The AnBBL Coin
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Rules

 
 # Main Rules - LRB5 #
  # Basic rules
AnBBL are played with the Competition Rules Pack* including the rules for the three extra teams Slann, Underworld and Chaos Pact. Also theese rules guidelines regarding the new GW released rules apply, in short meaning human cathcers are 60.000gp, Timber is a skill for halfling treeman and that you can argue the call when a player is sent off for foul play as long as your head coach model is there.

Also:
- "Piling On" will be as we know it from the CRP, no Team RR needed.
- Resolve Downtime and re-drafting teams will be implemented but optional and resolved after coaches' wishes, see Resolve Downtime rule.
 
  Official rule changes
The BBRC regularly announces changes to the official rules - there is an annual rules review. We will always implement those and accommodate our league to the current rules - not during a running season though, between seasons.
For instance, Ogres are no longer allowed on Dwarf teams, so we retired all Ogres on active Dwarf teams, refunding the original price.
 
  Tournament Rules
There will be slightly different rules pr Tournament, regarding wicht inducements are allowed etc. I.e. the Semi Pro Tournaments (/seasons) will be long seasons where coaches can set up matches between their own and another team, and were all inducements agreed upon by the coaches are used. Scheduled Tournaments will have a set number of matches set up by a Commish, and rules that might exclude certain inducements or not. Theese Tournament Specific rules will be given pr Tournament.
 
 
 # Special Trophy Rules
  AnBBL Trophiesthis rule overrides the Official Rules
The Trophies of the AnBBL are depicted and described ruleswize in the AnBBL Trophies section.

Our five major walking trophies are:
- AnBBL Champions' Trophy, can be used as a ReRoll
- The Trophy of The North, adds 2+FF to team when present.
- The Trophy of The South, adds 2+FF to team when present.
- Nellie's Golden Juggs, once pr game ReRoll, and once pr game Re-Roll used as bribe.
- dA New Trophy, adds 2+FF to team when present.
 
 
 #AnBBL Season MVPs
  AnBBL MVPs
Both the MVP Defence and MVP Offence are rewarded at the award ceremony, after the AnBBL Champions' Final has been played, before the league is resett for a new season.
 
  MVP Defencethis rule overrides the Official Rules
The season MVP Defence goes to the player(s) with the highest combined SPP's earned by Casualities and Interceptions. Kills will be used as tiebreakers.

Effect:
1. The MVP Defence brings in 50.000gp for the player(s) team treasury.
2. Earning the MVP also means the player(s) receives the skill "Fan Favourite".
3. Constant boosting of the honestly earned AnBBL MVP cause jealous people to bounty the player(s) in secrecy. A 100.000gp bounty is added to the player(s) when receiving this MVP.
4. As any other MVP this MVP is worth 5 SPPs (assigned as extra SPPs)

This award is awarded in the Elite Seasons, Rookie Of The Year League(ROTYL), Champions Cup and Semi Pro Seasons. All players within the season is eligble.
 
  MVP Offencethis rule overrides the Official Rules
The season MVP Offence goes to the player(s) with the highest number of SPP's earned by TDs and Completions together.

Effect:
1. The MVP Offence brings in 50.000gp for the player(s) team treasury.
2. Earning the MVP also means the player(s) receives the skill "Fan Favourite".
3. Constant boosting of the honestly earned AnBBL MVP cause jealous people to bounty the player(s) in secrecy. A 100.000gp bounty is added to the player(s) when receiving this MVP.
4. As any other MVP this MVP is worth 5 SPPs (assigned as extra SPPs)

This award is awarded in the Elite Seasons, Rookie Of The Year League(ROTYL), Champions Cup and Semi Pro Seasons. All players within the season is eligble.
 
 
 #Death Bowl matches
  Match Registration - how to (norwegian)this rule overrides the Official Rules
Kampskjemaer:
Hver Death Bowl kamp settes opp som 2 kamper, med de som spiller rett ovenfor hverandre er i samme kamp.

POINTS :
Når vi spiller "første målet vinner" bruker vi poeng ihht season variables:
TAP til den som slapp in målet i sin endzone (meg begge gangene vel?)
WIN til den som scorer TD
DRAW til de to andre lagene
(w=5, d=3, l=1 som regel i de fleste av våre sesonger)

Dersom vi spiller med flere mål og drives, velger vi at kampene ikke teller poengmessig fordi det da ikke løses automagisk hvem som får hva.

SPPs : Som normalt (CAS også som normalt, men se under mtp skadene)

SKADER: Til akkurat disse to første kampen kjører vi med max badly hurt på alle skader (så miss next osv blir redusert til BH for alle - vi kan si at AnBBL staff stilte med apothecaries for disse to prøvekampene).
Om vi gjør dette også fremover, eller fører skader som normalt, blir vi enige om i fellesskap.
 
 
 AnBBL Playoffs
  AnBBL Champions' Finalthis rule overrides the Official Rules
The winners of the AnBBL Champions' Final is promoted to Current Champions and receives the AnBBL Champions' Trophy.

Participants in the AnBBL Champions' Final is:
Champion of North Conference - home team in even seasons (season II, IV, VI etc)
vs Champion of South Conference - home team in odd seasons (season III, V, VII etc)

If for some reason it is impossible to arrange the AnBBL Champions' Final, the winner will be decided randomly by a lot
 
  AnBBL Playoffsthis rule overrides the Official Rules
Both North Confernce and South Conference run their own separate playoffs to determine their top three teams. Depending on the number of participating teams in each conference, the best teams go through to either semi-finals, quarter- or 1/8-finals. There is no special prizes for the top three teams in each confernce, exept for double winnings and a trophy symbolizing their achievement.

The winner of the North Conference Final and the South Conference Final meet to battle for the AnBBL Champions' Trophy in the AnBBL Champions' Final.
 
  AnBBL WILDCARDthis rule overrides the Official Rules
+++ THIS RULE IS NO LONGER VALID POST SEASON X +++

Within each conference, the top ranking team of the Semi Pro's division may swap places with the elite division team of the same coach. This is done at the end of the season, before the NC and SC playoffs start. It is still the ranking of the elite division team that decides wether or not the Semi Pro's division team can attend the playoffs.

Hence the swapping comes to use when the Semi Pro's division team is better than the elite division team, or when the Semi Pro team is in need of the playoffs boosted winnings.

+++ THIS RULE IS NO LONGER VALID POST SEASON X +++
 
  Overtimethis rule overrides the Official Rules
Group matches are not taken into overtime - only finals, semifinals and such.
Overtime is not played as "sudden death", but will go the total amounts of turns.
An overtime consists of 2x4 turns - ie. two small halves. Before first extra half, roll a dice to decide who kicks off (as at beginning of match). Of course, the other coach kicks off to the second extra half.
In an overtime half, you do not get back used re-rolls (not even leader re-rolls). Only unused re-rolls left over from normal play time will be usable. A Halfling Chef cannot steal/acquire re-rolls in an overtime half.
If the match still has tied TD score after extra time, the teams are too evenly matched - then roll dice to find the winner :-( . Each coach rolls a D6, the highest score wins - unused re-rolls adds +1 to the dice roll. Re-roll any ties, of course.
The team winning the shoot out will get an extra TD awarded (as if scored by a freebooter). This is mainly for calculation purposes for the website (you need more TDs than the opposition to be recognized as the winner).
 
  The Final(s)this rule overrides the Official Rules
The two teams participating in the final will automatically get +1 FF in the post match procedures. Do not roll for FF.

This goes for any Final in the AnBBL, i.e. NC Final, AnBBL Champions' Final, Keffo Kup Final etc.
 
  The third place match(es)
The match(es) for third place counts as a semi-final for purposes as The Gate and Winnings.

i.e. keffo kup bronze final etc.
 
 
 AnBBL Structure
  "Miss next" waivedthis rule overrides the Official Rules
When a Team resolves a downtime period, the miss next will be waived as apothecaries attend to players still wanting to be a part of the team.

To make your team resolve a downtime period, contact one of the commishes in the coach list and the commish will register your request
 
  AnBBL Conferences & Groupsthis rule overrides the Official Rules
AnBBL consist of two conferences, North Conference and South Conference.

North Conference:
Teams based around Setermoen and Tromsø in northern Norway play against teams from the same area.

South Conference:
Teams based around Hamar and Oslo in southern Norway play against teams from the same area.

The two main AnBBL Tournaments, the Elite season (aka Season XII etc) and the Semi Pro season (aka Semi Pro XII etc), divide their teams into these conferences.

Further dividing into groups due to geographical distances may be done pr conference. If so, they each get the same amount of team slots in any conference playoffs.
 
  AnBBL Tournamentsthis rule overrides the Official Rules
The Tournaments of the AnBBL have been many, but the constants are described here:

The Elite Seasons:
A set schedule is followed when playing matches. If a coach fails to play all his games within a season, he receives a punishment (see League structure rule: "Scheduled Tournaments - The Punishment").

The elite teams battle, in two separate Conferences, to attend first the conference playoffs and then have a chance to win the AnBBL Champions' Trophy, becoming the AnBBL Current Champions!

North Conference winner wins the Trophy of The North.
South Conference winner wins the Trophy of The South.
Those winners play the AnBBL Champions' Final to see who wins the AnBBL Champions' Trophy.

Only one team per coach are allowed in the elite seasons.

The Semi Pro's Seasons:
This Tournament is a playground used to test out and pump up next season elite teams, or to keep other teams fit by casual gaming. The Semi Pro's Seasons are played the anarchy way, with no set schedule, coaches arranging their own matches.

There's no limit to the number of teams a coach can have in the Semi Pro's Season, and per default all active AnBBL teams are entered. To get a better overview of the participating teams, The Semi Pro Season is divided into groups. Every team can still play against any other team (exept a team with the same head coach, unless that team also has a co-coach).

When a Semi Pro Season end, teams that has no games played during the season are removed from it before the final results are calculated.

There is no playoffs or trophies in the Semi Pro's Seasons, only the MVP Offense and MVP Defense awards for the top players.

dA Keffo Kup:
dA Keffo Kup is our randomly arranged NAF Sanctioned Tournament, open to all coaches world wide, arranged by the North Conference. The teams will battle for "da Golden Keffo Ork" and "dA New Trophy" in Keffo Krumpany's prestigious tournament promoting Keffo Koffee.

dA Keffo Kup is played similar to the Euro Bowl and World Cup rules, with a few adjustments to make it possible to register online in the AnBBL records, with swiss pairing and a set number of matches over a couple tournament days.

Each Keffo Kup comes with a rules package explaining the particular rules for that Keffo Kup Tournament.

Only one team per coach are allowed in da Keffo Kup.

Nellie's League:
Arranged by the South Conference, Nellie's League is a social tournament arranged at Nellie's in Hamar. Here the coaches fight over the "Nellie's Golden Juggs" Trophy, aka "The Lady".

The tournament starts with an open round, where participating teams gets a set time to play up to two matches against all other coaches, and a knockout playoff for the top qualifying teams to see who gets to take home "The Lady".

Only one team per coach are allowed in Nellie's League.


Champions Cup:
This Tournament is a knockout tournament between the champions from other AnBBL tournaments.

To qualify a team have to have a GOLDEN TROPHY (i.e. having won an AnBBL tournament awarding a 1st place trophy).

The Champions Cup will consist of rounds of knock out matches between different coaches' teams, and lasts until there is only two teams left that will then play the Champions Cup Final.

Winning the Champions Cup is the second way a team may win the AnBBL Champions' Trophy.

All teams that qualify are entered by default, regardless of their coach.

The Rookie Of The Year League (ROTYL):
This tournament is for rookie teams, with a weigh in of team value between 1.000kgp (or less) and 1.100kgp. A set schedule is followed when playing matches.

The prizes for winning this season will vary from season to season, depending on the mood of the big spenders (sponsors, giving a meager 50.000 in the ROTYL XVI). The intention of this season is for experienced players to test new types of teams and for rookie coaches to get an "easy" way in to the game.

Only one team per coach are allowed in ROTYL.
 
  Bountiesthis rule overrides the Official Rules
When a season is running a team participating in that season may put some of its money on any player participating in the season as a bounty. After each played match a team can put up to 200k on bounties - no more.
If a player with a bounty on his head dies (and is not healed/regenerated), the opposing team gets the reward. If the player retires, the bounty money is lost forever in the stockpile of the greedy league commission, hehe.
To avoid loads of small insignificant bounties, the minimum bounty on a player is set at 20 kgp.
 
  Financial help for the batteredthis rule overrides the Official Rules
When a team starts a match with less than 11 players on the roster (not counting journeymen), it will after the match receive more winnings to help rebuilding the team. The under manned coaches should add another +10k to the winnings for every missing player.

Clarification:
This does not mean you get 10K gp for every injured player, i.e. MISS NEXT players. It means you get +10K if you've only got 10 players on your roster, and 20K if you've got 9 players in your roster etc. The rule is here to help coaches get back to a decent number of players on their roster, wich is minimum 11 :) I.e. If you've got 7 healthy and 4 injured, you've still got 11 players in your roster.
 
  Points and Group sortingthis rule overrides the Official Rules
A won match gives you 5 points, a tie 3 points, a lost match 1 point.
Groups are sorted by points. Then by TD score (first best net score then most scored TDs). Then by casualty score (first net score, then most inflicted).
 
  Resolve Downtime
To resolve Downtime and re-draft your team, as pr the GW BB2016 rules, you must contact a commish who will register your request and mark your team ready to resolve downtime. You will then get a message on your administration page stating the team(s) in need to resolve downtime.

This can be done any time, but we recommend that you score a fair share of TDs and cause a decent amount of CAS' in addition to havin a few games between each time to make sure you get enough money to re-draft your favourite players.

Note that you MUST start a re-drafted team with minimum 11 players!
 
  Scheduled Tournaments: Team drop-outthis rule overrides the Official Rules
We do not like coaches dropping out during a running tournament - if you want to play in the league, you agree to play all your matches in that tournament.
In case of the sad incident that a team must drop out, we prefer that another person takes over coaching it. Otherwise the rule "Scheduled Tournaments: The Punishment" will apply.
 
  Scheduled Tournaments: The Punishmentthis rule overrides the Official Rules
For each game, in a Tournament with a schedule, a team has failed to play at start of playoffs as pr schedule*, The AnBBL Staff will bounty a random player on the team roster for 20.000 gp.

*or at the discretion of the Tournament Commish
 
  Semi Pro Season Commishthis rule overrides the Official Rules
Each Semi Pro Season is given a dedicated Commish.

Their task is to:
- perform any mid season team movement between groups.
- make sure matches are beeing aproved.
- controll that no matches between teams with the same head coach is approved

The Semi Pro Season Commish of:
- Semi Pro XV is Kyrre.
- Semi Pro XIV is Kyrre.
- Semi Pro XIII is The Ref.
 
  Stat decrease/increase
No stat characteristic can be decreased/increased more than two points from its starting value - not even by a skill. It may go two points up, then one down because of an injury, and then one up again (but cannot then go further up until it has dropped again).
No stat characteristic can go below a value of 1. Any effect that would take it below 1 is ignored (ie. the best decrease for a Treeman is -AG ;-)).
 
  Team help: Goblinsthis rule overrides the Official Rules
Trolls on a Goblin team have access to Block skill on a normal skill roll. It counts as a double roll for value purposes.

Seasoned Coaches should note that da Keffo Kup, as it has rizen in popularity, and other important AnBBL tournaments are under scrutiny by the NAF. The NAF have learned that tiny players tend to sneak on to the field. Hence a separate staff of referees have been sent with the sole purpose of counting halflings, grots and other stunty players, making sure there is never more than 11 players from each team on the pitch. This negates the opportunity for stunty teams to sneak a 12th player onto the pitch. The rules have been updated, and reading this any coaches used to "bending the rules" in this way know as well.

#OPTIONAL TOURNAMENT RULE "GOBLIN12":
Being smaller in size and harder to keep track of, Goblin teams often manage to sneak an extra player from the reserves onto the field. Goblin teams are allowed to set up 12 players. This might slip the referees mind during preparations for the kickoff, but it will surely be noticed within a short period of time: The twelfth player should be marked during setup and treated as a player with the "secret weapon" skill until the end of the drive.
 
  Team help: Halflingsthis rule overrides the Official Rules
Treemen playing on a Halfling team have access to Block skill on normal skill roll. It counts as a double roll for value purposes.
Halflings are tender and loving persons. They take extra care of their Treemen and nurse their roots. As a consequence their Treemen are able to wrestle free their roots after a while, if they have taken root.
When a Treeman on a Halfling team has taken root, the roots will automatically loosen themselves after the team turn is over. When starting any action with a treeman, he first has to roll for take root (after declaring the action).

Seasoned Coaches should note that da Keffo Kup, as it has rizen in popularity, and other important AnBBL tournaments are under scrutiny by the NAF. The NAF have learned that tiny players tend to sneak on to the field. Hence a separate staff of referees have been sent with the sole purpose of counting halflings, grots and other stunty players, making sure there is never more than 11 players from each team on the pitch. This negates the opportunity for stunty teams to sneak a 12th player onto the pitch. The rules have been updated, and reading this any coaches used to "bending the rules" in this way know as well.

#OPTIONAL TOURNAMENT RULE "HALFLING12":
Being smaller in size and harder to keep track of, Halfling teams often manage to sneak an extra player from the reserves onto the field. Halfling teams are allowed to set up 12 players. This might slip the referees mind during preparations for the kickoff, but it will surely be noticed within a short period of time: The twelfth player should be marked during setup and treated as a player with the "secret weapon" skill until the end of the drive.
 
  Team help: Ogresthis rule overrides the Official Rules
Seasoned Coaches should note that da Keffo Kup, as it has rizen in popularity, and other important AnBBL tournaments are under scrutiny by the NAF. The NAF have learned that tiny players tend to sneak on to the field. Hence a separate staff of referees have been sent with the sole purpose of counting halflings, grots and other stunty players, making sure there is never more than 11 players from each team on the pitch. This negates the opportunity for stunty teams to sneak a 12th player onto the pitch. The rules have been updated, and reading this any coaches used to "bending the rules" in this way know as well.

#OPTIONAL TOURNAMENT RULE "OGRE12":
Being smaller in size and harder to keep track of, Snotlings often manage to sneak an extra player from the reserves onto the field. Ogre teams are allowed to set up 12 players. This might slip the referees mind during preparations for the kickoff, but it will surely be noticed within a short period of time: The twelfth player should be marked during setup and treated as a player with the "secret weapon" skill until the end of the drive.
 
 
 Blocking
  Blocking Sequence
Before an announced block is carried out, execute Dump Off if the blocked player can and will (and perhaps also Pass Block as a response to the Dump off).
Then determine the number of block dice according to assists. Roll for block and execute the result of the block dice. Choose whether or not to follow up. Then roll for armour (and injury) if a player was knocked over. Then roll for scatter if the ball carrier was knocked down or Strip Ball takes effect.
 
  Lost tackle zones and blocking
A standing player, who has lost his tackle zone (due to Really Stupid, Bone Head or Hypnotic Gaze) may now NOT lend assist to a block or a foul. He may not catch or pass (which excludes the use of dump off).
See also Lost tackle zones and catching.
 
  Mandatory skill use?
The only skill that must be used in a block is Frenzy (unless overruled by Multiple block) - any other skill is not mandatory. A player involved in a block can choose not to use eg. block, dodge or stand firm.
 
  Square occupation
Only players occupy squares. A square with the ball is not occupied, and you can therefore freely push a player into that square - the ball will then scatter 1 square (choose whether to follow-up or not before rolling for scatter).
 
  Subsequent/secondary pushing
If a player being blocked is pushed into another player (standing or prone), subsequent pushing takes place. All subsequent pushing is controlled by the active coach, unless the player to be pushed has side step and is standing. Using Stand Firm prevents subsequent pushing - all pushing then stops.
Subsequent pushing uses the normal rules for pushing concerning direction and available free squares and such.
Remember: if the three available squares are occupied, you can choose one of the three squares. Do not calculate what is "the easiest way to push" counting subsequent pushes. Resolve one push at a time in a series of pushes.
Strip Ball has no effect in secondary pushing, but Stand Firm and Side Step are in effect. Grab and Fend skills have no effect in subsequent pushing.
 
 
 Match flow
  Casualty Score
Not only casualties from SPP-valid blocks count towards the total casualty scores of the match. We hence keep track of all casualties inflicted in a match for score and statistic purposes - eg. casualties inflicted by a wizard or from a failed dodge/GFI, from blood lust, a foul or a secret weapon, or crowd inflicted casualties.
 
  Concedingthis rule overrides the Official Rules
When a coach decides to concede while not behind in TD score, the opposing team will be awarded TDs until having more TDs than the conceding team. Such extra TDs will not give any SPP (they won't even be scored by any player).
 
  Dice rolls "before the match"
If you have to roll a dice "before the match", these rolls are done after pre-match procedures.
 
  Forced pick-up and catch
When entering the square with the ball as part of voluntary moving, you must try to pick it up.
When the ball lands in or bounces into a square with a standing player (or it is handed to him), he must try to catch it - unless the player is not allowed to catch it, in which case it will scatter one square.
 
  Illegal Procedure
Illegal Procedure cannot be called before a dice has been rolled or a player moved at least one square (or a player's action ended in another way).
If you suffer an illegal procedure and whish to continue your turn, you must spend a re-roll even if you have already used a re-roll this turn. Only if you do not have any re-rolls left, the opponent gets a re-roll.
 
  MVP nomination
Players who never sat foot in the dugout or on the pitch are not eligible - ie. players who must miss the match due to injury.

#Let the MVP committee decide:
Coaches nominate three of their players that are eligible for the MVP, and then the opposing coach roll a D3 to randomly determine the MVP of the match. This is the new normal procedure in the AnBBL.

#Or let the fans decide:
If you choose to let the fans randomly decide the MVP, you are free to do so. The opposing coach then rolls a D16 or D20 to randomly select your MVP. Mercenaries, Journeymen, Star Players and players who died in the match are eligible when rolling for MVP in this way, as the fans might like one of those players best. Remember to write hired players down as players on the temporary roster on the match sheet - people tend to forget about them when rolling for MVP.
 
  Perfect defence
When rolling the perfect defence result on the kick-off table, you reorganize the players on the field - it is not a completely new set-up where you can exchange the players on the field with players in the dug-out.
If you used the Kick skill in the scattering process on the kick off (remember that the kick-off effect takes place after the ball scatters, but before it lands), you must still place a player with Kick in a proper position on the field when rearranging your perfect defence.
 
  Re-rolls
You can only use team/leader re-rolls on a dice roll related to a player's performance in your turn. This excludes coaching staff rolls, random events, or rolls out of play - such as pre-match, before set-up or kick-off (such as KO-rolls).
 
  Throw-in
When the spectators throw the ball back onto the pitch, place the throw-in template so its mark of the ball is over the square, the ball last was in/over before it went off field. That square is counted as number one, when counting the distance of the throw-in.
 
  Throw-in from a corner
If the ball leaves the pitch diagonally from a corner square, decide randomly how to place the throw-in template - ie: along the end line or the side line.
 
  Touch Down
A TD occurs when a model stands in the opposition's end zone holding the ball. When this happens the referee blows his whistle, and play stops immediately - even if the action in progress is not intended to end. This is a house rule.
All rolls concerning standing in the square have to be made. Eg, pushed into end zone by an opponent using strip ball, will not award a TD, if the ball was stripped from its holder (unless the ball bounces back to the pushed player, who catches it).
Regarding the use of Frenzy, it consist of two separate blocks, so if the model is standing in the end zone after all rolls for the first block has been made, the ref will stop the play awarding a TD.
If a player after using Diving Catch stands in the End Zone with ball, it is a TD.
If after a fumble or failed pick up a player stands in the end zone holding the ball, it is a TD (and not a turn-over).
If a player is standing in the end zone with the ball, after a Blitz on the kick off table has been executed and after the ball has come down, it is a TD! The receiving team does not get its turn, and the two teams set up again without moving the turn markers.
 
  Turn time limitthis rule overrides the Official Rules
The 4 minute time limit for a coach to finish his turn is not mandatory in AnBBL. The coaches must agree before the game starts whether to use it or not.

The turn time limit is a great way to speed up games though.

When not using the time limit and a coach is taking unacceptably long time, it is OK to point it out and hurry on him/her.
 
 
 Passing
  Completion
Remember that the thrower will only earn a completion and 1 SPP if the throw was accurate, and the ball is in possession of the intended receiver as it comes to rest (even if caught after bouncing around first, i.e. if the intended target first dropped the ball, but then it bounced back from a prone player, he got a second chance and if he then caught it it would be a completion).
 
  Fumbles
A fumble occurs on a pass roll of 1 before or after modifications. A fumble with the ball always results in a turnover. Fumbling when trying to throw a team-mate only result in a turnover, if the thrown player has the ball and fails his landing roll.
 
  Lost tackle zones and catching
When having lost your tackle zone (because of hypnotic gaze or bone head/really stupid), you cannot use pass block, cannot try to intercept and cannot use skills which relates to your tackle zone (such as shadowing). If the ball (or a bomb) lands in your square, you may not try to catch it. The bomb will explode while the ball will bounce. See also Lost tackle zones and blocking.
 
  Pass range measuring
Ranges can be measured freely during a pass action. Place the template's "ring" over the centre of the square with the thrower, and the center line of the template must cross the centre of the target square. If the target square is partly under more than one band, the higher distance is used. If the target square partially extends further than the longest band, the pass cannot be attempted.
See also pass ranges chart.
 
  Pass sequence
First announce target. The opposition may move Pass Block players. Then roll for interception. If interception unsuccessful, roll for pass, then catch/bounce and so on.
 
  Pass to empty squares
It is allowed to target an empty square on the field when passing. You cannot pass to an imaginary square outside the field. It is allowed to use Pass Block when the opponent passes the ball to an empty square.
 
  Scattering off field
An inaccurate pass scatters 3D8. The ball will not land and cannot be caught in between the D8 rolls.
If the ball at any time during rolling for scatter crosses the field's boundary, a throw-in takes place from the last square the ball was over in the scattering process.
 
 
 Skills
  Decay
Though rolling twice on the serious injury table, the player inflicting the casualty only get SPP for the worst of theese two injuries on the match report chart.

I.e: If a "Kill" and a "Badly Hurt" is the two results, the player causing the casualty should only be entered into the box "Killers", thus getting two SPP for a kill.
 
  Diving Catch
Note that it is allowed to pass to an empty square. An accurate pass landing in a square next to a diving catcher, is still an accurate pass and gives +1 to catch rolls.
 
  Diving Tackle
Diving Tackle can be used whenever a player tries to dodge away from you. So it is allowed to use diving tackle, even if the -2 modifier does not make the dodge roll fail, or if the dodger fails his dodge roll without the -2 modifier - ie falling over freely in that manner.
 
  Dump Off
This skill is triggered when an opponent is about to block you. The skill also works when you are about to be attacked with a special weapon like a chainsaw or dagger, but a wizard attack or an exploding bomb (or a thrown team-mate landing on top of you) will not let you use the skill.
 
  Frenzy
Even if the victim is pushed back and knocked over, you have to follow up. You always follow up (unless the opponent is able to use the Fend skill)! Also if the victim gets pushed out of the pitch. Frenzy applies to both Block actions and Blitz actions - anytime you block another player.
Frenzy does not take effect when using Multiple Block or when attacking with a secret weapon. It only works on normal blocks.
If you have not used both GFI's and the victim is still standing, you must use your second GFI in order to throw the second block. The use of Sprint is optional.
 
  Juggernaut
Juggernaut only ignores StandFirm for the player being blitzed, not on players being secondary pushed.
 
  Multiple Block
This skill only works on Block actions - not Blitz actions. It cannot be used in combination with Frenzy (but may override the otherwise mandatory use of Frenzy).
Procedure: declare a multiple block and its first target and resolve block sequence. If still standing you have the option of a second block: declare second target and resolve the second block (must be another opponent than the first target).
 
  Pass Block
You may use pass block in your own turn as a response to Dump Off.
 
  Piling On
This skill can only be used when the player performs the block himself, not if he is being blocked by another player.
Using Piling On ends the player's action if he is performing a Blitz (he cannot spend 3 movement points, but will stay prone until next turn).
You cannot use Piling On when knocked down yourself (as a consequence of a "both down" block result).
 
  Really Stupid/Bone Head
You do not have to roll for Bone Head/Really Stupid before intercepting or catching the ball or before executing Pass Block.
However, if the player failed his RS/BH roll last it was rolled for in the current drive, or if the player is currently hypnotic gazed, the player cannot use Pass Block nor try to intercept or catch or pass. See also lost tackle zones and blocking.
 
  Regeneration
Regenerate is rolled for just after the sustained casualty. You have to choose whether or not to roll for apoth before regeneration - this is relevant for Trolls and Vampires.
Regeneration is rolled after the player is removed from the pitch, and the roll decides whether the player is placed in the dead&injured box or the reserves box. A Regeneration roll can only be re-rolled via an Igor.
 
  Side Step
Side Step also works on subsequent pushing. You have to be standing to use Side Step.
 
  Stand Firm
Effects from pushback results still applies against Stand Firm. So for instance Strip Ball and Frenzy can still be used as normal, though the Stand Firm model is not physically pushed.
Stand Firm also works on subsequent pushes when another player is pushed into the stand firm model.
In order to use Stand Firm, the player must be standing.
 
  Throw Team-mate
Throwing a team-mate requires that you are executing your pass action for the turn.
You cannot use Hail Mary Pass when throwing a team-mate. The Strong-arm and Pass skills, however, will work.
A fumble is not necessarily a turn-over.
A turn over will only occur, if the thrown player had the ball and failed his landing roll or scatters off field, or if the thrown player lands on top of a standing team-mate (who is then knocked over and thus causing the turn-over).
 
 
 Special players
  Ball & Chain
During a Quick Snap, the Fanatic can be moved one square just like any other player - ie. do not use the throw-in template. A Fanatic earns SPP, because he throws blocks.
If a Fanatic is placed prone in his own turn, he will still automatically get at least KO'ed, but it will not be a turn-over, since he is not knocked down.
A Fanatic must follow up, unless hindered (eg. by Fend or Stand Firm).
A Fanatic cannot use leap skill.
 
  Bombs
A fumbled pass attempt with a bomb IS actually a turn-over (if the passing player is on the moving team), because the player is knocked down by the bomb's explosion.
You can decline to catch a bomb landing in your square (as opposed to the ball), in which case it will explode in your square.
Prone and stunned players can also take damage from a bomb, but hurting them will not cause a turn-over.
 
  Chainsaw
A chainsaw player can only earn SPP from MVPs. He will not even earn a cas when a opponent "knocks himself down" in an attempt to block the chainsaw player.
 
  No permanent injuries to stars
Any injury (incl. death) inflicted on a star player is waived after the match. In other words: There will always be a Star Player with the same stats ready for the next match.
You cannot use apoth or igor on star players, and stars cannot be raised or affected by Nurgle's Rot.
 
  Special attacks
Some secret weapons allow you to make a special attack instead of blocking (during a Block or a Blitz action): Dagger and Chainsaw (or stab skill).
Casualties inflicted when attacking with a secret weapon don't give SPP. SPP are only awarded for casualties made by a block.
But when attacking with a secret weapon it still counts as blocking in regards to skills triggered by a block (such as Foul Appearance or Dump Off). And when taking a blitz action, you still need to spend 1 MA in order to attack.
 


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