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Tournament NameStairway to Seven I
Organizer NAF nameAntonLunau (17846)
OrganizerAnton Lunau
VariantSevens
Major/Nationalno
Start Date (YYYY-MM-DD)2021-06-12
End Date (YYYY-MM-DD)2021-06-12
TypeOPEN
Style
Scoring
Cost75DKK
NAF Fee Includedno
NAF Member Discountno
Emailanton@lunau.dk
Webpage

Tournament Statistics

Winner

mobo (6048)Dark Elf

Runner up

Tank (11501)Human

Most Touchdowns

AntonLunau (17846)Wood Elf

Most Casualties

Jaqra (19750)Norse

Stunty Cup

Best Painted

Other Awards

 
Tournament Location
AddressStøberiet
 Blågårds Plads 5, 2+3 sal
CityKøbenhavn N
State
Zip2200
NationDenmark

Ruleset Document

Information
Stairway to Seven I

We play by Core and Death Zone sevens and recommendations following “Rules for NAF Tournaments 2021” - including the two extra races (Daemons of Khorne & Slann): https://www.thenaf.net/wp-content/uploads/2020/12/NAF-Rules-for-Tournaments-2021.pdf

All the races can be found here: https://bloodbowlhelp.files.wordpress.com/2020/12/blood-bowl-2020-en-all-teams.pdf

Recommended roster tool for team building: https://bloodbowlhelp.wordpress.com/2021/01/09/excel-roster-blood-bowl-2020/

The tournament is a resurrection and no progression tournament, so every game is played with the roster you create before the tournament starts except for random skills.

In addition, the following kickoff rules are used: KICK-OFF: In Sevens, when the ball is kicked off 2D6 are rolled to determine scatter and the lower result is used. Kicks may be aimed at the area between the two LoS, however, for the purposes of resolving the kick-off event (including skills e.g. Kick-Off Return), the area between the two LoS is considered the opponent's half

Team Creation:
• Teams may be purchased using 600,000 Gold
• Star Players, (In)famous Coaching Staff, Mercenaries and Extra Training are removed from the inducements list.
• See Deathzone p92 for rules about sideline staff
• A team may not have fewer than 7 or more than 11 players on the roster. A team will only field 7 players at a time
• Only 4 “specialist” players (meaning any player whose availability is less than 0-12) may be selected. In addition, a team can take 0-1 player with the Stunty trait.
• Sevens teams are not very well-trained or reliable. Team re-rolls cost double their listed cost. For example, a re-roll for a Human team would cost 100,000 Gold
Team Tiers:
Teams get a number of random skills based on tier.

Tier 1: (1 starting skill)
Amazon, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elf Union, Human, Lizardmen, Norse, Old World Alliance, Shambling Undead, Skaven, Underworld, Wood Elf
Tier 2: (2 starting skills, roll 2, pick 1)
Black Orc, Chaos Dwarf, Daemons of Khorne, High Elf, Imperial Nobility, Necromantic Horror, Nurgle, Orc, Slann, Tomb King, Vampire
Tier 3: (3 starting skills, roll 2, pick 1)
Goblin, Halfling, Ogre, Snotling

Please note that these tiers differ from the ones in the rules


Assigning and rolling skills:
• Skills are rolled before each round, for that round only.
• For each skill-roll you can choose: Assign a random primary skill to specific player or Assign a Random secondary or primary skill to a random player.
• You assign all skill-rolls before making any rolls
• A player can be assigned more than one skill
• For each skill-roll, Tier 2 & 3 teams get two random skill rolls, and chooses one of those to keep. If duplicate skills or an illegal skill (strong arm for non-big guy) is rolled you must reroll on the same category.
• Team will receive 1 additional skill after rounds 2 and 4.


Skill tables (D12)
D12 General Strength Agility Passing Mutation
1 Block Arm Bar Catch Accurate Big Hand
2 Dauntless Brawler Diving Catch Cannoneer Claws
3 Dirty Player Break Tackle Diving Tackle Cloud Burster Dist Presence
4 Fend Grab Dodge Dump-off Extra Arms
5 Frenzy Guard Defensive Fumblerooskie Foul Appearance
6 Kick Juggernaut Jump Up Hail Mary Pass Horns
7 Pro Mighty Blow Leap Leader Iron Hard Skin
8 Shadowing Multiple Block Safe Hair of Hands Nerves of Steel Mounstrous Mouth
9 Strip Ball Pile Driver Sidestep On the Ball Prehensile Tail
10 Sure Hands Stand Firm Sneaky Git Pass Tentacles
11 Tackle Strong Arm Sprint Running Pass Two Heads
12 Wrestle Thick Skull Sure Feet Safe Pass Very Long Legs

Optional Rules (Will not be used during Stairway to Seven I)

Balls
After deciding who will receive the ball but before kickoff roll a d6.

1-2 :A special ball will be used during the first drive of the game (roll d16 to decide type of ball)
3-4: A special ball will be used during the first drive of the 2nd Half (roll d16 to decide type of ball)
5-6: No special ball will be used during the game

D16
1. Explodin’ Ball 9. Ball of Dark Majesty
2. Daemonic Ball 10. Shady Special Ball
3. Stacked Lunch Ball 11. Soulstone Ball
4. Draconic Egg 12. Frozen Ball
5. Spiteful Sprite Ball 13. Sacred Egg Ball
6. Master-hewn Ball 14. Snotling Ball-suit
7. Extra Spiky Ball 15. Limpin’ Squig Ball
8. Greedy Nurgling Ball 16. Warpstone Brazier Ball

Match Event
At the start of each match the organizer rolls a d6 in secret. On a roll of 1-4 a special event will occur after (dieroll * 10 minutes). On a roll og 5-6 nothing special will happen this match. The organizer will set a timer. At the sound of the timer all matches will finish their turn as normal but will not start the next turn. Once all matches are paused a random event will be rolled (Deathezone P 84). This event will happen to all matches at the start of the next turn.

If a game has been completed or is at halftime will ignore the match event

There’s something in the water….
Both coaches has managed to get their hands om a potent, but very unstable magic potion. Its might help your team if you spike your teams Orca Cola supplies before the match. Or maybe its better try to poison you opponents star player…

Before the start of the match each coach chose either their own team or the opposing team and rolls a d6. On a 1-3 a random player from that team drinks the potion. On 4-6 you choose a player to drink the potion

Roll a d20 for the selected player. That player gains the following trait for the rest of the game:
D20 Roll Effect D20 Roll Effect
1 Chainsaw 11 Plague Ridden
2 Hypnotic Gaze 12 Titchy
3 Regeneration 13 Animosity (all Team-mates)
4 Stab 14 Bone Head
5 Ball & Chain 15 Unchanneled Fury
6 Bombardier 16 Really Stupid
7 Projectile Vomit 17 Animal Savagery
8 Swarming 18 Loner (4+)
9 Pogo Stick 19 No Hands
10 Stunty 20 Take Root

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