Ultimate Street Bowl Rulez Updated for 2012 and Beyond
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Ultimate Street Bowl RuleZ Updated for 2012 and Beyond THE BASIC RULES: twice if it is dropped after a failed catch, or Street Bowl is played using standard Blood hits the ground after a pass, kick or crowd Bowl CRP/ LRB 6.0 rules, except for the throw in. If a ball does hit the ground, roll a following changes: D8 and scatter the ball in that direction. If the square is not occupied, roll another D8 Game Length: to bounce the ball a second time. After this Street Bowl is made up of two 6-turn halves, the ball will stop bouncing and play can rather then the normal 8-turn halves used in continue as normal. The ball may be caught Blood Bowl. if it bounces into an occupied square, but it scatters twice more if is not caught. The Pitch: Because it is played on the streets, it is quite The Walls: simple to mark out an area the same length The playing area is surrounded on both as a normal Blood Bowl pitch. The narrow sides by walls, boarded up windows, and streets and alleys of the slums mean that metal grates. Each end zone has low the Street Bowl pitch is only 7 squares wide, blockades to stop fans running onto the 3 squares in the center and 2 squares in pitch. This means that the ball can never each of the wide zones. leave the pitch except over the low barriers at each endzone. If the ball ever bounces The Set Up: out of bound in the endzone, the fans will A Street Bowl team is comprised of at least throw it back in using the same rules as in 7 players. The coach MUST set up as many Blood Bowl, bouncing twice when it hits the players as he can for each kick off, up to a pitch. If, at any time, a ball bounces into a maximum of 7 players for each drive. Due to wall during play, it will scatter D6 squares in the narrower width of the pitch, it is only a random direction using the standard mandatory to set up one player on the line Throw-in Template. It will then bounce of scrimmage, though more can be set up if twice upon hitting the ground as described desired. Only one player may be set up in above. This rule affects bouncing balls and each wide zone. any kick offs which hit a wall. Note that there is no touchback in Street Bowl unless The Cobblestones: the ball bounces back into the half of the The hard playing surface is much more kicking team or out the endzone. dangerous than playing on grass. Add +1 to the Armor Roll for any player that is Blocking Players Into Walls: knocked over while playing Street Bowl Being pushed into a brick wall hurts, even if (whether by a block, failed action, or in any the player is not knocked over! A player is other way). This helps to explain the violent pushed into the wall if there is no reputation of Street Bowl and the fact it is unoccupied square using the standard Blood extremely unpopular with Halflings! In Bowl pushing and chain pushing rules. addition, the hard surface makes the ball When a player is pushed back against a wall bounce much more than on grass. The ball but not knocked over, leave the player scatters as normal when kicked or an standing, but make an Armor roll adding +1 inaccurate pass is thrown, but bounces because the wall is as hard as the -1- cobbles. If the armor is penetrated, the D6 squares in a random direction using the blocked player falls down, and you may roll Throw-in template. An inaccurate pass for injury straight away. If not, then leave which bounces off the wall in this way may the player standing upright next to the wall. be caught by any player on either team in the same way as a bouncing ball, failing If a player is pushed back against a wall and which it will hit the ground and bounce knocked over, then the blocking player may twice. If the pass is accurate, the ball add +2 to the Armor roll (+1 for the wall and successfully bounces off the wall and the +1 for the cobblestones). If the armor is receiver may attempt to catch it as normal. penetrated, roll to injure as normal. Note: a block against the wall is eligible for CAS Note on Throw Teammate: SPPs. If a player is pushed into the crowd at Throw Teammate works the same way it either end of the street, roll to injure using does in CRP, with the exception of the the same rules as Blood Bowl. thrown player hitting one of the walls. If a thrown teammate scatters into a wall, roll a Passing the Ball: D6. On a 1-5 the player stops scattering as Passing the ball in Street Bowl often they violently hit the wall. Treat them as if involves more risk as the narrow pitch they were pushed back and down against makes interceptions more likely. To the wall (+2 to the AV roll). If the armor is counteract this, some throwers will not broken, the thrown player may attempt deliberately try to pass the ball to another to land as normal. If armor is broken, roll player by bouncing it off a wall. Passing a for injury right away and, if the thrown ball off a wall is extremely difficult, as well player was carrying the ball, the ball will as quite unpredictable. Any such pass scatter from the square in which the thrown suffers a modifier of -1 to the Agility roll to player landed. On a 6, however, the player pass the ball. A pass which is bounced off has managed to successfully kick him or the wall can never be intercepted, though herself off of the wall. The passing coach players with Pass Block may still move to then determines in which direction the place tackle zones on either the thrower or player will continue in using the Throw-in intended receiver. Template. Roll a D3 to determine the number of squares the player will travel Holding the range ruler sideways, it is from the wall, and then treat the landing roll possible to bend the ruler so that it goes as normal in that square. from the thrower to the intended receiver (or to an empty square) and also touches No Referee: one of the walls along the side of its Street Bowl games are not watched over by intended path. This marks the section of the a Referee, as no one is bored or crazy wall, which the thrower is aiming for when enough to bother. This means players he makes the pass. cannot be sent off for fouling, but they can be hurt by angry fans in retribution for such Make the Pass action, taking into account a dirty play! A player wishing to commit a the -1 modifier for bouncing it off the wall as foul does so as normal, taking assists and described above. If the throw is fumbled, it skills into account. lands at the thrower’s feet as normal and bounces twice. If the throw is inaccurate it Irrespective of the success of the foul hits the wall, but then scatters unexpectedly attempt, the opposing fans will throw rocks -2- and bottles at the offending player. The The Staff: coach of the fouled player may roll a D6: on Aside from the head coach, there are no a 1-3, the bottles miss and nothing happens. other staff members on a Street Bowl team, On a 4+, the fans have hit their target. well no professional staff anyway. Wizards Make an AV roll for the player committing have little time for such violent nocturnal the foul, adding +1 to the roll. If the roll is pursuits and there are no Apothecaries enough to break amour, make an injury roll who would dirty their hands with the blood as normal. If amour is broken on the of Street Bowl players. Therefore, no player committing the foul, his team suffers Wizards, Apothecaries, Assistant Coaches or a turnover. Cheerleaders may be included in a Street Bowl team. Weather: Before each match, roll 2D6 and consult the Some unscrupulous herbalists have been Weather Table below: known to sell what they claim to be “magic potions” to unsuspecting coaches before a game. All coaches may roll D3 before each CREATING YOUR TEAM match. The result represents the number of potions that the coach has been able to Teams are made up of at least 7 players and purchase for this match only. If any potions no more than 11 players, purchased using are left after the match, they may not be the team list at the end of this rulebook. carried over for future matches as the The head coach has 600 gps with which to “magic” of the potion wears off. Teams choose his starting line-up. which do not normally employ an Apothecary (Undead, Nurgle’s Rotters, Necromantic, Khemri, etc.) may not use magic potions. The Weather Table Roll Result 2 Smog: The pitch is covered with a thick smog, making it almost impossible to see how many players are on the street. Each coach rolls a D6 prior to each kickoff, on a roll of 1, they may only field 6 players, on a roll of 6 they may field 8 players (if they have the reserves).