SSB
Nombre de messages : 1962 Age : 49 Localisation : Neuilly sur Seine
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REGLES ADDITIONNELLES- New Skill - Kick Team-Mate:
When a player with this skill makes a Blitz Action, they can kick an adjacent team-mate (who must have the Right Stuff skill) instead of throwing a block. No Block roll is made; instead, the target player is kicked as though they were a ball! The coach declares whether they will roll a D6 for a short kick or 2D6 for a riskier long kick. If they rolled 2D6 and scored a double, the kicker has been a little too enthusiastic; make an Injury roll for the target player, treating Stunned results as KO’d (if they were carrying the ball, it bounces from the square they were in).
Otherwise, the kicked player is moved (in a straight line) directly away from the kicking player’s square a number of squares equal to the total that was rolled on the dice. Then they scatter three times. The kicked player does not count as entering any square they move through except the one they end up in after scattering.
If the kicked player moves off the pitch, they land among the crowd (never a pleasant fate!) and are sent to the KO’d box of the team’s Dugout. If they were carrying the ball it will be thrown back on as normal, starting from the last square the player moved through before leaving play.
If the final square they scatter into is occupied by another player, treat the player landed on as Knocked Down and roll for Armour (even if already Prone or Stunned), and then the player being kicked will scatter one more square. If this moves them onto another player, continue to scatter them until they end up in an empty square or off the pitch. Note that only the first player they land on is Knocked Down.
Then see the Right Stuff entry to determine how gracefully the player lands – where that skill refers to thrown players, it should be read as also referring to kicked players. If the player moved 6, 7 or 8 squares (before scattering), the Landing roll has a -1 modifier; if they moved 9 or more (before scattering), the Landing roll has a -2 modifier.
- Special Rules - Grombrindal, The White Dwarf & The Black Gobbo:
Cometh the Hour, Cometh the Dwarf : Grobrimdal's reputation is almost mythological. Tales abound of his shrewd tactical advice on the field of battle; on the Blood Bowl pitch this translates to a mastery of team stratégies and the ability to draw the very best out of the players around him. Once per turn, when another player on Grombrindal's team who is within 3 squares of him is chosen to make an action, their coach can declare that they will benefit from the White Dwarf's wisdom. That player gains one of the following skills until the end of their action : Break Tackle, Dauntless, Mighty Blow, Sure Feet, Sure Hands, Tackle.
Ancient Grudge : If Grombrindal throws a block against the Black Gobbo, his coach can re-roll the Block dice without spending a Team Re-roll.
Sneakiest of the Lot : The Black Gobbo is legendarily devious, as evidenced by his countless elaborate schèmes to undermine the White Dwarf. Before he even thinks about setting foot on the pitch, it's a given that he will have already established a web of Bribery, hostage-taking and other sneakiness that ensures the cooperation of the match officials. If the Black Gobbo makes a Foul action, this is not counted as the one Foul action that the team can make in a turn (in other words, another player on the team can still make a Foul Action). Also, whenever a player from the Black Gobbo's team (including the Black Gobbo himself) is sent off for Fouling, roll a D6. On a result of 3 or more, they are not sent off. On a 1 or 2, the coach can attempt to use a Bribe or argue the call as normal. If the Black Gobbo is sent off or suffers Casualty, this rule has no further effect.
Get da Git : If the Black Gobbo uses the Stab skill against Grombrindal, his coach can choose to re-roll the Armour roll.
Using Grombrindal and the Black Gobbo : Grombrindal and the Black Gobbo are legendary heroes, almost mythical in status. They follow their own rules, and won't be tied down by such trifling concerns as 'league rules' and 'star player availability clauses'. As such they cannot be hired in the same way as star players, and can only be used as described below. A note to Tournament organisers - we recommend that you don't allow these two legendary players to take part in your tournaments !
Exhibition play : When drafting teams for an exhibition match (or any standard one-off game), if one player has a Dwarf, Halfling, Human or Norse team and the other has a Chaos Renegade, Goblin, Orc or Underworld Denizen team, both coaches can agree that Grombrindal and the Black Gobbo will turn up for the game - Grombrindal will play for the former teams, the Black Gobbo for the latter ones. Note that they never turn up individually - if one team has one of them, their opponent always has the other.
Neither player costs any gold. However, they do count as one of the players on the team's roster, so only 15 other players can be chosen.
League Play : If the League Commissionners wishes, they can introduce the following optionnal rule to their league :
During league play, if a match takes place between a Dwarf, Halfling, Human or Norse team and a Chaos Renegade, Goblin, Orc or Underworld Denizen team, there is a chance that Grombrindal and the Black Gobbo will turn up to play (provided that their miniatures are available, of course).
When the coaches roll to see how many fans turn up at the start of the match, if either coach rolls 10 or more (before adding their fan factor or any other modifiers), the legendary rivals turn up and join their respective teams! Note that they never turn up individually - if one team has one of them, their opponent always has the other.
Grombrindal and the Black Gobbo do not add to their team's Team Value, and they do not cost any gold to hire. If either team already has a full roster of 16 players, the coach must choose one player to sit the game out - in effect, they are replaced by Grombrindal or the Black Gobbo for the duration of the match.
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