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Clan_SkavenOffline
Post subject: Necromunda/Underhive Custom board Rules  PostPosted: Mar 12, 2008 - 12:40 PM



Joined: Aug 19, 2003
Niagara Falls ON, Canada
Posts: 2604
Location: Niagara Falls ON, Canada
Status: Offline
Actual Board under constuction.....

Weather

2 Pitch Black, Only Quick Passes may be attempted.

3-4 High Powered Spot Lights, Very Bright Lights flash on from a random board edge, (roll a D8, 1-2 north, 3-4 east, 5-6 south, 7-8 west) Any Passes towards that board edge are at a -1

5-9 Normal

10-11 Large High Powered Exhaust Fans, Very powerfull Exhaust Fans Blow Air from a Random Board Edge (Roll D8 (same as High Powered Lights Roll)) Any kicks, Throw Ins or Inacurate passes will scatter an extra D6 away from that board edge.

12 Burst Drain Pipes, Very High above the pitch, a partial Dome collapse has burst pipes containing a slimey substance & so the entire pitch is covered in it, all attempts to Pass, Catch, or Intercept are at a -1 & players fall on a 1 or 2 on GFI's

The Kick Off Table

2 Dome Collapse , the dome above both dugouts has collapsed, all plyers in the reserves & KO'd box more one box towards the CAS box on a 1-2 (Roll each model separately)

3 Riot

4 Perfect Defence

5 High Kick

6 Cheering Underhive

7Changing Weather

8 Brilliant Coaching

9 Quick Snap

10 Blitz

11 Throw a Rock

12 Living Bio Organism Nutriant Reanimating Sludge! Something is alive under both teams Dugouts & this living Ooze oozes out from the CAS box towards the KO'd Box. All players in the CAS & KO'd box move one Box Towards the Reserves Box on a D6 roll of a 1-2 ( roll separately for each player)

BOARD HAZARDS The Underhive is a very dangerous place to play, using the same rules for placing the tombstones on the graveyard pitch, each coach in turn places each places 4 HAZARD tiles on the pitch.

Placers may not set up for a drive on a Hazard square.

If Any player enters any square with a hazard tile for any reason (voluntarily or pushed or knocked into one) the player in that square immidiately rolls a D6 (even before armour rolls or ball scatter rolls)

1 False Hazard remove Tile theres nothing there.
2 Sludge Pool, Very Thick Mucky almost Glue like liquid now fills this square, any player knocked down in this square needs not have an armour roll made against him as his fall was broken by the goo. However, getting free is a different story , any player wishing to leave this square has to make a straight STR roll to free himself. (so a 3 STR player would break free on a 4+ roll) add plus one for every player adjacent to him & -1 for every opponent adjacent to him. (a 1 always fails & a 6 always succeeds despite modifiers.) Failing to free oneself does not cause or turnover) Players choosing to run Through a Sludge Pool must make the STR roll (if failed his move ends in that square & he may try to free himself next turn.While standing in the Pool a player has no tackle Zone, but he also can not recieve any Blocks (players in a pool automatically drops the ball as if they have the no hands skill)
3Pit Trap, A player falls into a Pit & the door spings shut above him , roll his armour as normal if he is unhurt place him in the reserves box . (He is actually trapped under the Pitch till the next Drive starts & until then this suare is treated as a normal square. Once the next drive starts & all trapped plyers are freed, the traps are reset automatically awaiting its next player. (If the player was holding the ball it will scatter one square)
4Falling Debri, A large clump of scrap metal, or pipe or boulder or whatever has fallen to this square. This square is now unenterable & the obstical is a now permanent part of the pitch. Also the poor sap scampers just out of the way avoiding instant death D8 to that square if occupied use the push back rules (stand firm can not stop this push), but still has an Armour roll made against him with a +1 to the Armour Roll (not injury).
5It came from Below. A giant hand, Blob, Tentacle Venus Man-Trap or whatever Alien/Mutant Creature has made an appearance occupies this square. This counts as a STR 4 Tentacle with Stand Firm. A Knock Down result against it will have it retreat, untill the the start of the next drive where in reapears. A Player knocked down onto a brand new tentical tile will not have an armour roll made against him , because the thing caught him & he goes back to his original square.
6 Magnet Crane , A Huge Magnet potentially picks up the player & tosses him!
If a player ends up in a Magnet Crane square his Opponent rolls 2D6 & if the roll is lower than that modles AR, than the modle is tossed D6 squares in a random direction (if landing in an occupied square both players are knocked over , landing player in other players square other player knocked down & pushed back. & roll for Armour on both players.) (If landing in unocupied square player may make a straight AG roll to land (no negative moddifiers to tackle zones on landing as players are more concerned with not being landed on.) If the player successfully lands & he was moving, he may continue to move any unused MA, if he fails,roll for Armour. (If holding the Ball the player will still have it asong as he lands on his feet) . I a player is knocked Down on a Magnit Crane's square & not picked up roll for Armour as normal. Players in a Magnet Square at the start of thier turn will have a Magnet roll made against them as soon as any sttempts to move or block is made, staying still will not set it off. (rolling over from stunned to prone will not as well, but Standing up will cause a magnet roll to be made) Stunty Players are tossed 2D6 squares. (Players tossed into crowd are beated up just like a crowd push.)

THE REF

The Ref is replaced with a Chainsword carrying Redemtionist! No Underhive Scum watching the game would dare "Get the Ref!" But BloodBowl Players being sent Off for any reason by the Ref may "Get the Ref!" Personally!
If you choose to get the Ref, with the ejected player roll a single Block Die ....
Ref is Killed & Player remains on pitch as if no call was made & there is no ref for remainder of Half.
Ref is Killed & Player remains on Pitch, but new Ref is replaced right away.
Nothing changes, Player is still sent off.
Player is ejected & the next Foul that his team is caught with (including ejected secreat Weapons) One random player is also attacked by ref as if he was hit with a chainsaw.
Player Ejected & One other random player from his team is imediatly attacked by the Ref as if hit by a Chainsaw.

There you go buddy......


Any thoughts?

_________________
"2006 SPIKE Champion!"
"Death-Bowl IV & V, Most Casualties!, Death-Bowl VI Best Team!"
"2008 Dagger Bowl Champion"
Host of the Warpstone Cup, Q'ermitt Bowl & the Hope Bowl
 
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Justin_KaseOffline
Post subject: RE: Necromunda/Underhive Custom board Rules  PostPosted: May 18, 2009 - 10:42 PM



Joined: Apr 05, 2005

Posts: 38

Status: Offline
I actually like the idea - but I have some questoins : How would you make the grids? And how would you measure passes from one level to another?
 
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