Attempting to put together an Expanded Kick-Off table.
Posted: Sat Sep 21, 2002 2:18 am
I'm working up an expanded kick-off table. I'd love to get some feedback both on the entries I've made and some ideas on filling in the holes left. 17 of these results are straight from the existing table.
Expanded Kick-Off Table
D66
11 Riot: The game is held up by a riot. Roll a dice, and each team moves their Turn counter this many spaces along the Turn track. If this takes the number of turns to 8 or more for both teams, then the half ends.
12 Get the Ref! Each coach rolls two dice and adds their team’s fan factor to the score the highscorer’s fans decide the referee has been bought and exact vengeance! His replacement is so intimidated that for the rest of the half he will not award penalties against the team whose fans got his predecessor, even if he spots them making a foul. If the score is tied, both teams’ fans get the ref and the replacement will not award penalties against either team!
13 Perfect Defence: The kicking team’s coach may reorganise his players – in other words he can set them up again. The receiving team must remain in the set-up chosen by their coach.
14 Cheering Fans: Each coach rolls a dice and adds their team’s fan factor and their number of cheerleaders to the score. Re-roll any ties. The side with the highest score is inspired by their fans cheering and gets an extra re-roll this half.
15 Bad Kick: The ball scatters a number of squares equal to the roll of two dice on the kick-off, instead of only one dice.
16 Changing Weather: Make a new roll on the Weather table.
21 The Ref Takes Pity: The ref will not call fouls on the team who is losing the game. If the score is currently tied, then ignore this result.
22 Anticipating the Snap: Any defensive playing who can legally make a Block Action may do so. This is a free action and can not cause a turnover.
23 Loud Fans: Each coach rolls a dice and adds their team’s fan factor and their number of cheerleaders to the score. Re-roll any ties. The side with the lowest score is having a hard time communicating over the shouting of the opposing fans. As a result they may not use Team ReRolls for this drive.
24 Delay of Game: The kicking team get's called for Delay of Game. Receiving team automatically gets Ball In Hand.
25 Changing Weather: Make a new roll on the Weather table.
26 Misreading the Offense. The kicking team has misread the offense and thinks it's going deep. Any player who is not on the line of scrimage moves 1d6 spaces in the direction of the endzone.
31 Onsides Kick: The kicking team may place the ball on any of the receiving teams squares that are adjacent to the Line of Scrimage. The ball will bounce as normal. If the ball goes out of bounds, it is a touchback, however if the ball ends up bouncing onto the kicking teams half, it is not a touchback.
32 Booing Fans: Each coach rolls a dice and adds their team’s fan factor and their number of cheerleaders to the score. Re-roll any ties. The side with the lowest score is shamed by their fans booing and loses a re-roll this half.
33
34 Changing Weather: Make a new roll on the Weather table.
35
36
41
42 Great Kick! Kicking Team may put the ball anywhere on the recieving half of the pitch, without needing to roll scatter or bounce the ball.
43 Changing Weather: Make a new roll on the Weather table.
44 Quick Snap! The offense start their drive a fraction before the defence are ready, catching the kicking team flat-footed. All of the players on the receiving team are allowed to move one square. This is a free move and may be made into any adjacent empty square, ignoring tackle zones. It may be used to enter the opposing half of the field
45 Brilliant Coaching: Each coach rolls a dice and adds the number of assistant coaches in their team to the score. Re-roll any ties. The side with the highest score gets an extra re-roll this half thanks to the brilliant training provided by the coaching staff.
46
51
52 Changing Weather: Make a new roll on the Weather table.
53 Off Sides: The offense has lured the defense off-sides, and the Ref calls D3 random kicking team players on the Line of Scrimage for the infraction and they are immediately moved to the reserves box. These players can take place in the next drive.
54
55 Full Blitz! The kicking team gets a bonus team turn and may move before the receiving team. The bonus turn does not count against the kicking team’s turn limit for the half, so their coach does not have to move the Turn marker along a space, and he cannot be called for illegal procedure for failing to move the Turn marker.
56 Throw a Rock: Each coach rolls two dice and adds their team’s fan factor to the score; the high scorer’s fans are the ones that threw the rock. A tie means that both teams are affected. Decide randomly which player in the other team was hit (only players on the field are eligible) and roll for the effects of the injury straight away. No Armour roll is required.
61 Changing Weather: Make a new roll on the Weather table.
62 Man in Motion: The Offense may move two players their full movement allowance. These are free moves and ignore tackle zones. The players may not enter the opposing side of the pitch, but may have more than two players in the wide zone after finishing their move.
63
64 Corner Blitz! The kicking team gets up to four bonus Blitz Actions and may move before the receiving team. These actions can only be taken by players who start in the wide zone. The bonus actions do not count against the kicking team’s turn limit for the half, so their coach does not have to move the Turn marker along a space, and he cannot be called for illegal procedure for failing to move the Turn marker.
65
66 Pitch Invasion Each coach rolls two dice and adds their side’s fan factor to the score. A tie means that both teams are affected. High score wins, injuring a number of randomly selected players on the losing team and on the pitch equal to the roll of one dice. Roll for the effects of the injuries straight away. No Armour roll is required.
Expanded Kick-Off Table
D66
11 Riot: The game is held up by a riot. Roll a dice, and each team moves their Turn counter this many spaces along the Turn track. If this takes the number of turns to 8 or more for both teams, then the half ends.
12 Get the Ref! Each coach rolls two dice and adds their team’s fan factor to the score the highscorer’s fans decide the referee has been bought and exact vengeance! His replacement is so intimidated that for the rest of the half he will not award penalties against the team whose fans got his predecessor, even if he spots them making a foul. If the score is tied, both teams’ fans get the ref and the replacement will not award penalties against either team!
13 Perfect Defence: The kicking team’s coach may reorganise his players – in other words he can set them up again. The receiving team must remain in the set-up chosen by their coach.
14 Cheering Fans: Each coach rolls a dice and adds their team’s fan factor and their number of cheerleaders to the score. Re-roll any ties. The side with the highest score is inspired by their fans cheering and gets an extra re-roll this half.
15 Bad Kick: The ball scatters a number of squares equal to the roll of two dice on the kick-off, instead of only one dice.
16 Changing Weather: Make a new roll on the Weather table.
21 The Ref Takes Pity: The ref will not call fouls on the team who is losing the game. If the score is currently tied, then ignore this result.
22 Anticipating the Snap: Any defensive playing who can legally make a Block Action may do so. This is a free action and can not cause a turnover.
23 Loud Fans: Each coach rolls a dice and adds their team’s fan factor and their number of cheerleaders to the score. Re-roll any ties. The side with the lowest score is having a hard time communicating over the shouting of the opposing fans. As a result they may not use Team ReRolls for this drive.
24 Delay of Game: The kicking team get's called for Delay of Game. Receiving team automatically gets Ball In Hand.
25 Changing Weather: Make a new roll on the Weather table.
26 Misreading the Offense. The kicking team has misread the offense and thinks it's going deep. Any player who is not on the line of scrimage moves 1d6 spaces in the direction of the endzone.
31 Onsides Kick: The kicking team may place the ball on any of the receiving teams squares that are adjacent to the Line of Scrimage. The ball will bounce as normal. If the ball goes out of bounds, it is a touchback, however if the ball ends up bouncing onto the kicking teams half, it is not a touchback.
32 Booing Fans: Each coach rolls a dice and adds their team’s fan factor and their number of cheerleaders to the score. Re-roll any ties. The side with the lowest score is shamed by their fans booing and loses a re-roll this half.
33
34 Changing Weather: Make a new roll on the Weather table.
35
36
41
42 Great Kick! Kicking Team may put the ball anywhere on the recieving half of the pitch, without needing to roll scatter or bounce the ball.
43 Changing Weather: Make a new roll on the Weather table.
44 Quick Snap! The offense start their drive a fraction before the defence are ready, catching the kicking team flat-footed. All of the players on the receiving team are allowed to move one square. This is a free move and may be made into any adjacent empty square, ignoring tackle zones. It may be used to enter the opposing half of the field
45 Brilliant Coaching: Each coach rolls a dice and adds the number of assistant coaches in their team to the score. Re-roll any ties. The side with the highest score gets an extra re-roll this half thanks to the brilliant training provided by the coaching staff.
46
51
52 Changing Weather: Make a new roll on the Weather table.
53 Off Sides: The offense has lured the defense off-sides, and the Ref calls D3 random kicking team players on the Line of Scrimage for the infraction and they are immediately moved to the reserves box. These players can take place in the next drive.
54
55 Full Blitz! The kicking team gets a bonus team turn and may move before the receiving team. The bonus turn does not count against the kicking team’s turn limit for the half, so their coach does not have to move the Turn marker along a space, and he cannot be called for illegal procedure for failing to move the Turn marker.
56 Throw a Rock: Each coach rolls two dice and adds their team’s fan factor to the score; the high scorer’s fans are the ones that threw the rock. A tie means that both teams are affected. Decide randomly which player in the other team was hit (only players on the field are eligible) and roll for the effects of the injury straight away. No Armour roll is required.
61 Changing Weather: Make a new roll on the Weather table.
62 Man in Motion: The Offense may move two players their full movement allowance. These are free moves and ignore tackle zones. The players may not enter the opposing side of the pitch, but may have more than two players in the wide zone after finishing their move.
63
64 Corner Blitz! The kicking team gets up to four bonus Blitz Actions and may move before the receiving team. These actions can only be taken by players who start in the wide zone. The bonus actions do not count against the kicking team’s turn limit for the half, so their coach does not have to move the Turn marker along a space, and he cannot be called for illegal procedure for failing to move the Turn marker.
65
66 Pitch Invasion Each coach rolls two dice and adds their side’s fan factor to the score. A tie means that both teams are affected. High score wins, injuring a number of randomly selected players on the losing team and on the pitch equal to the roll of one dice. Roll for the effects of the injuries straight away. No Armour roll is required.