Throw Opponent Characteristic
Posted: Thu Dec 04, 2003 3:14 am
I would like to get feedback on the house rule our league is trying out. For the first time a coach is fielding a Choas team and he wants to use a Minotaur on the team. He was concerned that the Minotaur would never have a chance to use the “Throw Teammate” trait, becaue there are no Choas players with the Right Stuff (although Narkotic pointed out in another post that the coach could use goblin star players).
Anyway we came up with the following house rules. Any thoughts on how it will play out would be appreciated.
THROW OPPONENT CHARACTERISTIC:
To allow a Minotaur to make full use of all his characteristics, we will use the following house rule. First, replace the Throw Team-mate characteristic with a new one called Throw Opponent. The Throw Opponent description reads: “The player can throw players from the opposing team that have the Right Stuff”.
Throwing an opponent is an action similar to throwing team-mate. The player must take a Pass action, may move before throwing the other player, they must end up in a square adjacent to the other player, and both players must be standing. Just like throwing a team-mate, throwing an opponent causes the passing range to be one band higher. However, before throwing an opponent, the Minotaur must first see if he is able to pick the other player. Players with the Right Stuff naturally are afraid of the other team’s Big Guys and will never just let a Minotaur grab them without trying to squirm away. To see if he grabs the opponent, use the Minotaur’s agility and roll on the Agility table. The following modifiers apply:
The opponent is carrying the ball….. + 1
Per enemy tackle zone on the Minotaur…. – 1
(The reason for the plus modifier when the opponent is carrying the ball is due to the fact that the player can’t swing their arms wildly to keep a Minotaur’s hands off them; they are trying to protect the ball.)
If the final modified roll equals or beats the required score, the Minotaur has succeeding in grabbing the opponent and must attempt to throw the player. If the roll fails, the opponent has managed to “side-step” the Minotaur’s grasp, that player’s coach may place his player to any vacant adjacent square (just as if the player with Right Stuff had the Side Step skill). A roll of 1 before modification always fails and a roll of 6 before modification always succeeds.
If the Minotaur has grabbed the opponent, he must first overcome his desire to eat the opponent. This is handled as covered in the Always Hungry rule. If the Minotaur tries to eat (or does manage to eat the player), the opposing coach gets to roll to see if the referee spots the foul. The foul is worked out as detailed in the Foul Spotting section in the BB Handbook. A + 2 modifier is added to the roll if the Minotaur actually succeeded in eating his opponent. This modifier is cumulative with other Foul modifiers. In other words, if the referee has his eye on the Minotaur’s team already, due to a pervious foul, the modifier would be +4 (+2 for the “I-Got-My-Eye-On-You” rule and +2 for the “My-God-He-Ate-Him” rule). Even if the Minotaur is not sent off, eating (or even just trying to eat) an opponent is a turn-over.
Now then, if the Minotaur has grabbed the opponent and has not tried to eat him, finally the Minotaur may try to throw the little runt. The Minotaur’s coach selects the target square to where the opponent will be thrown. Use the same modifiers as outlined on the Throw Teammate section to see if the throw is accurate. If the throw is accurate, the opponent lands in the target square. If the throw misses, roll for scatter 3 times to see where the opponent lands.
Landing after being thrown by a Minotaur is handled a little bit different than the normal landing rules. When being tossing their team-mates, the thrower wants players with the Right Stuff to land on their feet, not their head. The opposite is true when a Minotaur throws an opponent. Here an accurate pass means the little guy is likely to come crashing down right on his neck; a missed throw mean the opponent had time to twist around in the air and hopefully get his feet under him. To reflect this, use the following modifiers when working out a landing after being thrown by a Minotaur.
Attempt to land after an accurate throw ….. - 1
Per the Right Stuff player TEAM-MATE’s tackle zones on the
square the player is thrown to…………..….. + 1
(The plus modifier for the team-mate’s tackle zone is to reflect the thrown player’s friends trying to break his fall).
If the final modified roll equals or beats the required score, the opponent has landed on his feet and is yelling so much about be thrown his coach gets to make a standard Foul Spotting roll, to see is the Minotaur is sent off the pitch. If the landing roll fails, the opponent has fallen over and the Minotaur’s coach makes an Armour roll to see if the player is injured; no Foul Spotting roll occurs, the opponent mouth is full of dirt that he can’t get the ref’s attention.
Also to use this Throw Opponent rule, there needs to be a slight addition to the Wild Animal trait. Simply add “OR attempt to throw the opponent” to the sentence “…and throw a block at an adjacent player.”. In other words, the Wild Animal must block or attempt to throw an adjacent opponent, to not have to make the 4+ WA roll.
Hopefully, these rules allow for the use all of a Minotaur’s characteristics without have to create a bunch of untested ideas that would slow the game down. All the rules are really just an inversion of the thrown team-mate rule to reflect to the different nature of trying to pick up an opponent. These rules also seem to fit with a Minotaur’s personality; maybe it is just me but it seems fitting to think of a Minotaur flinging opponents down the pitch. They don’t seem to have the niceties to understand a strategy of passing their own teammates, but hurling a foe across the battlefield…that fits.
Anyway we came up with the following house rules. Any thoughts on how it will play out would be appreciated.
THROW OPPONENT CHARACTERISTIC:
To allow a Minotaur to make full use of all his characteristics, we will use the following house rule. First, replace the Throw Team-mate characteristic with a new one called Throw Opponent. The Throw Opponent description reads: “The player can throw players from the opposing team that have the Right Stuff”.
Throwing an opponent is an action similar to throwing team-mate. The player must take a Pass action, may move before throwing the other player, they must end up in a square adjacent to the other player, and both players must be standing. Just like throwing a team-mate, throwing an opponent causes the passing range to be one band higher. However, before throwing an opponent, the Minotaur must first see if he is able to pick the other player. Players with the Right Stuff naturally are afraid of the other team’s Big Guys and will never just let a Minotaur grab them without trying to squirm away. To see if he grabs the opponent, use the Minotaur’s agility and roll on the Agility table. The following modifiers apply:
The opponent is carrying the ball….. + 1
Per enemy tackle zone on the Minotaur…. – 1
(The reason for the plus modifier when the opponent is carrying the ball is due to the fact that the player can’t swing their arms wildly to keep a Minotaur’s hands off them; they are trying to protect the ball.)
If the final modified roll equals or beats the required score, the Minotaur has succeeding in grabbing the opponent and must attempt to throw the player. If the roll fails, the opponent has managed to “side-step” the Minotaur’s grasp, that player’s coach may place his player to any vacant adjacent square (just as if the player with Right Stuff had the Side Step skill). A roll of 1 before modification always fails and a roll of 6 before modification always succeeds.
If the Minotaur has grabbed the opponent, he must first overcome his desire to eat the opponent. This is handled as covered in the Always Hungry rule. If the Minotaur tries to eat (or does manage to eat the player), the opposing coach gets to roll to see if the referee spots the foul. The foul is worked out as detailed in the Foul Spotting section in the BB Handbook. A + 2 modifier is added to the roll if the Minotaur actually succeeded in eating his opponent. This modifier is cumulative with other Foul modifiers. In other words, if the referee has his eye on the Minotaur’s team already, due to a pervious foul, the modifier would be +4 (+2 for the “I-Got-My-Eye-On-You” rule and +2 for the “My-God-He-Ate-Him” rule). Even if the Minotaur is not sent off, eating (or even just trying to eat) an opponent is a turn-over.
Now then, if the Minotaur has grabbed the opponent and has not tried to eat him, finally the Minotaur may try to throw the little runt. The Minotaur’s coach selects the target square to where the opponent will be thrown. Use the same modifiers as outlined on the Throw Teammate section to see if the throw is accurate. If the throw is accurate, the opponent lands in the target square. If the throw misses, roll for scatter 3 times to see where the opponent lands.
Landing after being thrown by a Minotaur is handled a little bit different than the normal landing rules. When being tossing their team-mates, the thrower wants players with the Right Stuff to land on their feet, not their head. The opposite is true when a Minotaur throws an opponent. Here an accurate pass means the little guy is likely to come crashing down right on his neck; a missed throw mean the opponent had time to twist around in the air and hopefully get his feet under him. To reflect this, use the following modifiers when working out a landing after being thrown by a Minotaur.
Attempt to land after an accurate throw ….. - 1
Per the Right Stuff player TEAM-MATE’s tackle zones on the
square the player is thrown to…………..….. + 1
(The plus modifier for the team-mate’s tackle zone is to reflect the thrown player’s friends trying to break his fall).
If the final modified roll equals or beats the required score, the opponent has landed on his feet and is yelling so much about be thrown his coach gets to make a standard Foul Spotting roll, to see is the Minotaur is sent off the pitch. If the landing roll fails, the opponent has fallen over and the Minotaur’s coach makes an Armour roll to see if the player is injured; no Foul Spotting roll occurs, the opponent mouth is full of dirt that he can’t get the ref’s attention.
Also to use this Throw Opponent rule, there needs to be a slight addition to the Wild Animal trait. Simply add “OR attempt to throw the opponent” to the sentence “…and throw a block at an adjacent player.”. In other words, the Wild Animal must block or attempt to throw an adjacent opponent, to not have to make the 4+ WA roll.
Hopefully, these rules allow for the use all of a Minotaur’s characteristics without have to create a bunch of untested ideas that would slow the game down. All the rules are really just an inversion of the thrown team-mate rule to reflect to the different nature of trying to pick up an opponent. These rules also seem to fit with a Minotaur’s personality; maybe it is just me but it seems fitting to think of a Minotaur flinging opponents down the pitch. They don’t seem to have the niceties to understand a strategy of passing their own teammates, but hurling a foe across the battlefield…that fits.