While most of the rules can be found in the LR6 which I recommend you download (the rules are free) to keep a local copy, some rules are slightly adjusted for the PbP format. I will post a variety of rules (some straight from the rulebook and some with adjustments) and other reference material in this thread.
The following sequence is based on the official rules with potential modifications to allow the game to flow better in a PbP format.
1
2
3
4
5
6
Attacker down
Both Down
Pushed
Pushed
Defender Stumbles
Defender Down
Agility Table
Agility
1
2
3
4
5
6
D6 Roll Required
6+
5+
4+
3+
2+
1+
Agility Check Modifiers
Dodge Roll
+1
Per opposing tackle zone on destination
-1
Pick up the ball
+1
Per opposing tackle zone on the player
-1
Quick Pass
+1
Short Pass
+0
Long Pass
-1
Long Bomb
-2
Per enemy tackle zone on the thrower
-1
Catching an accurate pass
+1
Catching a scattered pass, bouncing ball or throw in
+0
Per enemy tackle zone on the catcher
-1
Attempting an Interception
-2
Per enemy tackle zone on the player
-1
The following site has a tool on the right hand side for determining pass type and what locations a player must be in to attempt an interception. Do note that the coordinates are different for this tool compared to how our maps are set up in this game.
Injuries
2D6
Result
2-7
Stunned, Leave the player on the pitch, but turn them face-down. All face-down players are turned face up at the end of their team's next turn, even if a turnover takes place. Note that a player may not turn face up on the turn they are Stunned. Once face-up they may stand up on any subsequent turn using the normal rules.
8-9
KO'd , the player is removed from the game. At each kickoff before setting up any players the coach makes a roll D6 for each KO'd player. On a 1-3 the player remains KO'd and on a 4-6 the player is returned to the game and may be used as normal.
10-12
Casualty, The player is removed from the game and a suffers a randomly determined effect from the casualty table below.
Casualty Table: I adjusted the table to combine injuries with common effects into single categories and to make the roll a simple random number generation for simplified rolling in PbP games.
D51
Result
Effect
1-27
Minor Injury
No long term effect
28-35
Medium Injury
Miss next game
36-37
Niggling Injury
Miss next game, +1 to any subsequent injury roll against this player
38-39
Smashed Leg
Miss next game, -1 MA
40-41
Head Wound
Miss next game, -1 AV
42
Broken Neck
Miss next game, -1 AG
43
Smashed Collar Bone
Miss next game, -1 ST
44-51
Death
The player is dead
Kick off Table
2D6
Result
2
Get the Ref: Each team receives 1 additional Bribe to use during this game.
3
Trash talk between players and/or fans sets off a riot. If receiving team's turn marker is on turn 7 for the half then both teams move their turn markers back a turn. If the receiving team has not yet taken a turn this half then both teams move their turn marker forward a turn. Otherwise roll a D6, on a 1-3 turn markers move forward 1 turn and on a 4-6 turn markers move back 1 turn.
4
Perfect Defense. Defending coach may reset their players to a new valid defensive formation.
5
High Kick. The defending coach may move any one player not in an opposing player's tackle zone to the landing spot of the kickoff provided the space is not already occupied by a player.
6
Cheerleaders. Both Coaches roll 1D3 + FAME + # of cheerleaders. The coach with the higher result gets one extra re-roll for the half. Both coaches get an extra re-roll for the half if they had the same roll result.
7
Changing weather. Roll on the weather table. On a result of 'Nice Weather' the ball scatters one extra square in a random direction before landing.
8
Brilliant Coaching. As Cheerleaders but using # of assistant coaches instead of # of cheerleaders.
9
Quick Snap. The receiving team may move each player 1 square in any direction. This movement may ignore tackle zones and allows players to enter the oppositions time of the field.
10
Blitz. The kicking team receives a bonus turn where all players not in an opponent's tackle zone may act. The coach may use team re-rolls and the bonus turn ends immediately if any player suffers a Turnover.
11
Throw a Rock. Both Coaches roll a D6 + FAME. The coach with the higher result (both coaches if there is a tie) may randomly select an opposing player on the pitch. This player is hit by a rock thrown by a fan and suffers an injury roll. No armor roll is required.
12
Pitch Invasion. Both Coaches roll a D6+FAME for each opposing player on the pitch. A result of 6 or more results in the player being stunned (KO'd for players with the Ball and Chain skill). A natural 1 will always have no effect.
Weather Table
2D6
Weather
Effect
2
Sweltering Heat
Roll a D6 for each player on the pitch at the end of a drive. On a roll of 1 the player collapses and may not be set up for the next kick-off.
3
Very Sunny
Blinding sunshine causes a -1 modifier on all passing rolls.
4-10
Nice
No special effects
11
Pouring Rain
Pouring rain makes the ball slippery and difficult to hold causing a -1 modifier to all catch, intercept and pick-up rolls.
12
Blizzard
The ice on the pitch means that any player attempting a GoForIt will slip and be Knocked down on a roll of 1-2. The snow means that only quick or short passes can be attempted.
A Coach's turn ends once all players in the team have performed an action. Certain events called turnovers cause the turn to end immediately. A coach that suffers a turnover is not allowed to take any more actions that turn and any action being taken ends immediately even if it was only partially completed. The following events are turnovers.
A player on the moving team is Knocked Down (being injured by the crowd or being placed prone is not a turnover unless it is a player from the active team holding the ball).
A passed ball or handoff is not caught by any member of the moving team before the ball comes to rest.
A player from the moving team attempts to pick up the ball and fails.
A touchdown is scored
The time limit for the turn expires.
A pass attempt is fumbled even if a player from that team catches the fumbled ball.
A player with the ball is thrown or is attempted to be thrown using Throw Team-Mate and fails to land successfully.
A player is ejected by the referee for a foul
For players knocked down roll armor and injury rolls before ending the post and turning over control. If the ball is dropped roll then roll to see where it bounces too normally. Stunned players should be turned face up and then the opposing coach may start their turn.
Scatter Template:
1
2
3
4
5
6
7
8
Throw-in Template:
1-2
3-4
5-6
ball
sideline
These time limits are all open for debate/discussion. I want them short enough to ensure the game keeps moving but long enough to allow for different time zones, working hours, sleep, etc. All time limits are based on the time of the previous post to ensure differences in time zones don't matter. (ie 12 hours after the post is made gives the same amount of time regardless of what time zone the reader is in)
Extra categories may be added as necessary. All time limits start from when the post that triggers them is posted and the penalty applies if the poster of the time limit triggering post first after the time limit expires.
Triggering Situation
Time limit
Penalty for missing limit
Kick-off Event input
24 hours
event is skipped and/or worst possible outcome (for rolls) occurs
End of turn/turnover
48 hours
The Coach suffers a turnover if they do not start posting for their turn within the time limit.
Starting turn post
4 hours
Coach suffers a turnover unless the turn is completed or they reach a point requiring opponent input before time expires.
Required skill/block input (example: side step skill usage)
24 hours
Forfeit input, opponent may make choose
Continuing after opponent input interruption
24 hours
Coach suffers a turnover unless the turn is completed or they reach another point requiring opponent input before time expires.
Only DMs/GMs (ie myself at this point) may post in this thread.
__________________ Yes the odds are in my favor but the great god Nuffle may still decide he doesn't like me when it counts and kick me in the teeth.
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Last edited by 3BoxesofOrden; Mar 8th, 2015 at 07:52 PM.