BB Stadiums
Moderator: TFF Mods
- Shadow Monkey
- Veteran
- Posts: 186
- Joined: Wed Sep 17, 2003 1:26 am
I use custom fields in my games, but not from the compendium. When making a new team, you can choose from the 6 different types of fields listed below. This comes as no extra cost, as the field types just add flavor to the game, and do not give either side any particular advantage...unless you really know how to work it in your favor. If you decide you don't like your field, and want to change it, resurfacing will cost you 100k.
Custom Blood Bowl Fields
1: Standard Field: Standard fields use standard Blood Bowl rules.
2: Mud Field: Mud fields reduce all MA by -1. Players can only “Go For It!” for one extra square instead of two. Players who fall down on the field must make a standard Strength check to get back up. This action takes all of the player’s movement. The Jump Up skill cannot be used on a mud field.
3: Rubber Field: Rubber fields give you twice the bounce for half the cost. Whenever a ball bounces, it bounces twice as much. A failed pass/catch makes the ball bounce six times. When a ball is dropped, it bounces one extra square. If a player falls down or is knocked down, the player bounces one square. Players leaping or being thrown will bounce one square after landing. Players using a pogo stick will bounce eight squares. Another nifty little aspect of the rubber field is that when a player is knocked down, or falls down, the armor rolls and injury rolls are made with a -1 penalty, because the field absorbs some of the shock.
4: Packed Ice Field: Packed ice fields are a tad slippery. When a player attempts to “Go For It!” the player will slip and fall on a roll of 1 or 2. Anytime a player is involved in a block (making a block, getting blocked, assisting in a block) the player must make a standard Agility check to remain standing.
5: Mine Field: Mine fields are particularly dangerous…and consequently quite entertaining. Before the game begins, shuffle the twelve double-sided field/mine tiles face-down. Each coach gets six to place face-down on the field. Once the game begins, any player that enters a square with one of the tiles must turn the tile over. If the tile has nothing on the other side, nothing happens. If the tile has an explosion on the other side, that player has triggered a land mine. Anyone standing on or adjacent to the explosion is knocked down as if hit by someone with the Mighty Blow skill.
6: Swamp Raft Field: Swamp raft fields are just that…two wooden rafts lashed together on a swamp. There are a few dangers to playing on a swamp raft field. The first is that the wood tends to rot one the murky waters. Anytime a player falls down, the coach of the player must roll a die. On a roll of 2 - 6, nothing abnormal happens. On a roll of 1, the player falls through some rotted wood into the water. The hole remains in the field for the rest of the game, so place a hole token on the square. Climbing out of the water takes a full movement action.
The next problem is that the crowd is not right next to the field. Between the field and the crowd is swamp water. Players cannot be pushed into the crowd, but they can be pushed into the water. Balls must fly a little bit farther to get to the crowd, and the crowd must throw the ball a little farther to get it back on the field. Balls that fall into the water must be retrieved by the players. Doing so brings us to the biggest danger of the swamp raft fields.
The greatest (and therefore the most entertaining) danger of the swamp raft field are the crocs that wait hungrily in the water for hapless players. Players that fall into the water must roll a die. On a result of 1, there is a hungry croc who will attack immediately. If a ball falls into the water, there will be a croc waiting next to the ball within one turn automatically. Players in the water are treated as having half their strength and agility, because they are not accustomed to fighting in the water. Lizard men on the other hand are an exception, for they are accustomed to the water.
Creature MA ST AG AV Special
Croc 6 3 3 8 Razor sharp teeth
Custom Blood Bowl Fields
1: Standard Field: Standard fields use standard Blood Bowl rules.
2: Mud Field: Mud fields reduce all MA by -1. Players can only “Go For It!” for one extra square instead of two. Players who fall down on the field must make a standard Strength check to get back up. This action takes all of the player’s movement. The Jump Up skill cannot be used on a mud field.
3: Rubber Field: Rubber fields give you twice the bounce for half the cost. Whenever a ball bounces, it bounces twice as much. A failed pass/catch makes the ball bounce six times. When a ball is dropped, it bounces one extra square. If a player falls down or is knocked down, the player bounces one square. Players leaping or being thrown will bounce one square after landing. Players using a pogo stick will bounce eight squares. Another nifty little aspect of the rubber field is that when a player is knocked down, or falls down, the armor rolls and injury rolls are made with a -1 penalty, because the field absorbs some of the shock.
4: Packed Ice Field: Packed ice fields are a tad slippery. When a player attempts to “Go For It!” the player will slip and fall on a roll of 1 or 2. Anytime a player is involved in a block (making a block, getting blocked, assisting in a block) the player must make a standard Agility check to remain standing.
5: Mine Field: Mine fields are particularly dangerous…and consequently quite entertaining. Before the game begins, shuffle the twelve double-sided field/mine tiles face-down. Each coach gets six to place face-down on the field. Once the game begins, any player that enters a square with one of the tiles must turn the tile over. If the tile has nothing on the other side, nothing happens. If the tile has an explosion on the other side, that player has triggered a land mine. Anyone standing on or adjacent to the explosion is knocked down as if hit by someone with the Mighty Blow skill.
6: Swamp Raft Field: Swamp raft fields are just that…two wooden rafts lashed together on a swamp. There are a few dangers to playing on a swamp raft field. The first is that the wood tends to rot one the murky waters. Anytime a player falls down, the coach of the player must roll a die. On a roll of 2 - 6, nothing abnormal happens. On a roll of 1, the player falls through some rotted wood into the water. The hole remains in the field for the rest of the game, so place a hole token on the square. Climbing out of the water takes a full movement action.
The next problem is that the crowd is not right next to the field. Between the field and the crowd is swamp water. Players cannot be pushed into the crowd, but they can be pushed into the water. Balls must fly a little bit farther to get to the crowd, and the crowd must throw the ball a little farther to get it back on the field. Balls that fall into the water must be retrieved by the players. Doing so brings us to the biggest danger of the swamp raft fields.
The greatest (and therefore the most entertaining) danger of the swamp raft field are the crocs that wait hungrily in the water for hapless players. Players that fall into the water must roll a die. On a result of 1, there is a hungry croc who will attack immediately. If a ball falls into the water, there will be a croc waiting next to the ball within one turn automatically. Players in the water are treated as having half their strength and agility, because they are not accustomed to fighting in the water. Lizard men on the other hand are an exception, for they are accustomed to the water.
Creature MA ST AG AV Special
Croc 6 3 3 8 Razor sharp teeth
Reason: ''
Two wrongs don't make a right. So why stop at just two?
- NightDragon
- Legend
- Posts: 1793
- Joined: Sat May 11, 2002 7:53 am
- Location: Curtea des Arges
- Blammaham
- Super Star
- Posts: 1051
- Joined: Sat Aug 23, 2003 4:55 am
- Location: Vancouver bc
I like Shadow monkey's Ideas for stadiums, they sound like a lot of fun, especialy the swamp rafts. In a long running leauge though I favor a less game influincing set of stadium rules. The Swamp rafts would work well in an all skaven leauge IMO.
How would home field be determined?Striaght dice roll?S.
How would home field be determined?Striaght dice roll?S.
Reason: ''
Outstanding painting. Spike 2009!
- Shadow Monkey
- Veteran
- Posts: 186
- Joined: Wed Sep 17, 2003 1:26 am
In the league I run, we have two halves to the season. Everybody plays everybody once per season half. The home field is determined by who is kicking off first. Basically, you do a coin toss, and whichever team is kicking off first is whose field you play on. Then, in the second half of the season, everbody plays everybody again, but the fields are switched.How would home field be determined?Striaght dice roll?S.
Basically, the first half of the season is up to the coin toss, and the second half of the season depends on where the games were played in the first half.
Example: Orcland Raiders play the Middenheim Marauders in the first half of the season. The coin toss is in favor of the Orcland Raiders. The Raiders choose to recieve the ball first. Since the Marauders are kicking off first, the game is played at the Marauders' stadium.
In the second half of the season, the Raiders would be kicking off to the Marauders, and the game would be played on the Raiders' stadium.
Reason: ''
Two wrongs don't make a right. So why stop at just two?
Oh and, here's a thought. How about we scratch the idea of stadiums and just fix the Weather Table + Kick Off Table so that we don't always play in "Nice Perfect Blood Bowl" weather?
Oooh...I rolled "Weather Change" let's roll and see what it changes to...Hmmn, "Nice Perfect Blood Bowl Weather" Hooray!
Oooh...I rolled "Weather Change" let's roll and see what it changes to...Hmmn, "Nice Perfect Blood Bowl Weather" Hooray!
Reason: ''
- Blammaham
- Super Star
- Posts: 1051
- Joined: Sat Aug 23, 2003 4:55 am
- Location: Vancouver bc
Darkson wrote: Oh and, here's a thought. How about we scratch the idea of stadiums and just fix the Weather Table + Kick Off Table so that we don't always play in "Nice Perfect Blood Bowl" weather?
How about somthing like this;
new table: Weather Change Table.
1- sweltering heat
2- very sunny
3- very sunny
4- Pouring rain
5- Pouring rain
6- Blizzard
Roll on this table every time a 7 is rolled on the kick off table, however roll on the regular weather to start the game.
I only play in open leauges so home feild would be tricky to work out. I would be ok with a stright dice roll as long as home feild didn't come with an advantage.
Obviously climate is what should be different from zone to zone. eg Norse
arctic Change weather table might be.
1- very sunny
2- very sunny
3- pouring rain
4- pouring rain
5- Blizzard
6- Blizzard
and so on for the jungle and such.
This might be a simple way to get somthing out of a more dynamic weather system and a home field flavor.S.
How about somthing like this;
new table: Weather Change Table.
1- sweltering heat
2- very sunny
3- very sunny
4- Pouring rain
5- Pouring rain
6- Blizzard
Roll on this table every time a 7 is rolled on the kick off table, however roll on the regular weather to start the game.
I only play in open leauges so home feild would be tricky to work out. I would be ok with a stright dice roll as long as home feild didn't come with an advantage.
Obviously climate is what should be different from zone to zone. eg Norse
arctic Change weather table might be.
1- very sunny
2- very sunny
3- pouring rain
4- pouring rain
5- Blizzard
6- Blizzard
and so on for the jungle and such.
This might be a simple way to get somthing out of a more dynamic weather system and a home field flavor.S.
Reason: ''
Outstanding painting. Spike 2009!
An easier fix would be to put #7 on the Kick Off table as "Nothing Special" and extending the adverse conditions of the weather table out 1 number. (I.E. Very sunny becomes 3-4 and Pouring Rain becomes 10-11)
2D6 will roll more 7's than anything else so making both nice weather and weather change a 7 result you end up with the idiopt system we have been stuck with for years.
Too bad they aren't interested in fixing the little things.
2D6 will roll more 7's than anything else so making both nice weather and weather change a 7 result you end up with the idiopt system we have been stuck with for years.
Too bad they aren't interested in fixing the little things.
Reason: ''
- Darkson
- Da Spammer
- Posts: 24047
- Joined: Mon Aug 12, 2002 9:04 pm
- Location: The frozen ruins of Felstad
- Contact:
No I didn't, but nice tryBlammaham wrote:Darkson wrote: Oh and, here's a thought. How about we scratch the idea of stadiums and just fix the Weather Table + Kick Off Table so that we don't always play in "Nice Perfect Blood Bowl" weather?"

What the REBBL II leagues using (with I think is a copy from a BB Mag)
http://www.rebbl.com/rebblbeta/stadiums.htm
Reason: ''
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.