Fouling 16 turns in a row and running up the score is not poor sportsmanship, but gloating and ridiculing your opponent while doing so is.

Awards
To be eligible for an award, you must have played all 4 rounds of the tournament.
The following trophies will be given out after the last round:
Karnage Kup Champion- Most points scored
2nd Place– 2nd most points scored
Del Zine Cup (3rd Place)- 3rd most points scored
Best Offense - Team that scored the most TDs (that did not place 1st - 3rd)
Best Defense - Team that allowed the fewest TDs (that did not place 1st - 3rd)
Most Brutal - Team that inflicted the most Casualties from Blocking (that did not place 1st - 3rd)
Stunty Champion - Highest rated Stunty Team (Halflings, Goblins, Ogre) in standings
Fan Favorite - Best fan favorite team as decided by the participants of the event. It could be based on anything, your vote for the best team at the event.
Best Sportsman - Best Sportsman as decided by player vote. Tournament Organizer will have final say and break any ties.
The Outlaw - Coach that finished with highest number of Outlaw Casualties. Outlaw Casualties are from Fouls plus injuries made with the Ball & Chain, Bombardier, Chainsaw, Gunman, and Stab Skills

Spread The Wealth
A coach may only win one award. If they are in line to win more than one award, they will be asked which one they would prefer and the next coach in line will be given the other award. Tournament organizers reserve the right to adjust the awards.

Karnage Kup Star Players

Max Spleenripper
May also play for Khorne Daemons

Helmut Wolf
May also play for Brettonians

Lodren, The Mad Elf
A once huge star, but after an unfortunate run-in with a crazy minotaur, Lodren was never quite the same in his head. He demanded moving from his position as catcher, and be trained as a blitzer. He sought magics to increase his strength, but at the cost of his sanity. He became more and more violent, until one day he brought a chainsaw to a match. After literally dismembering a treeman, and a few other halflings, he was removed from the pitch and was never heard from again…

Cost
MA
ST
AG
AV
Skills
120000
7
3
4
7
Loner, No Hands, Secret Weapon, Chainsaw, Shadowing
*Lodren will only play for Dark Elves, Elves, High Elves, or Wood Elves

The Desperado
We’ve all heard tales of the lone gunman, the outlaw, The Desperado. The one who comes into town with no name, but leaves as a legend. There heroic (or villainous) feats are shrouded in myth and folklore; stories that are told by the ones who survived and saw their deeds.

Cost
MA
ST
AG
AV
Skills
Free*
6
3
3
8
Loner, Secret Weapon, Dodge, Regeneration, Gunman*
*The Desperado will play for any team. To use the Desperado, you must provide your own model and he must be modeled accordingly. You must also have 11 players on your team before taking The Desperado AND he does take up one of your 2 allowed Star Player positions.




*Gunman (Extraordinary)
This player is holding a gun/handcannon/revolver/rifle and will use it. The player may use his gun at the end of his Move Action, place the passing template over the shooter, any opposing player who is within a Short or Quick Pass range may be targeted. If there are any non targeted opposing models in the way (other opposing players under the template), the opposing player may choose to have one of those models “intercept” the shot. Place the intercepting model prone then roll a d6. On a roll of a ‘6’ the shot has successfully been intercepted, and this model is now the target. Make an agility roll with a -1 modifier for each opposing tackle zone on the player other than the victim’s , and modified by range (like a Pass). If the Agility roll is successful, you may roll to break armor with a +1 modifier to the armor roll. If Armor is broken, then roll for injury (no modifiers). If the Agility roll is unsuccessful, the shot will simply miss. If the roll is modified roll of a ‘1’ the gun willl backfire. Roll armor on the firing model instead. A turnover will only occur if this player was the ball carrier and was knocked down.

Tournament Report
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