ROCKET-BOWL IV ~ 27-28 Oct' 2012 ++Purplegoo wins!++
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Re: ROCKET-BOWL IV ~ 27-28 Oct' 2012 TICKETS ON SALE
Hi Pug
Been pc less & havin sh*t 6 months or so...
Looks like you still have places so I'll try to wing dosh across to you by wkd...
Need RB to cheer me up!
NB: now I'm back in pc world I'll be updating Da Brewerz Bowl thread at wkd...
Been pc less & havin sh*t 6 months or so...
Looks like you still have places so I'll try to wing dosh across to you by wkd...
Need RB to cheer me up!
NB: now I'm back in pc world I'll be updating Da Brewerz Bowl thread at wkd...
Reason: ''
Possibly improving but, my dice rolls aren't! :O)
NAF 13759
2011 Rocket Bowl III: Most Casualties (22) & Most Sent Off (8)
2012 Rocket Bowl IV: Most Casualties (26) & Most Sent Off (9)
NAF 13759
2011 Rocket Bowl III: Most Casualties (22) & Most Sent Off (8)
2012 Rocket Bowl IV: Most Casualties (26) & Most Sent Off (9)
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Re: ROCKET-BOWL IV ~ 27-28 Oct' 2012 TICKETS ON SALE
Mr Dobby and Bro dropped out...but Mr Tiamo69 is in...*alters lists!*
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Re: ROCKET-BOWL IV ~ 27-28 Oct' 2012 TICKETS ON SALE
SPECIAL RULES FOR ROCKET BOWL IV - Dimension Warp:
This is for rounds 2, 4 and 6.
One coach rolls on the table below for event situation before the game starts and players are setup, weather rolled etc.
If both coaches do not wish to use these extra rules then they are not forced to. But please do as it runs for the theme of the tournament!
ROLL a D6…
1 = Phase Ball
+++The ball is playing silly buggers with the current quantum state of the universe. Occasionally, to all players’ annoyance; it will suddenly phase out of existence, only to reappear a moment later in a slightly different place.+++
At the start of any coaches’ turn, roll a D6. On a result of a “1” the ball phases out of this reality for a split second the player may make an Agility roll to keep hold of it (team re-rolls allowed); If the player fails their Agility roll or chooses not to roll, the ball scatters one square in a random direction. The ball may be caught again if it phases back into reality just like a normal scattered ball.
2 = Low-Grav
+++The normal state of gravity has been suspended for the duration of the game, as the field of play feels the lessening effect of its normal pull. Players entering the field find that their every step has a slight bounce to it.+++
For the duration of the game, once per turn, a coach may select one of their own players on the pitch. That player gains the “Leap” skill for the turn
Any player attempting to leap during low-grav conditions (except those who have ‘very long legs’ : this is an attempt not to screw over Slann completely with this rule) must roll the scatter die once after resolving a successful leap. If after scattering the leaping player lands in a square occupied by another player, resolve it in exactly the same way as if two players had collided during a throw teammate attempt. The only exception to the TTM rules is that if a player from the moving team is knocked over, it IS a turnover.
3 = Heavy-Grav
+++The gravity field on the pitch becomes a weighing problem to anyone taking part in the game, as suddenly armour becomes a millstone hanging from the shoulders and the ball becomes a dense leaden weight. The strain of playing under such conditions takes its toll on the players.+++
The effect of the Heavy Gravity field is to give a -1 to all passing attempts, with ball or throwing team-mates.
For the duration of the match players are under the effects of “Sweltering Heat” due to the huge physical strain of playing in heavy gravity.
If the weather during the game IS “Sweltering Heat” then coaches must roll twice for each player; once for the actual weather conditions and once for playing in a Heavy-Grav environment.
4 = Time Warp Gun
+++The Rocket Bowl Science-Monkeys have handed each coach a weird looking gun-type object and give the simple instructions: “Point, Aim, Pull trigger and watch the fun!...cheerio!”. Bemused, the coaches try it out on a random player during warm up and watch them suddenly zip around the field in a blur for a few seconds.+++
Once in their own turn, a coach may nominate a player on their team (Not holding the ball!) and attempt to hit the player with the “Time Warp Gun”. The coach rolls a D6 on a roll of a 6 the targeted player gains for that turn the Sprint, Sure Feet and Frenzy skills.
On the roll of a 1 the player receives the bonehead skill for the turn as the TWG misfires.
Any other result means the coaches aim was off or they selected the wrong dial/knob/widget on the gun![/color]
5 = Schrodingers’ Ball
+++A strange haze surrounds the game ball. When looked upon the players aren’t too sure whether it is there or not. Also noticed around the field are shadowy outlines of ball shapes. It’s all quite strange…and not a cat or box to be seen!+++
When a player carrying the ball crosses any endzone score line, the owning coach rolls a D6.
1 – 5 = The ball exists! Carry on as normal.
6 = Oh dear, its not there! The ball is not actually there and disappears from the players grasp.
Scatter the ball back into the pitch from the space where the player crossed the line as though from a “throw-in”. Any scattering of the ball is not allowed to be caught (This can be re-rolled with Team re-roll or an appropriate skill) unless it is the last space for the ball to end up in. This represents the ball re-emerging into reality at that space. (The ball isn’t actually “thrown-in”, it’s just a method to scatter the ball randomly back onto the pitch)
6 = Alternate Reality
+++The air around and on the pitch glitters and shimmers in an unreal way. Players on the field feel an odd sensation, a sensation that differs from what is considered normal.
The “reality” of the situation really hits home once play starts…+++
At the start of each half both coach rolls a D6, the highest rolling coach decides on the round affect from the selection above (re-roll ties).
This is for rounds 2, 4 and 6.
One coach rolls on the table below for event situation before the game starts and players are setup, weather rolled etc.
If both coaches do not wish to use these extra rules then they are not forced to. But please do as it runs for the theme of the tournament!
ROLL a D6…
1 = Phase Ball
+++The ball is playing silly buggers with the current quantum state of the universe. Occasionally, to all players’ annoyance; it will suddenly phase out of existence, only to reappear a moment later in a slightly different place.+++
At the start of any coaches’ turn, roll a D6. On a result of a “1” the ball phases out of this reality for a split second the player may make an Agility roll to keep hold of it (team re-rolls allowed); If the player fails their Agility roll or chooses not to roll, the ball scatters one square in a random direction. The ball may be caught again if it phases back into reality just like a normal scattered ball.
2 = Low-Grav
+++The normal state of gravity has been suspended for the duration of the game, as the field of play feels the lessening effect of its normal pull. Players entering the field find that their every step has a slight bounce to it.+++
For the duration of the game, once per turn, a coach may select one of their own players on the pitch. That player gains the “Leap” skill for the turn
Any player attempting to leap during low-grav conditions (except those who have ‘very long legs’ : this is an attempt not to screw over Slann completely with this rule) must roll the scatter die once after resolving a successful leap. If after scattering the leaping player lands in a square occupied by another player, resolve it in exactly the same way as if two players had collided during a throw teammate attempt. The only exception to the TTM rules is that if a player from the moving team is knocked over, it IS a turnover.
3 = Heavy-Grav
+++The gravity field on the pitch becomes a weighing problem to anyone taking part in the game, as suddenly armour becomes a millstone hanging from the shoulders and the ball becomes a dense leaden weight. The strain of playing under such conditions takes its toll on the players.+++
The effect of the Heavy Gravity field is to give a -1 to all passing attempts, with ball or throwing team-mates.
For the duration of the match players are under the effects of “Sweltering Heat” due to the huge physical strain of playing in heavy gravity.
If the weather during the game IS “Sweltering Heat” then coaches must roll twice for each player; once for the actual weather conditions and once for playing in a Heavy-Grav environment.
4 = Time Warp Gun
+++The Rocket Bowl Science-Monkeys have handed each coach a weird looking gun-type object and give the simple instructions: “Point, Aim, Pull trigger and watch the fun!...cheerio!”. Bemused, the coaches try it out on a random player during warm up and watch them suddenly zip around the field in a blur for a few seconds.+++
Once in their own turn, a coach may nominate a player on their team (Not holding the ball!) and attempt to hit the player with the “Time Warp Gun”. The coach rolls a D6 on a roll of a 6 the targeted player gains for that turn the Sprint, Sure Feet and Frenzy skills.
On the roll of a 1 the player receives the bonehead skill for the turn as the TWG misfires.
Any other result means the coaches aim was off or they selected the wrong dial/knob/widget on the gun![/color]
5 = Schrodingers’ Ball
+++A strange haze surrounds the game ball. When looked upon the players aren’t too sure whether it is there or not. Also noticed around the field are shadowy outlines of ball shapes. It’s all quite strange…and not a cat or box to be seen!+++
When a player carrying the ball crosses any endzone score line, the owning coach rolls a D6.
1 – 5 = The ball exists! Carry on as normal.
6 = Oh dear, its not there! The ball is not actually there and disappears from the players grasp.
Scatter the ball back into the pitch from the space where the player crossed the line as though from a “throw-in”. Any scattering of the ball is not allowed to be caught (This can be re-rolled with Team re-roll or an appropriate skill) unless it is the last space for the ball to end up in. This represents the ball re-emerging into reality at that space. (The ball isn’t actually “thrown-in”, it’s just a method to scatter the ball randomly back onto the pitch)
6 = Alternate Reality
+++The air around and on the pitch glitters and shimmers in an unreal way. Players on the field feel an odd sensation, a sensation that differs from what is considered normal.
The “reality” of the situation really hits home once play starts…+++
At the start of each half both coach rolls a D6, the highest rolling coach decides on the round affect from the selection above (re-roll ties).
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Re: ROCKET-BOWL IV ~ 27-28 Oct' 2012 TICKETS ON SALE
Above are the final Rnd-by-Rnd special rules....
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Re: ROCKET-BOWL IV ~ 27-28 Oct' 2012 TICKETS ON SALE
looks awesome, as always Sir Puglsey!
quick check, as i'm an 'onest chappie...
i'm down as paid, have i?
will check paypal etc later but just wanted you to double check...

quick check, as i'm an 'onest chappie...
i'm down as paid, have i?
will check paypal etc later but just wanted you to double check...
Reason: ''
Possibly improving but, my dice rolls aren't! :O)
NAF 13759
2011 Rocket Bowl III: Most Casualties (22) & Most Sent Off (8)
2012 Rocket Bowl IV: Most Casualties (26) & Most Sent Off (9)
NAF 13759
2011 Rocket Bowl III: Most Casualties (22) & Most Sent Off (8)
2012 Rocket Bowl IV: Most Casualties (26) & Most Sent Off (9)
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Re: ROCKET-BOWL IV ~ 27-28 Oct' 2012 TICKETS ON SALE
WE'RE NAF APPROVED...WOOO-HOOO!!
I'll alter 1st post with above approved special rules...
@Tiamo...wait a minute chief let me check Paypal...
I'll alter 1st post with above approved special rules...
@Tiamo...wait a minute chief let me check Paypal...
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Re: ROCKET-BOWL IV ~ 27-28 Oct' 2012 TICKETS ON SALE
@Tiamo...sorry dude...no payments received in the last month... :S
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Re: ROCKET-BOWL IV ~ 27-28 Oct' 2012 TICKETS ON SALE
no probs Sir Pugsley...
you just need to move me from Paid to Interested...
i will send dosh soon...
you just need to move me from Paid to Interested...

i will send dosh soon...
Reason: ''
Possibly improving but, my dice rolls aren't! :O)
NAF 13759
2011 Rocket Bowl III: Most Casualties (22) & Most Sent Off (8)
2012 Rocket Bowl IV: Most Casualties (26) & Most Sent Off (9)
NAF 13759
2011 Rocket Bowl III: Most Casualties (22) & Most Sent Off (8)
2012 Rocket Bowl IV: Most Casualties (26) & Most Sent Off (9)
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- ceetee
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Re: ROCKET-BOWL IV ~ 27-28 Oct' 2012 NAF APPROVED
Hi Pug,
Really looking forward to my first Rocket Bowl. Couple of questions:
1. Do we have to choose our first skill or skills for game 1 before we submit the roster, or after we know the opponent?
2. What time's kick off on both days?
See you in Leicester...
Really looking forward to my first Rocket Bowl. Couple of questions:
1. Do we have to choose our first skill or skills for game 1 before we submit the roster, or after we know the opponent?
2. What time's kick off on both days?
See you in Leicester...
Reason: ''
ct
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Re: ROCKET-BOWL IV ~ 27-28 Oct' 2012 NAF APPROVED
1st skill once you know opponent.
kick off about 9.30...
breakfasts served from 8..for those that had meal deal...if you haven't and wanted a breakfast on the day its as priced on the menu.
Welcome to riffmeistergamer as a new member to the Rocket Bowl fraternity.
kick off about 9.30...
breakfasts served from 8..for those that had meal deal...if you haven't and wanted a breakfast on the day its as priced on the menu.
Welcome to riffmeistergamer as a new member to the Rocket Bowl fraternity.
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Re: ROCKET-BOWL IV ~ 27-28 Oct' 2012 NAF APPROVED
it will be same schedule as last year...I'll find out the times later...
As an additional note...since there's only going to be a few of us by the looks of it..I may have to remove some of the prizes as there aren't the funds to cover them at the moment. ..
As an additional note...since there's only going to be a few of us by the looks of it..I may have to remove some of the prizes as there aren't the funds to cover them at the moment. ..
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Re: ROCKET-BOWL IV ~ 27-28 Oct' 2012 NAF APPROVED
last orders for Meal Deals this Monday.
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Re: ROCKET-BOWL IV ~ 27-28 Oct' 2012 NAF APPROVED
OK final listing of coaches for the Rocket Bowl 4, a small gathering so we'll all be cozy in the corner of the pub unmolested!
Penwaaagh
Wookie *PAID*
Acerimmer *PAID*
Bigmaddrongo *MEAL DEAL*
Tiamo69 *PAID*
Tom McKenna *PAID*
Purplegoo *PAID*
Ceetee *PAID*
riffmeistergamer *PAID*
Pug (Will make up for even numbers if needed)
Still plenty of room for more coaches, obviously. But. Can't take any more Meal Deal orders as going to pub right now to pay for the one.
+++ ALL ABOOOOOOARD!............LAST CALL FOR THE ROCKET BOWL 4....DEPARTING LAUNCH PLATFORM 4 IN 6 DAYS!....ALL ABAORD! +++
Penwaaagh
Wookie *PAID*
Acerimmer *PAID*
Bigmaddrongo *MEAL DEAL*
Tiamo69 *PAID*
Tom McKenna *PAID*
Purplegoo *PAID*
Ceetee *PAID*
riffmeistergamer *PAID*
Pug (Will make up for even numbers if needed)
Still plenty of room for more coaches, obviously. But. Can't take any more Meal Deal orders as going to pub right now to pay for the one.
+++ ALL ABOOOOOOARD!............LAST CALL FOR THE ROCKET BOWL 4....DEPARTING LAUNCH PLATFORM 4 IN 6 DAYS!....ALL ABAORD! +++
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Re: ROCKET-BOWL IV ~ 27-28 Oct' 2012 NAF APPROVED
Will put another shout out for Burton players, as need to see whose doing what regards travelling...
Damo might be coming if we give him a lift...
Damo might be coming if we give him a lift...
Reason: ''
Possibly improving but, my dice rolls aren't! :O)
NAF 13759
2011 Rocket Bowl III: Most Casualties (22) & Most Sent Off (8)
2012 Rocket Bowl IV: Most Casualties (26) & Most Sent Off (9)
NAF 13759
2011 Rocket Bowl III: Most Casualties (22) & Most Sent Off (8)
2012 Rocket Bowl IV: Most Casualties (26) & Most Sent Off (9)