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Blingtoofs Gitbash: A Goblin-Themed Blood Bowl Tournament

Rules Revision Date: 14-Mar-2011 Terminology The terms Goblin and Goblin Player in this document refer to a player with the same TV and statistics as the Goblin player on a Goblin team. An Underworld Goblin and a Goblin Renegade is considered a Goblin or Goblin Player within the context of these tournament rules. Star Players, Pogoers, Looneys, Fanatics, Bombers, and Snotlings are not considered Goblins when these rules refer to Goblins or Goblin Players. Whenever a Stunty Team is referenced in these rules it refers to a team of any of the following descriptions: o Goblin, Halfling, and Ogre teams o Lizardmen teams with no Sauruses o Underworld teams with at least five Underworld Goblins o A team from any other race with 3 or more Goblins on its roster The term Big Guy refers to Minotaurs, Deathrollers, Treemen, Trolls, Ogres, Tomb Guardians, Yhetees, Beasts of Nurgle, Rat Ogres, Mummies, Warpstone Trolls, and Kroxigors.

Team Creation Coaches will create a.rookie team at 1,040,000 Team Value using the Competition Rules Pack (CRP), including Slann, Chaos Pact, and Underworld. All teams receive the following additional line to their list of available players to purchase: Qty 0-16 Title Goblin Cost 40,000 MA 6 ST 2 AG 3 AV 7 Skills Right Stuff, Dodge, Stunty, Loner Normal A Double GSP

Each coach must have at least one Goblin on his/her roster. Each team must start every drive with at least one Goblin on the pitch unless every Goblin on the roster has suffered a casualty, been knocked out, or been ejected from the game. Coaches may have Star Players with the Stunty skill (except for Brick Farth and Grotty ) as permanent additions to their rosters (normal team restrictions still apply). It is acceptable for the same Star Player to be on multiple rosters. There are lots of imposters out there, after all. Stunty Teams may purchase bribes as permanent roster additions. The first bribe purchased this way costs only 50,000.

Team Progression After team creation and before the first round begins, coaches have 100,000 to upgrade their teams skills and statistics. Players may not be given more than one upgrade during this step and no more than two players may receive the same skill or statistic increase during this step. At the end of each round, coaches can choose one Goblin and one other player on their team to receive a randomlydetermined upgrade (the respective upgrades for the Goblin and other player will be determined separately). Coaches will be informed whether the upgrades are Normal Skills, Double Skills, or statistic increases before they choose which players will receive the upgrades. Coaches always have the option of taking a Normal Skill as the upgrade over a Double Skill or statistic increase.

Coaches may forego the two skill upgrades between rounds to add another Goblin to their team. Underworld teams may add an Underworld Goblin to their team this way. No players may ever have their Strength increased to a value higher than 4. Big Guys may only be given upgrades other than Normal Skills if they are on a Stunty Team. Players without the Stunty skill may receive no more than two skill upgrades and/or statistic increases. Players with the Stunty skill may receive an unlimited number of upgrades (the CRP limit of increasing any given statistic twice still applies). Star Players may never be given skill upgrades. Team Value must be recorded between rounds as coaches may opt for upgrades of lesser value when Double Skills or statistic increases are rolled. Inducements may be purchased as per the CRP if the difference in Team Value is great enough. Only Star Players with the Stunty skill may be purchased as inducements.

Tournament Rules Yer Not Ded: This will be a resurrection-style tournament (i.e. rosters reset at the beginning of each round). I Forgotted: Goblins never expect anyone to remember anything from one moment to the next. Coaches should make sure that they and their opponents are moving their turn markers forward correctly but players do not lose rerolls for forgetting to do so. Why iz dey Standing Dere: The Goblin fans like to see games where lots of stuff is happening. If players are just standing around the fans quickly get bored and agitated. If a player holding the ball begins the turn within four squares of the end zone (or within their MA of the end zone if their MA is less than four) and could have scored during that turn without having to make a roll of any kind after successfully passing any applicable Bonehead, Wild Animal, or Really Stupid rolls and opts not to either score, move to a spot at least one square further away from the opposing end zone than their starting square, or pass/hand off the ball to another player then, at the end of that teams turn, roll a d6. If the result is 6 then the crowd throws a rock at the player holding the ball as per the Throw a Rock kick-off table result. Kick em In Da Beans: If a player with the Stunty skill is ejected from the game as the result of a Foul action roll a d6. If that players team has not already been given a Yellow Card, on a 2+ that player is sent to the Reserves instead of being ejected and that players team is given a Yellow Card. If a team has already been given a Yellow Card then the player is ejected from the game as normal. On Da Uvver Hand: If a Bribe fails to prevent a player with the Stunty skill from being ejected from the game the coach of that player may use a Team Reroll to try bribing the official again with the same bribe. If the bribe is being used at half-time the coach may use one of his Team Rerolls that he would have at the start of the second half. Cheet to Win: If a team has at least one Goblin on the pitch they may line up with 12 players. If either coach notices a 12th player on his/her opponents side of the field before the ball is placed for the kick-off (i.e. the ball is on the field with neither coach touching it) then one randomly-determined non-Goblin player on the pitch will be immediately ejected from the game. The only exceptions to this are if a Goblin or Underworld team is caught with 12 players on the pitch then Goblins and Underworld Goblins on the pitch are among the randomly-determined players to be ejected. Bribes may be used as normal to attempt to return that player to the Reserves instead.

Weather
Result 2 3 4-10 11 12 Effect Unbearable Stench Very Stinky Nice * Pouring Rain * Blizzard * Result 2 3 4 5 6 7 8 9 10 11 12

Kick-Off
Effect Get the Ref * Weez Goin Streakin! Perfect Defence * High Kick * Cheering Gitz Changing Weather * Datza Squig, Notta Ball! Quick Snap! * Blitz! * Frow a Rok Pitch Invasion *

Items marked with an asterisk (*) are as per the CRP. Weather Descriptions: Unbearable Stench: Someone either forgot to scoop out the troll dung or armpit stew has come back to the concession stand. Either way, it reeks to high heaven. Roll a d6 for each non-Goblin player on the pitch at the end of a drive. On a roll of 1 the player collapses and may not be set up for the next kick-off. Very Stinky: Hugo Cheeseweasels Fabulous Flatulating Cave Squigs are rehearsing for their half-time act with the door wide open causing eyes to cross and tears to stream down the faces of those not accustomed to this particular form of theatre. The lack of concentration this engenders causes a -1 modifier on all passing rolls made by non-Goblin players. Now THEY know what its like to be Stunty! Kick-Off Descriptions: Weez Goin Streakin: A drunk goblin from the crowd discards his filthy trousers and runs out on to the pitch from a randomly determined square adjacent to the line of scrimmage. If there is a player in that square move the Streaker to a randomly determined adjacent square along the sideline (repeat this as necessary if this or subsequent randomly determined squares are occupied by players). The naked goblin has the following profile: Title Streaker MA 6 ST 2 AG 3 AV 7 Skills Ball & Chain, No Hands, Stunty

The Streaker moves at the end of every players turn until he is removed from the pitch by a block or by wandering off of the sidelines. The Streaker moves and blocks as per the Ball & Chain rules except that the template is always pointed towards the opposite sideline. If the Streaker blocks or is blocked by a player the coach opposing the player participating in the block rolls any relevant dice and makes all necessary decisions related to that block. Causing a casualty to a Streaker counts as if it were a casualty against the opposing team. Datza Squig, Notta Ball: The imbecilic Goblin equipment manager has replaced the ball with a sleeping Squig. The act of kicking the Squig has woken it up and its pretty damn unhappy. If the ball was kicked to a square occupied by a player that player is too surprised to catch the ball and it is scattered immediately. The same happens if the ball scatters into a

square occupied by another player. If the ball was kicked out of bounds it is not a touch-back. Instead, treat it as if the crowd were throwing the ball in-bounds and scatter the ball immediately without any catch attempt if it lands on a player. If, for any reason, the ball lands on the kicking teams side of the pitch after the kick-off leave it in that square and scatter it immediately if it lands in the square of a player on the kicking team. The Squig has the following profile: Title Squig MA 7 ST 1 AG 4 AV 5 Skills Dauntless, Dodge, Titchy, Jump Up, Thick Skull

The Squig activates before the start of each players turn and always blitzes the closest player. If multiple players are equally close, randomly determine which player the Squig blitzes. If the Squig is Stunned it goes back to sleep and is considered a ball again until it is dropped at which point it wakes up and goes back to blitzing the nearest player. If the Squig is removed from the pitch in any way a regular ball is thrown in from the crowd from the point on the sideline or end zone closest to where the Squig was when it left the field. If multiple sidelines are equally close then randomly determine a sideline from which the ball is thrown in. If the Squig blocks or is blocked by a player the coach opposing the player participating in the block rolls any relevant dice and makes all necessary decisions related to that block. Causing a casualty to the Squig does not count as if it were a casualty to the opposing team. Cheering Gitz: As per Cheering Fans in the CRP but Stunty Teams win if the die roll is tied. Frow a Rok: As per Throw a Rock in the CRP but Stunty Teams win if the die roll is tied.

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