Originally posted by Darkson, to adapt the Blood Bowl rules to allow for Albion’s particular climate!
Albion Rules Bloodbowl
by Darkson
Weather (will it will rain or pour?)
Roll 2D6:-
2 : Gales – No long bombs or Hail Mary passes. -1 to all throwing attempts. Ball scatters D3+3 squares on an inaccurate pass. Kick-off scatter 2D6 (or 3D6 on a bad kick). If using the kicking rules (from Jnl ?) then roll an extra D6 for distance – 1=-2 to distance, 2= -1 to distance, 3-4=distance rolled, 5=+1 to distance, 6=+2.
3 : Lightning – Before each team turn (and before setting timer) the opposing coach roll D8. On a roll of a 8 a random player whose turn it is is struck by lightning and takes a ST5 block, with Mighty Blow. Players in the dugout are eligble to be hit, but only take a ST4 block due to the protection of the dugout. If the ball carrier is knocked over it is not a turnover. If the roll is a 1 then a player from the coaches side is hit as above.
4 : Fog – After declaring a pass action, but before measuring the range roll a D6 to find the distance a player can see. 1 – Quick pass only, 2-3 – upto Short pass, 4-5 – upto Longpass, 6 – Fog lifts momentarily; player can see as normal. If a player decides to throw futher than he can see, or throws a Hail Mary,then there is an extra -1 to the throw and a missed pass will scatter D6 squares. In all cases the catching player is at -1.
5-9: Drizzle – This is Albion and players are used to a little rain. Use normal rules.
10 : Driving Rain – Its cold and wet. Roll a D6 for each player and the start of a half or drive. On a roll of a 1 they won’t leave the nice warm dugout, and are unavailable for this drive.
11 : Downpour – There is a -1 modifier to all attempts to throw, catch or pick up the ball, in addition to any other modifiers.
12 : Torrential Rain – As 11 above, but due to the mud All MV is reduced by 1 (to a minimum of 1) and “Go For It”‘s are failed on a roll of 1 or 2. Also, the mud won’t go, regardless of the weather, so the mud rules stay in effect or the rest of the match.
Marsh Land
It’s difficult to find large areas of dry ground in Albion and pitches often have boggy area on them. Before setting up for 1st drive of the game, but after rolling the weather, roll D6-1. This is the number of marshes on the pitch. If the weather roll was 10, 11 or 12 add +1 to the roll. Set up as per rules for jungle trees in Jnl 44.
000
0X0
000
Players and Bogs
Central Square (X): If a player moves into this square for any reason roll a D6. 2-6 the player is stuck for the rest of the drive/half. Player stuck in the bog can be blocked and gains the skill “Stand Firm” and fouled as normal, and if holding the ball can pass, hand off or catch the ball as normal. If a 1 is rolled the player is in serious trouble as they start to drown. Each turn he is stuck make a casualty roll immediately. If the player entered this square as a result of a push back this DOES count as a casaulty for SPP. If the drowned/ing player has the regeneration skill they CANNOT use it as the magic-saturated ground in Albion interferes with this process. Treat push backs to this square the same as pushing off the field i.e. can only be done if the are no other free squares.
Outer squares (O): To move through these squares roll as if each one was a GFI. If a player is GFI in these squares they fail on a 1 or 2. If the weather is torrential rain (no. 12) then GFI are failed on a 1,2 or3 (yikes!).
Ball and Bogs
Central Square (X): If the ball enters this square without a standing player it is lost and play is restarted with the team that kicked off last time kicking again. If a player throws/kicks the ball into this square (either deliberately or because of scatter [but not due to a dropped catch]) then see if they are sent off as for fouling (no IGMEOY modifiers[ie roll of a 6]). Outer squares (O): If the ball lands in one of these square it is now -1 to pickup, in addition to other modifiers, for the remainder of the drive/half, due to the mud coating it’s surface. A ball bounching into this square will bounce no futher unless due to a failed pickup.
Freebooters
Fenbeasts (Although your actually paying for the Truthsayer/Dark Emssary)
140K MA:6 ST:5 AG:1 AV:9
Skills: Mighty Blow
Traits: Thick Skull, Regenerate
Racial Char: Big Guy, Bone Head, Fen Walker*
Allied Teams: Any
New Rac. Char.: Fen Walker: Fen Beasts, being part swamp themselves, ignore the special rules for Bogs, and treat them as normal squares.
To use the Fenbeast, you must also have a Truthsayer/Dark emissary model to show the controlling wizard. The Bonehead is the chance of the wizards’ instructions not getting through.
Remember to halve the cost (70K) when freebooting.
Really needs updating to new rules – think I first posted these back in 2003 or 2004!
You did! Still good fluff, though!