RMBL House Rules
Posted: Fri Oct 04, 2002 6:54 pm
Just for fun I decided to post all the house rules my league uses. Comments/suggestions are welcome.
RMBL House Rules
Stunty Teams and Big Guys:
Big Guys on Stunty teams do not cost double.
Goblins may have 0-2 Trolls who count as team players.
Halflings may have 0-2 Treemen who count as team players.
Dwarf Team:
Dwarves may not have an Ogre ally, instead Dwarves may have 1 Deathroller who counts as a team player.
Player Cost MA ST AG AV Skills
Deathroller 160k 4 7 1 10 Mighty Blow, Multiple Block, Stand Firm, Special: Deathroller
Secret Weapons:
Each team is allowed to have one secret weapon player, except for Goblins who can have four (but each weapon must be different). Only linemen are allowed to have secret weapons (exception: Chaos Dwarf Blockers).
Weapon Cost Penalty Teams used by
Ball & Chain 20k 8+ Goblin
Blunderbuss 30k 10+ Chaos Dwarf, Dwarf
Chainsaw 60k 8+ Chaos, Chaos Dwarf, Dwarf, Goblin, Human, Norse, Orc, Undead
Explosive Bomb 40k 8+ Chaos Dwarf, Dwarf, Goblin
Pogo Stick 20k 10+ Goblin
Poisoned Dagger 10k 10+ Amazon, Chaos, Dark Elf, Human, Lizardmen, Skaven
Stink Bomb 20k 10+ Goblin
Pushing Players Into the Crowd:
If a player pushes another into the crowd, the blocker may follow his victim into the crowd (to beat on him some more). Roll for injury as normal on the victim, including any modifiers by the blocker (Mighty Blow, Claw, etc). If the victim is injured then the blocker receives the casualty SPPs. Of course the blocker also gets injured by the crowd.
Armour and Injury Rolls:
Each coach rolls his own injuries. A player with Pro may use this skill to reroll his own injury. Pro is the only way to reroll injuries.
Stunned Players Becoming Prone:
At the beginning of a team's turn, all of that team's stunned players automatically become prone and cannot take any other actions this turn (obviously).
Apothecaries:
An apothecary can be used to heal an injury inflicted on a player who was pushed into the crowd.
Picking Up and Catching the Ball:
At no time are you obliged to pick up or catch the ball. Not picking up or catching the ball results in an automatic scatter and no turnover.
Pass Action:
Once the range ruler has been used then the passing player may no longer move, however the target of the pass can be selected after all measuring is done.
Fumbles:
Range modifiers to not affect the Pass die roll when checking if a fumble occurs.
Throw Team Mate:
A successful TTM action (pass is accurate and player lands successfully) is worth 1 SPP (completion) for the Big Guy. TTM can target squares occupied by a player.
Interceptions and TTM:
A thrown team mate can be ‘intercepted’ by another player with the TTM skill. Use the normal rules for interception, if the interception is successful then the thrown team mate is knocked to the ground instead of being caught. Roll for scatter to see where he lands, and roll armour and injury as normal, adding the pass blocker’s armour and injury modifying skills (e.g. Mighty Blow).
Glory Rule:
If a team starts a turn with a player possessing the ball and able to score without any die rolls, then the coach may not voluntarily end his turn without scoring. The player holding the ball may not perform any other actions besides running into the end zone to score, following the easiest path. If the turn ends on a forced turnover then this rule does not apply.
Ageing:
The ageing rule is not used in the RMBL.
Skills and Traits
Diving Tackle
The decision to use this skill comes before the dodge roll.
Frenzy
The total number of blocks that can be thrown is: player's MA/2 (round down).
Jump Up
Jump Up is a skill, available only to players with AG 3 or more.
Leap
Leap cannot be used to jump over standing Big Guys.
Mighty Blow
Gives +1 to armour and injury rolls.
Piling On
The decision to use this skill comes before the armour roll.
Pro
Can be used to reroll a player’s own injury.
Strong Arm
Can be used to throw a Short Pass in conjunction with the Dump Off skill.
Stunty
This is a Physical Trait available to players of ST 2 or less (and access to Physical skills). Players with the Stunty trait receive a +1 injury modifer on their injury rolls, have max AV 7, -1 to their Pass rolls, and no access to General skills.
Bonehead/Very Stupid
Players with this trait automatically regain their tackle zones at the beginning of their team's turn.
Wild Animal
Wild Animals must move first. Roll a die (substract 1 if this player was Wild last turn), if the modified result is <=1 then he goes Wild! The Wild Animal will block/blitz the nearest player, friend or foe, and without any team mate assists. If there are several players within the same distance then choose the target at random from those players (always choosing foe over friend). If there are no player’s within normal blitzing distance then the Wild Animal can do nothing that turn (he’s too busy gnawing on a bone he found). If the Wild Animal blitzes, this uses up his team's blitz action for that turn. If the Wild Animal is knocked over, no turnover occurs. However, if the Wild Animal attacks a team mate and knocks him down, then a turnover occurs.
Handicap Table
The RMBL uses the MBBL2's handicap table.
RMBL House Rules
Stunty Teams and Big Guys:
Big Guys on Stunty teams do not cost double.
Goblins may have 0-2 Trolls who count as team players.
Halflings may have 0-2 Treemen who count as team players.
Dwarf Team:
Dwarves may not have an Ogre ally, instead Dwarves may have 1 Deathroller who counts as a team player.
Player Cost MA ST AG AV Skills
Deathroller 160k 4 7 1 10 Mighty Blow, Multiple Block, Stand Firm, Special: Deathroller
Secret Weapons:
Each team is allowed to have one secret weapon player, except for Goblins who can have four (but each weapon must be different). Only linemen are allowed to have secret weapons (exception: Chaos Dwarf Blockers).
Weapon Cost Penalty Teams used by
Ball & Chain 20k 8+ Goblin
Blunderbuss 30k 10+ Chaos Dwarf, Dwarf
Chainsaw 60k 8+ Chaos, Chaos Dwarf, Dwarf, Goblin, Human, Norse, Orc, Undead
Explosive Bomb 40k 8+ Chaos Dwarf, Dwarf, Goblin
Pogo Stick 20k 10+ Goblin
Poisoned Dagger 10k 10+ Amazon, Chaos, Dark Elf, Human, Lizardmen, Skaven
Stink Bomb 20k 10+ Goblin
Pushing Players Into the Crowd:
If a player pushes another into the crowd, the blocker may follow his victim into the crowd (to beat on him some more). Roll for injury as normal on the victim, including any modifiers by the blocker (Mighty Blow, Claw, etc). If the victim is injured then the blocker receives the casualty SPPs. Of course the blocker also gets injured by the crowd.
Armour and Injury Rolls:
Each coach rolls his own injuries. A player with Pro may use this skill to reroll his own injury. Pro is the only way to reroll injuries.
Stunned Players Becoming Prone:
At the beginning of a team's turn, all of that team's stunned players automatically become prone and cannot take any other actions this turn (obviously).
Apothecaries:
An apothecary can be used to heal an injury inflicted on a player who was pushed into the crowd.
Picking Up and Catching the Ball:
At no time are you obliged to pick up or catch the ball. Not picking up or catching the ball results in an automatic scatter and no turnover.
Pass Action:
Once the range ruler has been used then the passing player may no longer move, however the target of the pass can be selected after all measuring is done.
Fumbles:
Range modifiers to not affect the Pass die roll when checking if a fumble occurs.
Throw Team Mate:
A successful TTM action (pass is accurate and player lands successfully) is worth 1 SPP (completion) for the Big Guy. TTM can target squares occupied by a player.
Interceptions and TTM:
A thrown team mate can be ‘intercepted’ by another player with the TTM skill. Use the normal rules for interception, if the interception is successful then the thrown team mate is knocked to the ground instead of being caught. Roll for scatter to see where he lands, and roll armour and injury as normal, adding the pass blocker’s armour and injury modifying skills (e.g. Mighty Blow).
Glory Rule:
If a team starts a turn with a player possessing the ball and able to score without any die rolls, then the coach may not voluntarily end his turn without scoring. The player holding the ball may not perform any other actions besides running into the end zone to score, following the easiest path. If the turn ends on a forced turnover then this rule does not apply.
Ageing:
The ageing rule is not used in the RMBL.
Skills and Traits
Diving Tackle
The decision to use this skill comes before the dodge roll.
Frenzy
The total number of blocks that can be thrown is: player's MA/2 (round down).
Jump Up
Jump Up is a skill, available only to players with AG 3 or more.
Leap
Leap cannot be used to jump over standing Big Guys.
Mighty Blow
Gives +1 to armour and injury rolls.
Piling On
The decision to use this skill comes before the armour roll.
Pro
Can be used to reroll a player’s own injury.
Strong Arm
Can be used to throw a Short Pass in conjunction with the Dump Off skill.
Stunty
This is a Physical Trait available to players of ST 2 or less (and access to Physical skills). Players with the Stunty trait receive a +1 injury modifer on their injury rolls, have max AV 7, -1 to their Pass rolls, and no access to General skills.
Bonehead/Very Stupid
Players with this trait automatically regain their tackle zones at the beginning of their team's turn.
Wild Animal
Wild Animals must move first. Roll a die (substract 1 if this player was Wild last turn), if the modified result is <=1 then he goes Wild! The Wild Animal will block/blitz the nearest player, friend or foe, and without any team mate assists. If there are several players within the same distance then choose the target at random from those players (always choosing foe over friend). If there are no player’s within normal blitzing distance then the Wild Animal can do nothing that turn (he’s too busy gnawing on a bone he found). If the Wild Animal blitzes, this uses up his team's blitz action for that turn. If the Wild Animal is knocked over, no turnover occurs. However, if the Wild Animal attacks a team mate and knocks him down, then a turnover occurs.
Handicap Table
The RMBL uses the MBBL2's handicap table.