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 Wee War: Backyard Blood Bowl Scenario

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PostSubject: Wee War: Backyard Blood Bowl Scenario   Fri 19 Nov 2010 - 8:22

[Intended for the less than serious Wee War, the rules are open enough that non-halfling/goblin warbands could likely play. Untested]

A Mordheim scenario based on the classic game, Blood Bowl
The two groups of warriors stare at each other nervously… both have taken have
tolls in the last few weeks, and no one is eager to get a knife in the side any
time soon. Yet, their pride is at stake here… they cannot show fear, nor walk
away looking weak… word would get out, and they'd lose all street cred.
The captain looks at the weathered leather helmet in his hand... yeah, that
might work.
"Hey," he yells across the way, "you feel up for a game?"
The field should be a square field about _x_. A Blood Bowl playing board would
be ideal, but is not necessary. Rather than a proper pitch, this is a makeshift
field. None-the-less, they picked a mostly clear spot, and there should be no
buildings whatsoever. (A tiny tree or bush should be fine, but not too many.) A
clear center line should be set up, as well as an endzone line at each end (2"
is great).
The ball is placed at the center line. Draw a horizontal line 6" from ball in
both directions along the pitch- both players have to set up behind their
respective lines. No skills that would allow a model to be placed anywhere else
(Infiltrate, Tactitian), may move a model past their own line. Roll off to
decide which team sets up first. After both teams have set up, roll to decide
who starts first.
Team Sizes
When choosing team mates, you may not use animals- they just don't get the game.
Likewise, you may not have mounts in a match.
There is also a restriction on big guys… you may not have more than one "Large"
member in your team. For the purposes of this game, Centigors and Possessed
count as "Large" members, and you may only field 1 of each.
If both warbands have eleven or more members in your warband, then they must
pick 11 members that will be fielded this game. All other members are not
fielded, and sit this game out. You may not intentionally field fewer than 11
If either warband has fewer than 11 available players on their team, they must
field all of the possible players they can. The opponent will take pity on this
"smaller" band… and will only field TWICE as many warriors as the smaller player
OR 11 players, whichever comes first.
Ex1. A Witch hunter player, after removing his 2 wardogs, has only 4 warriors
that can play. His opponent, an Orc, may field up to twice that number- so he
picks 8 warriors from his roster to play.
Ex2. A dwarf player has only 10 warriors he can field. His opponent, a
Mercenary, COULD field 20 players, if not for the fact that he can't exceed 11
players. The Dwarf plays with 10 players, the Mercenary with 11.
Snotlings- Snotlings are the exception to the rule, as they run about so fast,
it's hard to keep track of how many are on the pitch. A snotling warband player
may field up to 16 warriors. If facing an opponent with fewer than 11 warriors,
the snotlings may field THREE times their number of warriors, or 16, whichever
is lower.

The Movement Phase –
Relentless – Warriors may run, even if there is an enemy model within 8"… they
are frantic to win!
Tackle zones –If a model's path of movement puts him within 2" of an opposing
warrior, that model may intercept him, just as if he were intercepting a charge.
The mover counts as a "charger" (even if he never intended to!) and strikes
first in combat as normal. Just like normal, a model that is engaged in combat,
knocked down, stunned, or not 2" horizontal from the charge path may not
Breaking Away – Instead of using the normal rules for leaving combat, any player
may attempt to leave combat during his movement phase by passing a successful
Leadership OR Initiative test. They must declare which before rolling. For
initiative tests, a roll of 6 will always fail, even if they have I6 or higher.
If passed, they may run or walk as normal for the turn, although they may not
charge. If the model fails the test, he receives an automatic hit from each
combatant, and then stumbles 1D6" directly away from the attackers. The model is
not "fleeing" per se, and may move as normal next turn. If a model is engaged
with multiple opponents, he must pass a breakaway test for EACH opponent in base
contact with him, or it counts as a failure.
Out of Bounds – players are not allowed to move off of the pitch. If a player
deliberately or unintentionally moves off the pitch, he is immediately taken out
of action (no doubt by the heavily armed reserve members of the other team.)
Picking up the Ball – it is hard to pick up the ball in the heat of the game.
When a model moves into base contact with a ball, he must pass an immediate
Initiative check to pick up the ball. A roll of 1 will always succeed, a roll of
6 will always fail. If passed, the model is now carrying the ball. If failed,
the ball will "Fumble". See below.
Fumble – there are many reasons for a ball to fumble – a bad throw, a bad catch,
being knocked to the ground, etc. In any case, whenever the ball is Fumbled, it
moves as follows; Roll an artillery scatter dice: if it points in a direction,
the ball moves 1D6" that way. If it rolls "Hit", the ball has popped into the
air, and the model has one more chance to catch it… see the Catching section for
more details. The ball will scatter until it is caught or until it is set on the
ground. A knocked down or stunned model may never catch a ball, and thus any
ball that lands on them will immediately fumble again, without any chance to
catch it.

All players are stripped of their missile weapons. However, a player passes the
ball just like shooting a missile.
Range: 16" S: User's Strength
Special Rules: Move and Throw, Throw in Combat, Pass, Unfriendly Pass, Hand Off,
Move & Throw: There is no penalty for throwing the ball and moving in the same
turn. You may not run and throw at the same time. (Note: Unlike throwing knives,
there IS a penalty for shooting over half range.)
Throw In Combat: If is possible for a player to throw a ball while in
hand-to-hand combat… though it's certainly not easy! (see the rules for Passing)
Passing: The goal of the ball is to throw it to a friendly model, rather than
"shooting" at an enemy. You pick your target and then measure the range as
normal. You MAY throw at a friendly model in combat, though it's far more
difficult than normal to catch it. You may NOT throw to knocked down or stunned
Instead of the normal rules for shooting, the following modifiers apply:
-1 for Throwing over Half Range
-1 Surrounded: If the thrower is unengaged in combat, the thrower suffers -1 for
each enemy model within 2" (Do not include engaged enemies, or knocked
down/stunned models.)
-2 Engaged! : If the thrower is IN combat, he suffers -2 for each enemy in base
contact with him. This does not stack with "surrounded".
Note: There is no penalty for shooting at a model that is "behind cover"… the
biggest concern the thrower has is the opponent 2" from his face!
If the dice roll resulted in a 1 or less, either before or after modifiers, than
the ball has "fumbled" (yes, this means that a natural roll of 1 will always
fail, even with a ballistic skill of 6+). See the rules for Fumbled in the
movement section. If the throw has missed, but did NOT result in a 1 or less,
then the throw is "scattered". In either case, see the rule, "Scatter" below.
If the pass "hit" it's target, the target may attempt to catch it. It counts as
an "accurate" pass. See the rules for "catching" below.
If the target for your throw turned out to be beyond the range of the thrower
(16" normally, 22" with eagle eye), then it is impossible to make an accurate
throw. Roll to shoot, using the modifiers above. If it fumbles, follow the
fumble rules are normal. If it does not, place a counter 16"/22" inches from the
thrower in the direction of the intended thrower- the ball will scatter from
that spot.
Unfriendly Pass – Since this is a hardly a "friendly game", it is possible for a
player to throw the ball AS A WEAPON. If so, it uses the same modifiers for
throwing as above, and any successful hits deal a strength blow equal to the
User's Strength, with +1 Armor Save. Once it hits a model, it will immediately
bounce off, popping 1D6" with a scatter dice, as are the normal rules for
fumbles. You may only throw an Unfriendly Pass at Short range (normally 8"), as
after that, it loses all deadly momentum. You must DECLARE you are using an
Unfriendly Pass before you pick your target.
Hand Off – Rather than risk missing a throw, a player may choose to Hand Off a
pass during the shooting phase to a friendly model in base contact. The thrower
does not need to roll to "hit" the catcher, but will automatically make an
"accurate" pass. This means it is impossible for a thrower to fumble a hand off
(the catcher, on the other hand, is another thing…)
Scatter – If a thrower fails to "hit" his target, but does NOT fumble it, the
ball covers most of the distance to its intended target. Place a marker over
the intended target, and roll an artillery scatter dice: if it points in a
direction, the ball moves 1D6" that way. If it rolls "Hit", the ball has wobbled
to its intended target… the model may attempt to catch it, although it counts as
an "inaccurate" pass. If the ball scatters into another player, that player may
attempt to catch it… see the rules for catching. The ball will scatter until it
is caught or until it is set on the ground. A knocked down or stunned model may
never catch a ball, and thus any ball that lands on them will immediately fumble
again, without any chance to catch it.

Catching the ball requires a successful Initiative check. The modifiers below
apply, but a natural roll of 1 will always succeed, and a natural roll of 6 will
always fail.
+1 – Catching an Accurate Pass or Hand Off
-1 – Catching an Inaccurate Pass, Fumble, or Scattered Ball
-1 Surrounded: If the catcher is unengaged in combat, the catcher suffers -1 for
each enemy model within 2" (Do not include engaged enemies, or knocked
down/stunned models.)
-2 Engaged! : If the catcher is IN combat, he suffers -2 for each enemy in base
contact with him. This does not stack with "surrounded".
In official Blood Bowl rules, magic users are prohibited from playing… however,
this is far from an official match. You may attempt to use magic, but there is
always a chance an opponent might call you on it.
If you wish to cast a spell, roll your difficulty dice as normal- if cast, then
resolve the spell. However, roll 1D6 for the opposing team- if the dice roll
matches one of the two dice from the Difficulty roll, then the wizard or priest
is evicted from the game after the spell resolves.
Ex. A wizard wants to cast Fires of Azhoul… he rolls a 3 and a 2, meaning the
spell fails. The other team then rolls a 1D6; if the player rolls a 2 or a 3,
matching one of the difficulty dice, the warlock is called on his foul and
Likewise, if you have a skill or item that lets you reroll a spell dice, the
Roll from the other team merely has to match ANY of the difficulty dice rolled
this game- meaning, they have twice as many chances to evict the caster!
Restriction: A caster may not cast a spell to increase his movement AND score a
goal in the same turn. This is flagrant breaking of the rules, and any goal
scored as such would not count.
All players have ALL items, except for body armor and helmets, stripped away
from them. You may take drugs as normal, but poisons are not allowed. For this
game, they are all equipped with "Taped Fists", which suffer no penalties nor
gain any bonuses when attacking. "Taped Fists" do not grant any additional hand
attacks, meaning players are fighting at base number of attacks. In the case of
a critical hit, a Taped Fist causes rolls on the unarmed crit table.
Attacking a player who is knocked down is fine in street brawl, but a violation
in the game. If an attacker wishes to attack a Knocked Down model, he rolls to
wound the model as normal. The defender may, immediately afterwards, rolling a
1D6 for the Foul. If the foul Dice matches any of the "wound" rolls for the
attacker, the attacker is called on the foul and leaves the board (this occurs
AFTER the foul, so they might take someone out with them.)
Ex1. A Champion with 2 attacks strikes at a knocked down dwarf. He rolls two
dice to wound, a 3 and a 5. The dwarf is successfully wounded, and taken out of
action. The defender rolls a Foul dice- on a roll of 3 or 5, the Champion is
called on the foul and leaves the table too.
If a model is Stunned, roll 1D6 for the attacker. The stunned model is
immediately taken out of action, but the defender still gets to roll 1D6: if it
matches the attacker's die roll, the attacker is taken out as well.
Stripping the Ball – if a model is knocked down, stunned, or taken out of
action, he immediately fumbles the ball. See the rules for Fumbling.

A player scores if he moves his model with his ball into the enemy's end zone.
If a player scores and it is not yet turn 8, the turn ends immediately. At the
start of the next turn, the players set up, just like the beginning of the game,
anywhere behind their side of the line.

The game lasts eight turns. No rout checks are to be taken this game.
If one team scored more points than the winner, than that player wins the game.
If not, the winner is the player with the highest percentage of players still
left in the game.

+1 for Surviving – this applies to players that did not play as well. No doubt
they learned something by watching (most likely, they learned not to play blood
+1 Experience to the Winning Leader
+1 For each opponent taken out of action –Any hero that took any enemy model out
of action gains +1 experience. This includes fouled models
+2 for any Hero OR henchmen who scores a goal.
+1 for any Hero that successfully throws a pass that was caught by its intended
target (does not include Hand Offs)
+1 for any Hero that successfully caught an intentionally thrown ball (does not
include Hand Offs)
+1 for Henchmen MVPs – A random henchmen group that participated this game will
also receive +1 experience as the reward for being MVP (whether they earned it
or not!)
Injuries- As dangerous as Blood Bowl can be, it's often safer than a swordfight.
In the post game phase, any warrior that rolls the result "Dead" may reroll the
result once, accepting the second result.
Ejected from the game – a warrior that was ejected from the game does NOT roll
for injury. He may not, however, provide any exploration dice or look for items…
he spends most of his time outrunning angry opponents, who are eager to teach
him a lesson!
Benched - If a hero sat out of the game and did not play (because you had more
than 11 players), he may not provide Exploration dice. He may, however, look for
items as normal.

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PostSubject: Re: Wee War: Backyard Blood Bowl Scenario   Fri 19 Nov 2010 - 8:50

I'll own I haven't read it all yet but I like the idea. I'm going to come back to this when I have more time and give it a try!

Thanks! Very Happy
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Wee War: Backyard Blood Bowl Scenario
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