Sie sind auf Seite 1von 8

ArenaBowl

Arena Blood Bowl Rules


Only the rules that are different from those in the LRB 6 will be listed here. If there is not a rule
here covering it please use the rules in the LRB 6.

Team Creation:
- You have 600gp to build your team
- You must use one of the Arena teams at the end of this document
- Each team must contain between 7 and 10 players
- Assistant Coaches and Cheerleaders may not be purchased
- Arena Apothecaries may be purchased, but function differently than their Bloodbowl
counterparts
- No Rerolls may be purchased
- All teams start with a 0 Fan Factor

Inducements:
The only inducements available to Arena teams are:
- 0-1 Bloodweiser Babes: 50gps
- 0-1 Bribes: 100gps
- 0-1 Mercenaries: player value plus 30gps
- 0-1 Arena Wandering Apothecary: 100gps

Arena Apothecaries:
Once per game an Apothecary may be used to reduce an injury roll by 1. This may be done
after you see the result of any potential casualty. So if the result of the injury roll was an 11,
and the result of the Casualty roll resulted in a death. The Apothecary could be used to reduce
the original injury roll to 10, causing the player to be knocked out instead. Team and
Wandering Apothecary can be combined to reduce an injury by 2.

Removal of Skills:
Some skills are not used in Arena for one reason or another, they are:
- Leader
- Kick
- Kickoff Return
- Hail Mary Pass
Change to Skills:

Claw (Mutation):
A player with this skill is blessed with a huge crab-like claw or razor
sharp talons that make armour useless. When an opponent is Knocked
Down by this player during a block, any Armour roll of 8 or more before
modifications automatically breaks armour.

Sure Feet (Agility):


A player with Sure Feet may reroll either a failed TTM land attempt or one failed GFI attempt
per turn.

Sneaky Git (Agility):


The player is a sneaky silver tongued git. Whenever you roll for K.O. recovery, you may also
roll a d6 for each sneaky git who is currently sent off. On a 2+ the penalty is revoked, and he
may return to play provided that he isn’t injured.

The Game:
- Weather is always nice, no weather rolls are made.

- 8 turns are played per half.

- Injury rolls use the following, 1-7 Stunned, 8-10 KO, 11-12 Casualty. The normal Casualty
table is used. Stunty players: 7-9 KO, 10 Badly Hurt 11-12 Casualty

- Bank: At the start of any game, all cash above 150K


is automatically treated as Petty Cash. Petty Cash does not have to be spent,
but does increase TV

- Journeymen, function the same way they do in Bloodbow½l, except it will be the 0-10
position in this case.

- All passes are increased by one band; (Quick pass lose +1, short pass becomes -1, long
pass becomes -2, there are no Long Bomb)

- Fouling: Fouls are worked out the same way as in Bloodbowl, but the referees perform
differently. Players that are caught by the referee are placed in the KO box and may plead
their case at each kickoff. On a D6 roll of 4+ they may reenter the game.

- Pushed into the crowd: if a player is pushed into the crowd you must make an armour roll for
them to determine if they are hurt. If they are not hurt, or if they are stunned the Referee helps
them back to the bench.

- If the Ball leaves the pitch, it is thrown back in the same way a Bloodbowl
crowd would. Except that the low ceilings limit the fans distance on the throw, so roll a D6 for
distance rather then 2D6.

- The Pitch: The pitch is marked with two lines of scrimmage and no wide zones.
- Setup: Teams must setup 7 players, or as many available players up to 7
that they have. The only setup requirement is that 3 players must be placed on the team's line
of scrimmage.

- The Scramble: The ball is not kicked off instead a wizard randomly teleports the ball into the
middle of the pitch. Using the 6 squares in the middle of the pitch - roll a D6 to determine
where the ball appears, the ball will not bounce when it pops up.
After you have determined where the ball will pop up then roll on the Scramble Table. Each
half is started with a Scramble. But after a touchdown is scored the teams are not reset.
As soon as a player enters the endzone with the ball it is a touchdown and a turnover.
Mark it on the scoreboard and then roll a D6 to determine which of the 6 squares in the
middle of the board the ball will pop up in. If there is a player on the square where the ball
is to pop up they are knocked down, roll for armour and injury as normal and scatter the
ball from that square.

Each coach also has 1 timeout per game. After a TD is scored by either team you may call
your timeout. After a timeout is called both teams will setup for a scramble the same way
they would at the beginning of a half. The Coach that just scored, must declare first if a
timeout is called, then the other Coach.

Scramble Order:
1. Roll For KO players Players come back on a 2+
2. Roll for Ejected Players they come back on a 4+
3. Kicking Team Sets up
4. Receiving Team Sets up
5. Roll for Ball Square and place ball
6. Roll on Scramble table and complete event
7. Receiving Team's Turn

After a TD is Scored:
1. Roll for Ball Square and place ball
2. Receiving Team's Turn
Scramble Table (D8)

1. Blitz! - One player from the kicking team may perform any action, crossing the LOS if they
wish.

2. Grudge Match - Fans from both teams have an ugly history of fighting each other. A mass
brawl ensues on the sidelines taking the heat of crowd pushes and giving fans a chance to run
onto the pitch and help out, every time a foul action occurs. Players pushed out of bounds are
placed in the Reserves box and a generic +1 modifier applies to the armor roll when fouling,
until next Scramble when the referee again gets control.

3. Drunk Wizard - The Wizard was a bit distracted, scatter the ball D6 squares in a random
direction. The ball will bounce once after it has scattered. If the ball crosses the kicking team's
LOS or goes out of bounds, treat it as a touchback.

4. Bored Fans - The referee sees that everyone wants to get home early, move your turn
forward one turn. This may end the half.

5. Squig Ball - A Wizards pet Baby Squig has slipped its leash and decided to join in the fun
by eating the Ball. At the start of each player’s turn if the ball is on the ground then it
immediately scatters one square. This effect lasts until next Scramble where some semblance
of control is restored.

6. Biased Wizard - For some reason the Ball Wizard is a fan of the receiving team and
teleports the ball into a player's hands. The receiving team may give the ball to any player on
the LOS.

7. Go! - Everyone on the receiving team may move one square, crossing the LOS if they wish.

8. Forward Motion - A single player from the receiving may perform any action, crossing the
LOS if they wish.

Pre-Game:
1. Determine inducements
2. Roll for Gate
3. Flip a coin to decide who will begin as the kicking team
To determine gate each team should roll 2D6 and add their Fan Factor. Do not multiply it by
anything, that is the total number of fans in attendance. FAME is calculated the same as Blood
bowl.

Post Game:
1. Improvement rolls: there are no SPP in the Arena Blood Bowl
2. Remove Dead players from your roster, add Infected players
3. Roll for Winnings
4. Pay Spiraling Expenses
5. Determine Fan Factor changes
6. Work out Contract negotiations
7. Add Journeymen for your next match if needed

Improvement rolls and Skill up: Each Coach must select a player on their roster and
immediately make a skill roll for the player, noting the result, skill choice and TV change. Each
Player may only get six Improvement rolls. If a winnings coach wins by 3 or more TDs, the
coach may give a second player a skill up and follow the above procedure.

Winnings:
Win = ((2D6/2)) + FAME X 10gps) +10gps (You may reroll, keeping the second result even if
worse than the first roll)
Draw = ((2D6/2)) + FAME X 10gps) +10gps
Loss = (2D6/2) + FAME X 10gps

After rolling winnings, roll a D6, on a +4 round the 2D6/2 up, otherwise round down.

Spiraling Expenses:
Any team over 850 TV must pay 10gps after every match. This increases 10k every 50TV step

Fan Factor:
If you won or tied the match, roll a D6 for every TD you scored. If you rolled any 6’s, your fan
factor goes up by one. If you lost the match roll a number of D6 equal to the amount you lost
by, if you roll any 1’s your fan factor goes down.

Contract negotiations:
As players begin to get better, they start looking for more money as they may be tempted by
the big leagues or just realize that they are important enough to demand more money. After
each game, any player that has an improvement of any kind must check to see if they want to
negotiate their contract.
For each Normal Skill roll 1D6
For each Double Skill roll 2D6
For each Stat increase roll 3D6

Take the number of 1's you roll and multiply it by 10gps. You must pay this amount to the
player now, or they walk away from your team.
ARENA BLOOD BOWL ROSTERS:

Clan Eshin
QTY Position Cost M S A A Skills Normal Double
V T G V
0-10 Night 70 7 3 4 7 GA SPM
Runner
0-2 Gutter 80 9 2 4 7 Dodge GA SPM
Runner
0-1 Black 100 7 3 3 8 Block, Claws G ASPM
Skaven
0-1 Assassin 110 7 3 4 7 Dodge, Shadowing, Stab GA SPM

Dark Elf
QTY Position Cost M S A A Skills Normal Double
V T G V
0-10 Line Elf 70 6 3 4 8 GA SP

0-1 Runner 80 7 3 4 7 Dump-Off GAP S


0-1 Assassin 90 6 3 4 7 Shadowing, Stab GA SP
0-1 Blitzer 100 7 3 4 8 Block GA SP
0-1 Witch Elf 110 7 3 4 7 Frenzy, Dodge, Jump Up GA SP

Halfling Elite
QTY Position Cost M S A A Skills Normal Double
V T G V
0-10 Halfling 50 5 2 4 6 Dodge, Right Stuff, Stunty A GSP
Catcher

0-2 Dryad 120 4 4 2 8 Stand Firm, Strong Arm, SP GA


Tackle, Thick Skull, Throw
Team-Mate

High Elf
QTY Position Cost M S A A Skills Normal Double
V T G V
0-10 Line Elf 70 6 3 4 8 GA SP

0-1 Thrower 90 6 3 4 8 Pass, Safe Throw GAP S


0-2 Catcher 90 8 3 4 7 Catch GA SP
0-1 Blitzer 100 7 3 4 8 Block GA SP
Infected Elf
QTY Position Cost M S A A Skills Normal Double
V T G V
0-10 Elf Rotter 40 5 3 3 7 Foul Appearance, Nurgle’s GAM SP
Rot
0-1 Infected 80 6 3 4 7 Pass, Tentacles, Nurgle’s GAP SM
Thrower Rot
0-2 Infected 90 7 3 4 7 Catch, Extra Arms, GA SPM
Catcher Nurgle’s Rot
0-1 Infected 110 7 3 4 8 Block, Horns, Nurgle’s Rot GA SPM
Blitzer

Sea Elf
QTY Position Cost M S A A Skills Normal Double
V T G V
0-10 Line Elf 70 6 3 4 8 GA SP

0-1 Thrower 90 5 3 4 9 Pass, Strong Arm GAP S


0-1 Catcher 90 6 3 4 8 Catch, Sure Feet GA SP
0-2 Blitzer 100 5 3 4 9 Block, Guard GA SP

Slaanesh
Cult
QTY Position Cost M S A A Skills Normal Double
V T G V
0-10 Line Elf 60 6 3 4 7 GA SP

0-1 Deamonette 90 6 3 4 7 Claws, No Hands, Hypnotic GA SP


Gaze
0-3 Witch Elf 110 7 3 4 7 Frenzy, Wrestle, Jump Up GA SP

United Elf
QTY Position Cost M S A A Skills Normal Double
V T G V
0-10 Line Elf 60 6 3 4 7 GA SP

0-1 Thrower 70 6 3 4 7 Pass GAP S


0-2 Catcher 100 8 3 4 7 Catch, Nerves of Steel GA SP
0-1 Blitzer 110 7 3 4 8 Block, Sidestep GA SP
Wood Elf
QTY Position Cost M S A A Skills Normal Double
V T G V
0-10 Line Elf 70 7 3 4 7 GA SP

0-1 Thrower 90 7 3 4 7 Pass GAP S


0-2 Catcher 90 8 2 4 7 Catch, Dodge, Sprint GA SP
0-1 War- 120 8 3 4 7 Block, Dodge, Leap GA SP
Dancer

Das könnte Ihnen auch gefallen