So Leute ich poste hier mal die extra Hausregeln die wir in unserer Liga eingeführt haben. Würde mich freuen wenn der eine oder andere seine Meinung dazu abgibt.
Wie gesagt ist nicht alles von mir selbst erdacht aber vieles (Pitches zB darauf bin ich stolz *g*)
also viel Spass
ADDITIONAL LBBA STADIUMSRULES
The basic stadium Das hab ich Hauptsächlich übernommen und nur Details geändert
A lot of teams own or have (more or less) permanent access to a stadium. The basic stadium is a field surrounded by some sort of stands. During the seasons the owning team can spend money on improvements. This gives the teams something to use their money on instead of just filling up the treasury, generating Team Rating.
The initial capacity when the team is generated is decided by rolling 3D6 per Fan Factor, and multiplies it with 1000. This is the maximum number of spectators the stands can hold without problems. The gate to a match cannot exceed this number, unless you are trying to overfill the stands (see below).
The advantage of a stadium is an extra Team Reroll to the home team for the match (not per half).
Special rule (to be used in general): If the number of Team Rerolls exceeds 8, the team can use 2 Team Rerolls per turn, but no roll can be rerolled more than once. There is no extra bonus for having more than 16 Team Rerolls.
Overfilling the stands
It is possible to let more people in than the stadium is built for, but there is a risk that the stands cannot hold the pressure. Roll 2D6 on the following table at each kick-off, adding +1 for each 5,000 extra you try to squeeze in:
2-10 It holds for now. So far no problems.
11+
Crunch!! The stands crash to the ground, killing a lot of spectators. Roll 1D6 to see which team's supporters died. On 1-3 it is the home team, on 4-6 the away team. This team halves their Fan Factor for the rest of the game.The home team loses 2 Fan Factor permanent, and must pay 1D6 * 10,000 GC to repair the stands. Until the stands have been repaired the home team will play with half Fan Factor and Gate, and the capacity is reduced by 25%.Subtract -2 from the next roll on this table. This is cumulative (and so are the penalties!) during the rest of the game, in case it happens again!
Buying a Stadium
This rule is only in effect if the league wants their teams to buy a stadium instead of receiving the basic stadium for free.
The cost of a basic stadium is equal to the Fan Factor * 10,000 GC. This covers the expenses of finding and clearing an area big enough and to build the basic stands. The initial capacity is 3D6 * 1000 per Fan Factor.
Improvements
This is a list of improvements the team can spend money on. If - for some reason - a team wants to remove an improvement, this is done by spending 50% of the cost to buy it.
Capacity
Increases the capacity by 5000 spectators. This improvement can be bought as often as you like.
Cost 10,000 GC
Stadium Roof
No need to roll on the weather table. The weather is always perfect. All Weather rolls on the Kick-off Table are treated as No Effect. Cost 90,000 GC
Seating
Decent seating results in more comfort (or more to throw around!) and the home team's Fan Factor rolls is increased by +1. Cost 50,000 GC
Crowd Barriers
This is fences and trenches around the field, so the players are better protected against the crowd (and vice versa!).
Riots only delays the game for 1D3 turns, and Pitch Invasions is ignored on a D6 roll of 4+. Throw a Rock is ignored on a D6 roll of 6 (the spectators couldn't throw over the fence). A player who is pushed off the field will still be injured as normal - he fell down in the trenches.
The barriers protects is both directions. The crowd is protected against loonies and maniacs among the players. Cost 50,000 GC
Cabal Vision Replay Screens
These gives the crowd a chance to actually see what have been happening on the field (although they're not always interested in that...) by viewing replays of some of the action. +2D6 on the Gate. Cost 50,000 GC
Supporters Club
The team supports its fans. Reroll all 1's and 2's from the home team's Gate roll once.
Cost 50,000 GC
Souvenir Shop
The spectators can buy programmes, caps, banners, clubs etc with the team's logo. Add +10,000 GC to home teams' Match Winnings each game. In addition, the home team gets a +1 to all Fan Factor Rolls on the Kick-off Table. Cost 50,000 GC
OrcaCola/BloodWeiser/McMurty Burger stands
During the game, the crowd has to eat and drink. And instead of eating each other, they can buy refreshments at the vendors. Instead of the Cheering roll results on the Kick-off Table, both teams? gets an extra Team Reroll.
In addition, all players recover from KO on 3+ instead of 4+ (an ice cold Bloodweiser or OrcaCola helps on the mood!) Cost 50,000 GC
Cheerleader Dressing Room
Somebody has drilled some holes to the cheerleader dressing room, and this draws spectators like a magnet. Add +1 to Fan Factor (and +1D6 to Gate Roll) for the home team. You can only buy this improvement if you have cheerleaders for the team. Cost 20,000 GC
Field Pitches Die Pitches sind von mir =)
There are many different types of grounds the pitch can be made of. Each team which owns a home stadium can customize the pitch of its home field for an important advantage.
Grass:
This is the normal underground which is used at the most stadiums. This pitch got no special effect to the game and is already included to all basic stadiums.
Price: 30.000$
High Grass: da machen Hobbits wieder Sinn
This grass has never been reaped and it reach?s to the belt of a normal tall player. It?s the perfect place to hide for a small player before getting killed by a big, angry and dangerous opponent. Each player who got the extraordinary trait ?stunty? can hide himself in the grass. Every time a stunty player gets blocked, the blocking coach rolls a dice. On a 1-2 the blocked player has hide himself and steps beside to any adjacent square of the attacker. The blocking player has to step into the empty field and his block is done because he is still searching for his victim
Picking up the ball is modified by -1.
Price: 45.000$
Soft Grass:
This pitch is soft and fluffy, dealing a hard time to everybody who is lying on the ground to not fall asleep. Count -1 to all AV rolls when knocked over. Each player gets an additional square to go for it.
Price: 70.000$
Astroturf:
The Astroturf is a sort of a carpet making it easy to change directions because of this perfect grip. Add +1 to all dodge rolls and 1 additional square for each sprint. If a player get pushed back roll a dice, on a 1-2 the blocked player can use his grip to stay on his position or either not (coach choice). If the blocking player got assistance, he will not have to roll a dice.
Price: 90.000$
Ice:
This field is perfect for Hockey games and useable for Blood bowl too. Sprint fails on 1-2. Caused by the slippery ground. Each push back dice becomes a double push back. 1 for the blocked and 1 reversed push back for the blocking guy. The blocking player gets pushed back to the reversed direction of the push he made but only if the square is not occupied by another player. The blocker always has to stay inbound so instead of getting pushed out of the pitch, the direction changes.
Price: 70.000$
Mud:
The Ground is wet and muddy, building a perfect place to act like pigs and even get the look of them. Sprint fails on 1-2 and each try to pick up the ball is modified by -1.
On kick-off the ball only bounce for 2 squares all the time and only once on a fumble or missed catch.
Price: 45.000$
Sand:
Sand makes it hard to move and kills everybody?s stamina when trying to sprint.
Every sprint fails on 1-2. Count -2 to each AV roll when a player fails a sprint and lands in the soft sand. On kick-off the ball only bounce for 2 squares all the time and only once on a fumble or missed catch.
Price: 55.000$
Graveyard: Undead wird sich freuen
This very scary underground may only used by undead, necromantic, nurgle and Khemri teams. The Home team coach is allowed to place 4 Graves (training marker or something) on each half of the pitch before the game starts. Its not allowed to place them at the End zone or next to another Grave (there must be at least 4 empty squares between each one). Grave squares are already occupied and can not be entered by a player (a player can use leap skill to jump over it). Each living player who is prone to the ground anywhere on the field has to roll a dice for standing up. On a 1 the player belongs to the Ground because he is hold back by bone Hands reaching out of the Graves beneath the pitch.
Price 100.000$
Rubber:
On a rubber field the ball is bouncing for 1 extra square every time. In fact of this rubby field each player who gets knocked to the ground is bouncing up again. Standing up only takes 2 move points on this ground.
Price: 60.000$
Ich bin noch am überlegen so eine Art Street-Pitch hinzuzufügen um einen ausgleich zu den ganzen weichen unterböden zu finden. Harter Beton wo auf die Fresse fliegen noch mehr weh tut =) *KNACKS*
Additional LBBA Skills
Agility:
Stiff Arm - This player is skilled at pushing a would be blitzer off with a stiff shove. If an opponent has moved at least one square and then blitzes this player, the player with Stiff Arm may apply -1 ST to the blitzer (minimum ST 1). This skill may only be used once a turn and is applied before other strength modifiers (such as Dauntless and Horns).
Block, dodge, stiff Arm - niemand hält "Randy Moss" auf =)
Passing:
Bullet Throw - If the player with this skill has the ball, he may throw it at extremely high speed at any player that is not in an adjacent square. Roll to see if the player is successful throwing the ball as normal (expect that this pass may not be intercepted or Pass Blocked). If the pass is successful, the player to whom the ball is thrown must make a successful Strength roll (agility roll using Strength) with a -1 modifier (extra -1 modifier if the thrower also has the Strong Arm skill). If the modified roll is successful, the targeted player may attempt to catch the ball as though it was thrown to them (+1 modifier for accurate pass, if opponent catches the ball it counts as an interception). If the modified Strength roll is unsuccessful, the targeted player is nailed by the pass unaware. Make an injury roll straight away (no armour roll is required) with one of the following modifiers for the distance of the pass: +2 for Quick Pass Range, +1 for Short Pass Range, 0 for Long Pass Range, -1 for Long Bomb Range. If the player with the Bullet Throw skill also has the Strong Arm skill, add an additional +1 to the injury roll. After hitting the targeted player, the ball scatters one square from the target player. Using the Bullet Throw skill will result in a turnover unless the Bullet Throw is caught by a friendly player or successfully hits a opponent who then fails the Strength roll. If the ball hits an opponent who then fails his Strength roll, it will not count as a turnover even though the ball then scatters one square (the refs love this play when it works too much to blow the whistle). Use of this skill does count as the team's pass action for this turn and you do get SPPs for opponents who suffer casualties from use of this skill.
Perfect Spiral - With enough time, this player can launch an almost perfect pass. If this player throws an accurate Pass, the catcher may add an additional +1 to the catch roll.
Weather Immunity - This player may pass to Long Bomb and Hail Mary distance during a Blizzard, GFIs for on 2+ during a Blizzard, does not suffer a -1 to pickup/catch during Pouring Rain or a -1 to passing during Very Sunny, and never makes heat exhaustion rolls for Sweltering Heat. Put another way ... this player ignore any effects from the current weather.
Strength:
Push - When blocking, if a player with this skill chooses to push back an opponent without knocking him over in the direction of the block, he may chose to push the blocked player one additional square in the same direction as the original push back, as long as this additional square is not occupied. This second push back must be in a direct line with the orginal blocking direction and the first push back, unless this would cause the blocked player to be pushed into the crowd. In this case, treat the additional push back as a normal push in that direction, with all three squares available. This means, following the normal push back rules, an empty square on the pitch must be chosen before pushing a player off the pitch. The blocking player can still only follow up one square. Push may not be used against a player with Stand Firm or Side Step.