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leftstar May 02, 2024 - 11:47 AM
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Tournament NameStunty Slam 12
Organizer NAF nameLeipziger (4380)
OrganizerLeipziger
VariantSpecialist
Major/Nationalno
Start Date (YYYY-MM-DD)2019-09-14
End Date (YYYY-MM-DD)2019-09-14
TypeOPEN
StyleSwiss
Scoring3/1/0
Cost£6
NAF Fee Includedno
NAF Member Discountno
Emailwaterbowlbb@gmail.com
WebpageStunty Slam FB Event

Tournament Statistics

Winner

EdJollyboat (27617)Goblin

Runner up

CJBlackburn (20348)Ogre

Most Touchdowns

Sizzler (10658)Halfling

Most Casualties

CJBlackburn (20348)Ogre

Stunty Cup

Best Painted

Other Awards

Leipziger (4380)Underworld Denizens
3rd Place
edenkeeper (23418)Halfling
Wooden Spoon
blessedknight (25383)Halfling
AV1 Award for having the most CAS inflicted
Jackacoyit (28058)Goblin
Dirty Sheets Award for the leakiest defence
 
Tournament Location
AddressElement Games
 
CityStockport
State
ZipSK2 6PT
NationUnited Kingdom

Ruleset Document

Information
Races:
Goblin
Halfling
Ogre
Underworld (No skaven) *Underworld may take 0-16 goblins rather than 0-12*

Team build:
Only Stunty or ST5+ stars that are eligible for your team, and the WB stars (see below)

A coach may hire 0-2 stars in total. Coaches must select 11 non-star players before hiring a star.

If a player has the ‘trainee’ skill they do not count towards the Star Player quota.

WB Stars:

Hogstopper - Halfling - 5,2,3,6 - loner, stunty, dodge, right stuff, wrestle, fend, juggs (90k)

Stick E. Bunn - Halfling - 5,2,3,6 - loner, stunty, dodge, right stuff, custard pie*, nerves of steel. (90k)

*Custard pie: works as per hypno gaze, but Stick E. Bunn is so deadly with his aim that he gets +1 to the ‘pie’ roll.

Evilkårenievel - Stuntfling - (Halfling) -
5247 - Loner, Swoop, Stunty, Right Stuff, Jump up, No hands, Wrestle (80k)


Squiggy Smalls - Squig (Goblin) - 5,3,2,7 - Wild animal, frenzy, wrestle, sprint, no hands, loner 100k

Gobby Stiles - Goblin - 6,2,3,7 - loner, stunty, dodge, right stuff, dirty player, sneaky git (90k)

Luke Guystalker - Goblin - 6 2 3 7 - Loner, Right Stuff, Dodge, Sidestep, Diving Tackle, Shadowing (100k)

Gorgerous George
Gogre - (Ogres)- 5 5 2 9 Loner, Wild Animal, Thick Skull, Mighty Blow, Sure Feet, Juggernaut, Frenzy 200k

Snotty 2 Hotty - Snotling - 5,1,3,[b]6[/b]- loner, titchy, stunty, right stuff, juggs, sprint, leap (90k)

El Diablo - Snotling - 5,1,3,6 loner, titchy, dodge, stunty,dauntless, wrestle, jump up (80k)

Thing From The Pit - Underworld - 4,3,1,7 - loner, foul appearance, disturbing presence, stand firm, really stupid, regen. (90k)

Phlegm Rattlee - Underworld - 6, 2, 3, 7 - loner, dodge, stunty, right stuff, prehensile tail, tentacles, stand firm (90k)

Barney the Beserker - Underworld- 4 3 1 7 - Loner, B&C, grab, no hands, dauntless, Stunty, TRAINEE, not a secret weapon (70k)

(Special rule- Trainee:

This player does not count towards your Star Player limit)

Inducements:
Halflings may hire a chef for 100k. Other teams must pay full cost (300k)

Goblins *and* underworld teams may purchase bribes for 50k. Other teams will pay 100k for bribes.

Ogre teams can buy a magic sponge for 30k This can be used once per game. The sponge can be used at the end of a drive or at halftime to bring d3 snotlings back from the ko box.

Teams may hire infamous coaching staff should they wish to e.g. Horatio X.Schottenheim. If two teams play and they both have the same inducements, they can still use them.

No wizards other than Horatio may be hired.

TV110

42 points to spend on skills.

Stacking of up to 2 skills allowed on one player.
No skill may be taken more than twice on a team.

Normal skills: 6 pts
Double skills: 8 pts

The Stunty Slam uses the old interpretation of Piling On. So, no reroll required.

No stat increases allowed.

Rds:
1 - Winter Weather
The icy conditions have made it treacherous underfoot, as it is extremely slippy! The ice means that players may go for it 3 times, rather than the normal 2. However, the ice makes it hard to keep control. GFIs are made using 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. If the active player is knocked down a Turnover is caused, as per the usual rules.

The direction of your GFI is decided after you make the roll. If you blitz someone and need to GFI to hit them, you still have to roll for direction, so you might miss them with a swing or two before you hit them (or you might miss them all together!)

2 - Teleporters

At the start of each half, before the players are set up, each coach gets three Teleporter tokens to place on 3 squares within their own half. Once the teams are set up, but before the kick-off is resolved, each teleporter moves d3 squares in a random direction (use a d8 and the scatter template to work this out)

Teleporters cannot scatter off the pitch, but they can scatter into the opposing half. If a teleporter scatters onto another teleporter, both scatter again.

If the ball goes into the teleporter and then lands on the same one when teleporting, the ball is ejected to a random square adjacent to the teleporter.

If the ball goes into the teleporter from kick-off and ends up in the opposition’s half this will result in a touchback.

A player may enter onto a Teleporter square using 1 square of movement as normal. They then roll a d6 to see which Teleporter they are transported to. If they roll the same number as the Teleporter they entered into, they are immediately placed in the reserves box. This only causes a Turnover if they were the ball carrier.

Players leave the Teleporter via a random direction, determined by a d8 roll using the scatter template. If another player is blocking that square, they are pushed back. Leaving a teleporter cost 1 square of MA.

You may attempt to pass the ball onto a Teleporter square. If the ball lands on it, it will pass to another Teleporter in the same way a player would. If a member of your team catches it when it comes out of the second Teleporter, there is no Turnover and you may continue playing. If the ball Teleports back to the same Teleporter it started in, it simply scatters one square.

You may block a player into a Teleporter as if it were an empty square. They then roll a d6 and follow the same rules as if they had moved into the Transporter voluntarily.

3 - Play Your Cards Right (new card effects this year...)
Each coach will get to randomly choose 3 cards from the special Stunty play cards. The details of which will be revealed on the day.

4 - Spuds check
The teams are playing their last game in the most feared stadium in the Old World - the Neue Den. The crowd are baying for the blood of both sides, 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...If the ball carrying player is thrown, 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.

Tournament Report
The call went out, and once again they came! This time in increased number as 30 hardy coaches arrived at Element Games in Stockport for the 12th edition of the Stunty Slam, the longest running all Stunty tournament in the world, and the first tournament sanctioned under the NAF's 'specialist' banner.

In amongst all of the regulars, it was very pleasing to see a group of first time Slammers in attendance, one of whom would do very well indeed. But more of that later..

As ever the structure of the day was 4 games, pretty much without pausing for breath, and each round threw a different challenge in the direction of the coaches. From the perilous Winter Weather to teleporters, special stunty play cards (e.g.Throw Opposing Player...), and the ever stressful Spuds Check.


After fighting their way through 4 rounds, three coaches found themselves tied on 3 wins and 1 draw, and found themselves facing a Go For It challenge to settle matters.


The man who is as magniificent as his moniker, Ed Jollyboat, took home the prize. He has only played 2 BB tournaments, and he has won them both!
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