NAF Logo
leftstar Apr 28, 2024 - 12:33 PM
capleft
spacer
NAF World Headquarters
home forum rankings tourneys nyleague faq
Make dodges, not blocks. rightstar
capright
Tournament NameBATS Championship
Organizer NAF nameMightyZuk (20267)
OrganizerMarc Zukerman
VariantSpecialist
Major/Nationalno
Start Date (YYYY-MM-DD)2023-12-09
End Date (YYYY-MM-DD)2023-12-09
TypeOPEN
StyleSwiss / Resurrection
Scoring10/4/1 + 1/td + 1/cas + 2/gm completed on time
Cost$20
NAF Fee Includedno
NAF Member Discountno
Emailempirecupbb@gmail.com
Webpage

Tournament Statistics

Winner

Runner up

Most Touchdowns

Most Casualties

Stunty Cup

Best Painted

Other Awards

 
Tournament Location
Address729 Acorn Street
 
CityDeer Park
StateNY
Zip11729
NationUnited States

Ruleset Document

Information
The Long Island Blood Bowl League
Presents the BATS Championship
Saturday, December 9th
at
Rip n’ Ship Gaming
729 Acorn Street, Deer Park, NY 11729

Rule Set v1.0

The BATS Championship is a NAF-sponsored tournament utilizing a Swiss-pairing system that is the culmination of the Big Apple Tournament Series. This is a one-day tournament of three rounds and the final tournament for 2023.

The BATS Championship is the newest tournament from the twisted mind of Tzeentch, the Chaos God of Change, Evolution, Intrigue and Sorcery. In each round, teams will have the opportunity to add a free wizard to their roster. The wizard will offer Weather Magic, Chaos Magic or Power Magic, depending on the round. Further information is available in the Team Creation section.

You need to bring the following:
• One painted team
• Two printed copies of each of your team rosters, using BBRoster.com in exhibition mode
• If you have one, a Blood Bowl Board (custom to standard specs or from the board game itself), dugouts, and templates.
• Good sportsmanship

The documents that outline the rules for the BATS Championship are the BB2020 rules released by Games Workshop. These rules are encompassed by the following documents:

• The rules in the Games Workshop box set (the Official Rules), specifically using the “Exhibition Play rules (pg 101 – 103)
• Deathzone Season 1 and Season 2
• All current Spike Journals 11 through 16 and any that are released before December 1st
• The following documents from www.bloodbowl.com
o Teams of Legend
o The FAQ, Designer’s Commentary and Errata

In addition, Slann will be allowed. The rosters can be found in the NAF Rules for Tournaments file

You have 1,200,000 gold crowns to build a team consisting of a minimum of 11 players. You may purchase fan factor, rerolls, assistant coaches, cheerleaders, and/or an apothecary (automatically works) per each team’s usual rules. Inducements may also be purchased at their standard price as permanent part of the team.

ONLY the following inducements are allowed as part of the roster creation:
• Team Mascot
• Bottles of Heady Brew
• Bloodweiser Kegs
• Bribes
• Halfling Master Chef
• Giant Mercenary
• (In)famous Coaches
• Biased Referees
• Star Players*

*Star players may be purchased as a permanent part of the team, however you must already have 11 players on your roster before doing so. If two teams playing each other purchase the same star player, then neither will be able to use the star player. In addition, the hiring of a Star Player will affect the skills package as listed below.

Note that you may not hire a wizard for this tournament as the tournament organizers will be providing one for each coach (details below).

Once your team is created, you are given skills to give to your players. You may choose one of the following skill packages:

Normal Skill Package 4/5/6 normal skills (for tiers 1/2/3), no more than 2 on one player. This package is NOT available to a team that has hired a star player.

Expert Skill Package 2/3/4 normal skills (for tiers 1/2/3) plus 1 double skill, no more than two on one player. This package is NOT available to a team that has hired a star player.

Attribute Package 0/1/2 normal skills (for tiers 1/2/3) plus 1 attribute (Movement, Strength, Agility, Passing or Armor Value) may be improved by 1. This package is NOT available to a team that has hired a star player.

Star Player Package 0/1/2 normal skills (for tiers 1/2/3), no more than 1 on one player, plus a star player. Teams that have hired star players may only choose this skill package. Only one star player is allowed on any given team. This means that double stars (like the Swift Twins and Grak and Crumbleberry are not allowed. Also remember that star players are subject to the Highlander rule (if both teams have the same star player then neither gets them).

Note that all tier definitions are consistent with Games Workshop’s latest FAQ/Errata.

As mentioned, all coaches will be given a free wizard that is acting in the grand design of the Changer of Ways himself. The wizard will have different abilities in use for each round as described below. The wizard may choose one spell between the two options each game to be cast once.

Round 1 – Weather Magic
Climate Change: The wizard casts a spell over the field, changing the conditions dramatically. The winds whip up, adding a -1 modifier to all throws. In addition, the temperature drops dramatically. This hardens the turf. All players who are Knocked Down or Fall Over, have a +1 modifier made to the armor roll against them. This roll is made at the beginning of the casting coach’s turn before any player is activated and is in place until the end of a drive.

Slogged Pitch: The wizard casts a spell causing the water table below the pitch to rise and muddy the field. Every player on the pitch has their Movement Allowance cut by 1 but has the opportunity to Rush one extra time as if they had the Sprint skill. All Rushes add a -1 modifier, stacking with any existing modifiers. This roll is made at the beginning (before any activations) or end of the casting coach’s turn and is in place until the end of a drive.

Round 2 – Chaos Magic
Schrodinger’s Ball: The wizard casts the power of the Kastighur demons onto the balls. Once cast, the ball carrier must roll a d6 at the end of every activation. If they roll a 3+ nothing happens. But on a 1-2, the ball will randomly teleport to a nearby teammate within 3 squares. If that player hasn’t activated, they too will need to roll the teleportation at the end of their ensuing activation. No catch roll is needed, the ball just appears in their hands. This roll is made at the beginning (before any activations) or end of the casting coach’s turn and is in place until the end of a drive.

Pulsation Spheres: The wizard conjures an intangible ball that hovers over the trap doors on each side and pulsates force magic radiating from the doors. After casting, any player that moves within 3 squares of the trap door is hit with a force that will push or pull them in a random d8 direction without a cost of movement. For every move they make within 3 squares of the trap door, they must take one random d8 pulse move. If the player is moved into another player, roll 1 block die and resolve as normal. A team reroll may be used to modify this die roll and block and dodge Skills may be used to affect the roll as normal. If the player moving Falls Over as a result of one of these blocks, a turnover is not caused unless they were holding the ball and fumble as normal. This roll is made at the beginning (before any activations) or end of the casting coach’s turn and is in place until the end of a drive.

Round 3 – Power Magic
Rabid Wolf: The wizard imbues one player on the casting coach’s team with the power of the Lone Wolf. A random player who doesn’t already possess the Mighty Blow skill will gain Mighty Blow (+2) for the duration of the drive. This player also gains Loner (3+) as they are motivated more instinctually than normal. This roll is made at the beginning of the casting coach’s turn before any player is activated and is in place until the end of a drive.

Berserker Rage: The wizard is looking to create a legend out of one of the players. One random player on the team is granted a blitz that turn in addition to the normal team blitz. This roll is made at the beginning of the casting coach’s turn before any player is activated and is a one-time effect.

Note that these modifiers stack on each other if both coaches cast the same spell.

Any miniatures are allowed, however each of the models of a particular position must be easily identifiable as such (similar poses, base color, features, etc.). Each of the models must be numbered clearly.

The winner of the tournament will be the coach who has gained the most points over the course of the tournament. Ties will be broken by head-to-head record and then strength of schedule (points gained by opponents). If two coaches are still tied, they will roll 10 block dice and the winner will be the coach who has rolled the most SKULLS (attacker down).

Scoring will go as follows:
Win: 10 pts
Draw: 4 pts
Loss: 1 pts
Complete game in the time allotted: 2 pts
Touchdowns: 1 pt ea. (maximum of 4 per game for 4 pts)
Casualties Inflicted: 1 pt ea. (maximum of 4 per game for 4 pts). Note that we play Brooklyn Rules here – stabs, secret weapons, crowd surfs and fouls can amass casualty points! Anything that results from a roll of the dice on an action your own team performed (eaten goblins, flubbed dodges and badly-thrown teammates don’t count).

There will be a number of awards that will be given out at this year’s Tzeentch’s Challenge. Note that coaches may only win one of these awards with one exception noted below. The coach may choose which of the awards they are eligible to win to take.

Tzeentch’s Champion
Second Place
Third Place
Wooden Spoon
Highest Scorer (most TDs)
Best Defense (least TDs)
Most Violent (most casualties)
Best Sportsman (most votes by other coaches – can be won by a winner of another award)

We’ll be opening the doors at 10am Saturday for registration. You need to be there as close as possible to that time so that we can start on time. The matches will be limited to 2 hours 15 minutes in length, no timed turns. At the end of two hours and 15 minutes, games will end and we’ll total up the scores, preparing for the next round. Note that there is a 2 point bonus for both coaches for getting your game in completely in 2 hours.

Event Time
Registration 10:00 – 10:30
Round #1 10:30 – 12:45
Lunch 12:45 – 1:15
Round #2 1:15 – 3:30
Break 3:30 – 3:45
Round #3 3:45 – 6:00
Awards 6:15 – 6:30

Note that we’ll also be handing out the awards for the Big Apple Tournament Series at this event.

Can you really put a price on fun? Yes, I supposed you can. The cost will be $20. If you are not a member and want to register for the NAF, it costs $5 on site and you get a nifty prize! It supports the hobby!

If you have any other questions, please don’t hesitate to reach out to the Tournament Organizing Staff at empirecupbb@gmail.com.

Tournament Report
View Matches
Back to tournament list