Waterbowl presents: Stunty Slam III, September 11th 2010
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Re: Waterbowl presents: Stunty Slam III, September 11th 2010
I've got you on the list, Caeser
Very encouraging interest, so far
and even some payments 

Very encouraging interest, so far


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Re: Waterbowl presents: Stunty Slam III, September 11th 2010
Looks like there's over 30 already but can I worm (geddit?) my way onto the list?
Pwweeaassee?
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Most sporting Thrudball 2008 & Trollbowl 2008.
Best painted Tritex Challenge 2008 & 2009.
Thrudball 2009 & 2010 bushtucker trial survivor.
IronManj 2010 wooden spoon
Best painted Tritex Challenge 2008 & 2009.
Thrudball 2009 & 2010 bushtucker trial survivor.
IronManj 2010 wooden spoon
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Re: Waterbowl presents: Stunty Slam III, September 11th 2010
Yep!
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Re: Waterbowl presents: Stunty Slam III, September 11th 2010
Do we need to bring our own boards? are the skills given at the start before 1st game?
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Re: Waterbowl presents: Stunty Slam III, September 11th 2010
Hi Hawca. Sorry for the delayed response, I've been on my hols. Skills all to be allocated before game 1. Re: boards, it would be great if you could bring them with you, as I have no spares.
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Re: Waterbowl presents: Stunty Slam III, September 11th 2010
any word on the rules pack - just wondering so i know which flings i need to paint / whether im taking ogres or flings 

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Re: Waterbowl presents: Stunty Slam III, September 11th 2010
4 games
CRP Rulebook
Eligible teams: Halfling, Ogre, Goblin, Skavenless Underworld No all skink line ups this year
Team Design
TV100
As this is a Stunty contest, the usual stars are unwilling to participate and feel they have bigger fish to fry. Thankfully, four guns-for-hire happen to be in the area and willing to play. You can hire the following:
El Diablo (Snotling)
Snot stats/skills + Loner, Dauntless, Wrestle & Jump Up 80k
Gobby Stiles (Goblin)
Goblin stats/skills + Loner, Dirty Player & Sneaky Git 90k
Stick E. Bunn (Halfling)
Fling stats/skills + Loner, Custard Pie (once per half) & Nerves of Steel80k
(Custard Pie = Play at the beginning of your turn before any player takes an action.
Choose one player on the opposing team adjacent to one of your standing or prone (not stunned) players. That player is so flabbergasted by the pie hit that he loses his TZ for the remainder of this turn as per a successful Hypnotic Gaze roll)
Thing from the Pit (Underworld) 4-3-1-7 Foul Appearance, Disturbing Presence, Stand firm, Regen, Really Stupid 90k
Apart from the usual Star Players, Mercenaries & Cards, all other inducements are allowed.
The Masterchef is costed at 150k for flings.
Skills
Skill progress front loaded as 3 x Agility, 1 x Str, 1 x General (can't be block)
You can allocate these skills to either stunty of big guys on your team (but not the star if you hire them).
Underworld can take mutations instead of the skills above, if they wish.
A skill can only be taken once per team and a player may be given no more than one extra skill.[/b]
The Rounds
Round 1 – vanilla bloodbowl
Round 2 – winter weather chart
[/b]
Icy Conditions
2-4 Snow, snow, snow! There has been heavy snow fall and the pitch is covered! The blanket of deep snow makes for soft landings. Thrown team mates get +1 to landing roll. However, the deep snow makes it harder to get going. Players that land successfully after they are thrown must roll D6 - on a 2+ the player can continue to make their move. However, on a 1, they are stuck! Kick-offs do not bounce either.
5-10 Black Ice. The icy conditions have made it treacherous under-foot, as it is extremely slippy! The ice means that players may go for it 3xs. However, the ice makes it hard to keep control. GFIs are made using a the throw in template to determine direction. If the player collides with another player, roll a d6 for both players. On a 4+ the player hits the ground (there is no armour/injury roll). If the moving player is not knocked over, they can continue going for it.
11 Blizzard. Its cold and snowing! The ice on the pitch means that any player attempting to move an extra square (GFI) will slip and be knocked down on a roll of 1-2, while the snow means that only quick or short passes can be attempted.
12 Snow Storm. Snow is falling at a great rate of knots and it is making it nigh on impossible to see. All passes, hand-offs and catches are -1.
Round 3 – Play your cards right!
Each coach is given 200gp to spend on cards. They can choose to allocate this cash as they like e.g. 1 x 200gp, 2 x 100gp or 4 x 50gp. The cards are, as usual, drawn randomly from the chosen set e.g. karma.
Round 4 – ‘Spuds Check!’
The teams are playing their game in the most feared stadium in the Old World, the Neue Den. The crowd are baying for the blood of both sides and the atmosphere is not for the nervous and some players will buckle under the pressure! These guys are here to see blood not touchdowns!
A player has to show that they have the 'spuds' to score. When a ball carrying player approaches the line, they have to make a 'spuds check'. This is not rerollable On a 2+, everything is fine and they can go that final square into the endzone and score. However, if a 1 is the outcome, then the player does not have the 'spuds' to proceed. Their turn ends with them one step from touchdown glory and possibly ripe for a mauling !
Similarly, if a player is already in the endzone and is awaiting a pass/hand-off, they have to make the 'spuds check' to see if they have the bravery to catch the ball and provoke the ire of the baying hordes around them! On a 1, the player refuses to make the catch and the ball hits the deck, scattering 1 square.
A failed spuds check is not an automatic turnover. This means that there is the chance for protection to arrive for the ball carrying runner. Similarly, if the catch is refused, then the turn can continue if the ball lands in someone elses hands...
FAQs from last year:
Re:Snow,snow,snow!
Just to check; this therefore has no effect if the thrown player had already taken an action, as they were just going to stand there - wondering where the blitz was coming from - anyway?
Yep. If they have taken their action, as usual, there is no further movement allowed. Next turn they can move as normal.
Re:Snow storm
Can long passes and long bombs can still be thrown?
Yep, but remember there are a shed load of minuses, so you may need a 5 or 6 to avoid a fumble.
Re:black ice
As this is the active player, if he is knocked down, it will be a turnover? (still, I like the idea of kamakazi snotlings knocking over trolls like bowling pins)
Is the direction decided after the roll to make the GFI is thrown? so no backing out when you realise that you've just gone for it into a diving tackler's tackle zone, making your next GFI even more interesting ?
After trialling this yesterday, I would say that if the active player hits the deck, then it is a turnover.
The direction for your GFI is decided after you make the roll.
If you blitz someone and need to GFI to hit someone, you still have to roll for direction, so you might miss someone with a swing or two before you hit them (or you might miss them all together!)
Re: Spuds Check
What about a TTM landing in the end zone, while holding the ball? - After a successful landing, a spuds check must be made. On a one the player performs a perfect "Ronaldo", placing him prone, scattering the ball and causing a turn over. Some shoulder shrugging and complaints to the ref might be involved, too.
I like this idea, but I think that for TTM where the ball carrier is thrown, there is no need for a spuds check if you scatter into the endzone. However, if you land and then have to move to get into the endzone, a spuds check applies.
A spuds check is rolled before you make a GFI, if required, to make it into the endzone, or catch roll.
Let me know if anything needs tweaking/changing/clarifying
CRP Rulebook
Eligible teams: Halfling, Ogre, Goblin, Skavenless Underworld No all skink line ups this year
Team Design
TV100
As this is a Stunty contest, the usual stars are unwilling to participate and feel they have bigger fish to fry. Thankfully, four guns-for-hire happen to be in the area and willing to play. You can hire the following:
El Diablo (Snotling)
Snot stats/skills + Loner, Dauntless, Wrestle & Jump Up 80k
Gobby Stiles (Goblin)
Goblin stats/skills + Loner, Dirty Player & Sneaky Git 90k
Stick E. Bunn (Halfling)
Fling stats/skills + Loner, Custard Pie (once per half) & Nerves of Steel80k
(Custard Pie = Play at the beginning of your turn before any player takes an action.
Choose one player on the opposing team adjacent to one of your standing or prone (not stunned) players. That player is so flabbergasted by the pie hit that he loses his TZ for the remainder of this turn as per a successful Hypnotic Gaze roll)
Thing from the Pit (Underworld) 4-3-1-7 Foul Appearance, Disturbing Presence, Stand firm, Regen, Really Stupid 90k
Apart from the usual Star Players, Mercenaries & Cards, all other inducements are allowed.
The Masterchef is costed at 150k for flings.
Skills
Skill progress front loaded as 3 x Agility, 1 x Str, 1 x General (can't be block)
You can allocate these skills to either stunty of big guys on your team (but not the star if you hire them).
Underworld can take mutations instead of the skills above, if they wish.
A skill can only be taken once per team and a player may be given no more than one extra skill.[/b]
The Rounds
Round 1 – vanilla bloodbowl
Round 2 – winter weather chart
[/b]
Icy Conditions
2-4 Snow, snow, snow! There has been heavy snow fall and the pitch is covered! The blanket of deep snow makes for soft landings. Thrown team mates get +1 to landing roll. However, the deep snow makes it harder to get going. Players that land successfully after they are thrown must roll D6 - on a 2+ the player can continue to make their move. However, on a 1, they are stuck! Kick-offs do not bounce either.
5-10 Black Ice. The icy conditions have made it treacherous under-foot, as it is extremely slippy! The ice means that players may go for it 3xs. However, the ice makes it hard to keep control. GFIs are made using a the throw in template to determine direction. If the player collides with another player, roll a d6 for both players. On a 4+ the player hits the ground (there is no armour/injury roll). If the moving player is not knocked over, they can continue going for it.
11 Blizzard. Its cold and snowing! The ice on the pitch means that any player attempting to move an extra square (GFI) will slip and be knocked down on a roll of 1-2, while the snow means that only quick or short passes can be attempted.
12 Snow Storm. Snow is falling at a great rate of knots and it is making it nigh on impossible to see. All passes, hand-offs and catches are -1.
Round 3 – Play your cards right!
Each coach is given 200gp to spend on cards. They can choose to allocate this cash as they like e.g. 1 x 200gp, 2 x 100gp or 4 x 50gp. The cards are, as usual, drawn randomly from the chosen set e.g. karma.
Round 4 – ‘Spuds Check!’
The teams are playing their game in the most feared stadium in the Old World, the Neue Den. The crowd are baying for the blood of both sides and the atmosphere is not for the nervous and some players will buckle under the pressure! These guys are here to see blood not touchdowns!
A player has to show that they have the 'spuds' to score. When a ball carrying player approaches the line, they have to make a 'spuds check'. This is not rerollable On a 2+, everything is fine and they can go that final square into the endzone and score. However, if a 1 is the outcome, then the player does not have the 'spuds' to proceed. Their turn ends with them one step from touchdown glory and possibly ripe for a mauling !
Similarly, if a player is already in the endzone and is awaiting a pass/hand-off, they have to make the 'spuds check' to see if they have the bravery to catch the ball and provoke the ire of the baying hordes around them! On a 1, the player refuses to make the catch and the ball hits the deck, scattering 1 square.
A failed spuds check is not an automatic turnover. This means that there is the chance for protection to arrive for the ball carrying runner. Similarly, if the catch is refused, then the turn can continue if the ball lands in someone elses hands...
FAQs from last year:
Re:Snow,snow,snow!
Just to check; this therefore has no effect if the thrown player had already taken an action, as they were just going to stand there - wondering where the blitz was coming from - anyway?
Yep. If they have taken their action, as usual, there is no further movement allowed. Next turn they can move as normal.
Re:Snow storm
Can long passes and long bombs can still be thrown?
Yep, but remember there are a shed load of minuses, so you may need a 5 or 6 to avoid a fumble.
Re:black ice
As this is the active player, if he is knocked down, it will be a turnover? (still, I like the idea of kamakazi snotlings knocking over trolls like bowling pins)
Is the direction decided after the roll to make the GFI is thrown? so no backing out when you realise that you've just gone for it into a diving tackler's tackle zone, making your next GFI even more interesting ?
After trialling this yesterday, I would say that if the active player hits the deck, then it is a turnover.
The direction for your GFI is decided after you make the roll.
If you blitz someone and need to GFI to hit someone, you still have to roll for direction, so you might miss someone with a swing or two before you hit them (or you might miss them all together!)
Re: Spuds Check
What about a TTM landing in the end zone, while holding the ball? - After a successful landing, a spuds check must be made. On a one the player performs a perfect "Ronaldo", placing him prone, scattering the ball and causing a turn over. Some shoulder shrugging and complaints to the ref might be involved, too.
I like this idea, but I think that for TTM where the ball carrier is thrown, there is no need for a spuds check if you scatter into the endzone. However, if you land and then have to move to get into the endzone, a spuds check applies.
A spuds check is rolled before you make a GFI, if required, to make it into the endzone, or catch roll.
Let me know if anything needs tweaking/changing/clarifying

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Stunty Slam 17, November 8th 2026
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Stunty Slam 17, November 8th 2026
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Re: Waterbowl presents: Stunty Slam III, September 11th 2010
No worries 
Guys, can I encourage you to start paying if possible? I want to get a couple of little prizes sorted

Guys, can I encourage you to start paying if possible? I want to get a couple of little prizes sorted

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Re: Waterbowl presents: Stunty Slam III, September 11th 2010
Payment received, Ken
Thanks! Re: Alan's mug, can you get him to email me his address/or if he's coming this year, I can give it to him.

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Re: Waterbowl presents: Stunty Slam III, September 11th 2010
Due to budget cuts staffing levels are low at work and time off is proving hard to get. I will try to get the time off but might not find out until the end of august :s
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The Cutlery King - Winner of 6 Wooden spoons... and proud of each one! 

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Re: Waterbowl presents: Stunty Slam III, September 11th 2010
No worries, Shanie. Being a fellow NHS worker, I know the problems you are facing. Just keep me posted, there will definitely be a place for you if you can make it 

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Re: Waterbowl presents: Stunty Slam III, September 11th 2010
Why not have a special Big Guy skill:
'Throw rival team mate' - Same as throw team mate but you can throw a player from the other side.
I think this could make for some stunty fun.
'Throw rival team mate' - Same as throw team mate but you can throw a player from the other side.
I think this could make for some stunty fun.

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The Cutlery King - Winner of 6 Wooden spoons... and proud of each one! 

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Re: Waterbowl presents: Stunty Slam III, September 11th 2010
One to consider for next year? Personally I think this year its too close.
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