Blood Bowl in the old world.
They came, they saw, they spent fatepoints..
Our group has made a conversation for bloodbowl into the old world, and here comes a brief description. Mail me if you have any comments or suggestions, as this is a beginning of the rules for us too.
Basics:
A game of BB contains of 2 rounds, nobody complains about that, I hope.
Then you have the field, 24*15 meters/Yards/inches/whatever.
Then you have two teams, with at least 6, and max 11 players.
These teams are in one of the four leagues, the money is ofcourse in the major league, but the characters have usually very!!!! little to do against F.ex a elven team, with move 8 and all the pretty skills.
The game mechanics:
Decide what team starts with the ball, and off you go.....
If a player want to block an opponent, roll a WS.
If it's a hit, roll damage as usual, modify for no weapons. (hopefully).
Strike mighty blow does not count here, as the players are not trying to hit them in the face with the fist, but tries to run them down instead. If someone declares that he is going to use SMB, make this very, very clear to him, and make the other team notice this too. A team of Orc's have a bad attitude when playing BB, because they are trying to be good to the humies, and not slaugther them in the first place.
This damage is not the same kind you get from being stabbed with a sword, so after a complete day of rest, you are good as new.
New skills:
Block: PC's without has -20 to hit a opponent in a game, with it they have WS +10, streetfighting gives normal WS.
Pick-up ball: Gives +10 on Dex when grabbing a ball on the ground.
Catch Ball: Gives a +10 to receive a throw/kick/whatever.
Pass Ball: Gives a +10 on the BS when passing the ball.
These skills takes 2D6 *8 hours of practise, and require 50 xp to learn. They are made this cheap so the characters even bother to learn them.
Weapons can be smuggled on the field, we use for basic a 35% spotting for daggers, 70% for swords, and 85% for two handed weapons. This depends on the judge, of course. He can be bribed, blackmailed, poisoned, well, allmost everything is possible. Remember that this is the old world we are talking about here.
One team wizard is allowed for each team, and he can cast one spell out on the field in each half. Usually a fireball or steal mind...
One team doctor is allowed, but remember, it takes 6 rounds for a first aid to work.
A player may leave the field when he is down to two wounds or less, or else he is chickening out, and is not a very popular fellow afterwards.
When receiving critical's, treat them as they were one level less serious, -3 = -2 and so on. A BB block is maybe enough to kill you, but it shouldn't be that easy to kill a entire group of players in one session. That takes away the feel of playing BB in the future, belive me!
Passing the ball, BS to throw, Dex to catch. (maybe a Str to receive it without trouble. It is not a standard little ball, remember?)
The ball is so heavy that it is impossible to throw it over 20 meters, and when over 10 meters you get a -10 on the BS. This gives a more charge-with-the-ball style, and can be removed for GM's who don't like that style.
When (not if...) missing the pass, roll a D3/D6 for range of miss, and a D12 for direction.
When on the move, especially when closing in on the endzone, the characters feel like going for the extra little leap, right?
To move one square extra, take a double initiative.
To move two extra, normal initiative.
To move three, half initiative.
This usually results in a fall, sooner or later.
When this occurs, roll a Dex to see if the player keeps his grip on the ball or looses it.
When the ball falls on the ground as a result of either missing with a kick, or just dropping it, roll a D12 to decide the direction of a scatter.
Armor is of course allowed, and here is a tricky little bit.
If a player is without armor, he get's +1 Move on the field.
Then with 1 point of armor on the body, normal move, this is not for every armorpoint, but for 1 point of armor all over, like a sleeved mail coat (my favourite).
Then decrease the players move 1 Move for every extra layer of armor they have.
A standard game is 2 rounds of 8 turns.
This is resolved as a standard combat round, highest I starts, and so on. This can be tough when playing against elves, but very nice when playing Orc's and others.
Construction of the arena:
A BB-field is not very cheap, the arena in Altdorf is the biggest known in the empire,and it would take about 10 000 Gold crowns to build a equal sized one.
A village can not afford this, and has maybe a little field, with a couple of benches on the side. This takes either 500 Gc to clear and build, or a group of players with carpentry and a lot of free time.
This page was last updated in the start of June, 1997.
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