BLOOD BOWL PBeM League RULES From: S1.WGB@ISUMVS.IASTATE.EDU (William G.Baldwin) Date: Mon, 01 Aug 1994 23:37:27 +0000 BBBBBBB LL OOOOOOOO OOOOOOOO DDDDDDDDD BB BBB LL OO OO OO OO DD DD BBBBBBB LL OO OO OO OO DD DD BB BBB LL OO OO OO OO DD DD BBBBBBB LLLLLLL OOOOOOOO OOOOOOOO DDDDDDDDD BBBBBBB OOOOOOOO WW WW WW LL BB BBB OO OO WW WW WW LL BBBBBBB OO OO WW WW WW LL BB BBB OO OO WW WW WW LL BBBBBBB OOOOOOOO WWWWWWWWWW LLLLLLL ----------------------------------------------------------------- BLOOD BOWL PBeM version 1.0 by William Baldwin ----------------------------------------------------------------- Blood Bowl is a registered trademark by Games Workshop and is being used only for the name of this PBeM variant of the game. ----------------------------------------------------------------- Table of Contents Section 1 Introduction 2.1 Teams 2.2 Team creation 3 Offense Options 4 Defense Options 5 How the Tables Operate 6 Experience 7 Injuries 8 Blood Bowl Season 9 Sample Round Orders 10 Future of PBeM Blood Bowl 1. Introduction Welcome to BLOOD BOWL PBeM where teams clash on the field and pound opponents into the ground. This PBeM is based upon the 1st edition rules of Blood Bowl done in 1986. The game is ran by the BLOODGOD using statistical tables to determine the outcomes of the games in a realistic fashion in a short amount of time. Read the rules carefully it is really not that complicated and if you have any questions please ask! Do not feel over classed by all of this. 2.1 Teams Teams consist of 15 players and of several races or undead. The races in Blood Bowl and their abbreviation in ()'s. Human(H) Elf(E) Dwarf(D) Halfling(L) Dark Elf(K) Hobgoblin(B) Orc(O) Half-orc(C) Ogre(R) Goblin(G) Trolls(T) Skeleton(S) Zombie(Z) Troglodytes(Y) Mummy(M) Ghoul(U) DK = Defensive Player or Kicker MA = Movement CS = Combat Skill TS = Throwing Skill TH = Toughness AT = Attacks CL = Cool EXP= Experience INJ= Injuries The stats for each race No Name R DK MA CS TS ST TH WD AT CL EXP INJ 1 Human/Half-Orc H/C 4 3 3 3 3 1 1 7 0 none 2 Dwarf D 3 4 3 3 4 1 1 9 0 none 3 Elf/Dark Elf E/K 4 4 4 3 3 1 1 9 0 none 4 Halfling L 3 2 4 2 2 1 1 6 0 none 5 Hobgoblin B 4 3 2 3 4 1 1 6 0 none 6 Orc O 4 3 3 3 4 1 1 7 0 none 7 Orge R 6 3 2 4 5 3 2 5 0 none 8 Goblin G 4 2 3 2 2 1 1 5 0 none 9 Troglodyte Y 4 3 3 4 4 2 2 10 0 none 10 Troll T 6 3 1 5 4 3 3 6 0 none 11 Skeleton S 4 2 2 3 3 1 1 5 0 none 12 Zombie Z 4 2 1 3 3 1 1 4 0 none 13 Mummy M 3 3 1 4 5 4 2 8 0 none 14 Ghoul U 4 2 1 3 4 1 2 8 0 none Team options: 1) All one race. Human, Half-orc, Dwarf, Halfling, Orc, Elf, Dark Elf, Hobgoblins. 2) Mixture of races. Human, Dwarf, Halfling, and Elves may be on the same team. Half-orc, Orc, and Hobgoblins may be on the same team. 3) Undead Teams. Option 1: Skeletons and Zombies. Option 2: Skeletons and a Mummy. Option 3: Skeletons and 4 ghouls. 4) Chaos all star team. The team consists of 4 major nasty monsters(Troll, Troglodytes, or Trolls) and 12 goblins. This team is the only exception to the 15 player rule. Special racial abilities: Dwarf:automatically defensive specialists Elf/Dark Elf:Refuse to be defensive specialists Skeletons:automatically replaced when injured Zombies:automatically replaced when injured Mummy:Cause fear in opponents +/-5% TD Chance Troglodytes:Cause fear and stupid. On a 5 or 6 rolling a d6 the Trog plays for the other side. Trolls:same as Trogs ** A sample new human team ** All teams are given 4 extra points to assign as desired to a stat. Below the points were assigned to 4 different players each receiving 1 point each(shown with a *). Orges, Trolls, and Trogs can only have one point spent on them. Mummies, Ghouls, and Zombies may have no points given to them. A player can become a defensive specialist and gain an extra armor save on 4,5 or 6 instead of the normal 5 or 6. However the player must give up a MA point for this privilege. Remember Dwarfs already have this and elves refuse to do it. Kickers must have a ST of 3 and a CL of 7 and for this ability they give up a point of TH. No Name R DK MA CS TS ST TH WD AT CL EXP INJ 1 Bob Ballcrusher H 4 3 3 3 3 1 1 7 0 none 2 Joe Blow H 4 3 3 3 3 1 1 7 0 none 3*Vince Spleen H 4 3 4 3 3 1 1 7 0 none 4*Crag Rock H 5 3 3 3 3 1 1 7 0 none 5 Johnny Begood H 4 3 3 3 3 1 1 7 0 none 6 Arm Cracker H 4 3 3 3 3 1 1 7 0 none 7 Sherman H 4 3 3 3 3 1 1 7 0 none 8 Glop Goop H 4 3 3 3 3 1 1 7 0 none 9*Constructor H D 3 3 4 3 3 1 1 7 0 none 10 Die Hard H D 3 3 3 3 3 1 1 7 0 none 11 Missing Eye H D 3 3 3 3 3 1 1 7 0 none 12 Bill the Farmer H D 3 3 3 3 3 1 1 7 0 none 13 Large Bowels H D 3 3 3 3 3 1 1 7 0 none 14*Moon Launcher H K 4 4 3 3 2 1 1 7 0 none 15 Dazzie Dazel H K 4 3 3 3 2 1 1 7 0 none A sample experience elf team after 2 rounds(4 games) No Name R DK MA CS TS ST TH WD AT CL EXP INJ 1 E 4 4 4 3 3 1 1 9 9 none 2 E 4 4 4 3 3 1 1 9 4 none 3 E 5 5 5 3 3 1 1 9 12 arm broken 4 E 4 4 4 3 3 1 1 9 4 none 5 E 4 4 4 3 3 1 1 9 4 none 6 E 5 4 4 3 3 1 1 9 10 none 7 E 4 4 5 3 3 1 1 9 4 none 8 E 4 4 6 3 3 1 1 9 7 none 9 E 4 4 4 3 3 1 1 9 2 none 10 E 4 4 4 3 3 1 1 9 1 none 11 E 4 4 4 3 3 1 1 9 1 none 12 E 4 4 4 3 3 1 1 9 4 none 13 E 4 4 4 3 3 1 1 9 0 none 14 E K 4 4 4 3 2 1 1 9 4 none 15 E K 4 4 4 3 2 1 1 9 0 none 3.Offense--- Gauntlet:Right down the middle of the field. Charge! Your team attempts to score by running in formation right down the middle of the field. This offense favors strong teams and the total strength of the players on the field is added together and added onto the TD chance. So TD = TD + STT(strength total). Normal:no modifiers. Simply put, you are doing nothing fancy and just decided to show up and toss the ball around a little. Wasp:Dart around and outrace your opponents. This offense favors teams with fast players. The movement of the players on the field are totaled and added to TD. So TD = TD +MAT(movement total). Charge:Simple to Gauntlet, but much more unorganized. Your team runs for the end zone in a rugby style of play. Your chances of scoring are increased by 30%, but the chance of receiving or giving an injury is up by 10%. Poodle:Kicking the ball around to score. You can't throw the ball, your team is slow, your players just aren't good at anything, but you have a few kickers? Go for it! Each kicker on the field improves the TD chance by 20%, but each kicker also increases the chance for an injury by 5%. Dunking:Throwing another player to score(dumb goblin). This is for the team with an Orge who decides the best way to score is to throw his team mate Goblins to the end zone. This offense increases the TD chance by 50%, but it also increases the injury possibility of the goblin being thrown by 35%. Spiral:Pass the ball with set plays. You decide to play an almost civilized game with quarter backs and receivers. This type of offense is really useful for good passing teams. The TD chance is increased by TST(the total throwing skill of the players on the field). 4.Defense--- Target:Kill #3 Duke Wellington!! You put a price on the head of a player on the other team. The TD chance is increased by 30%, but the injury chance for the marked player is increased by 20%. If the marked player is not on the field or is injured the team will play Normal defense unless otherwise ordered. Kill:Who cares let's fight! Your team came to fight, not to win. The TD chance is increased by 15% and the chance for an opposing team member to become hurt is increased by 10%. TO:Try to force turn overs. Your team tries to strip the ball from the other team and take it for themselves. The TD chance is decreased by 30% and the chance for injuries on both sides is increased by 5%. Stop:Stop the other team from scoring. You simply try to prevent the other team for scoring and hope that the ball will pop lose. The TD chance is decreased by 50%. Normal:No modifiers. Blitz:Charge! Smash everything in your path! You charge the other team and hope to run the ball carrier over and take the ball away. The TD chance is reduced by 10%. The chance for injuries is increased by 10% on both sides. Trap:Lure the offense into an AMBUSH! Let the ball carrier think there is a path to the end zone and then smash him! This defense relies upon cool. The TD chance is reduced by the player total cool on the field divided by 3. The chance for injuring the ball carrier is increased by 5%. Comparison Chart TD Chance Receive Injury Cause Injury Gauntlet +STT - - Normal - - - Wasp +MAT - - Charge +30% +10% +10% Poodle +20%*K +5%*K - Dunking +50% +35%BC - Spiral +TST - - --------------------------------------------------------------- Target +30% - +20%T Kill +15% - +10% TO -20% +5% +5% Stop -40% - - Normal - - - Blitz -10% +10% +10% Trap -CLT/3 - +5%BC Where K=number of kickers on field; BC=ball carrier; T=targeted player; STT=strength total; MAT=movement total; TST=throwing skill total; CLT=cool total 5.How the Tables Operate For a team with a player advantage 11 on 8 each difference is worth 10% for or against TD chance. If the 11 is on offense the TD chance is increased by 40%, if on defense TD chance decreased by 40%. EXAMPLE) Humans vs Elves(no star players): Elves with ball. #5BC using spiral offense. So TD chance = TD chance +TST, which is 10% + 44 = 54%. The humans use the Stop defense. SO TD chance is -40%. The TD chance is 14%, but first injuries at 10% chance. (We will assume players 1-11 on each side are on the field) Elves:#4 Arm Broken, #11 KO'd Humans:none The elf ball carrier #5 is uninjured so roll for TD chance at 14%. Failed. Why? Roll. There is a TO, human player #7 recovers. Now back to injury chance. To keep things easy and more interesting players hurt will not be replaced until after a TD has been scored. Next round humans on the offensive. Humans are using wasp so TD chance is 10% +MAT +20%(missing elves) = 10+44+20= 74%. Elves are using stop. So TD chance is 74-40= 34%. Injuries? Elves:none Humans:#4 KO'd, #11 KO'd #7BC is unhurt so we roll for TD chance at 34%. A TD is scored! The KO'd players are checked to see if alright. On a d6 a roll of 6 means they can continue to play. Injured players can be replaced by substitutes, if there are any. Is there an injury or what? Each player on the field has a 10% chance of being injured during each round. The injury of course can be avoided by an armor roll check. Defensive designated players have an armor save on a roll of 4,5, or 6. Other players all save on a 5 or 6. Injuries take place before the roll on the TD chance. If the ball carrier is hurt we skip the TD chance and go to the Scatter table to see who gains possession of the ball. We then start over again with injuries. TD chance(base start chance for TD is 10%): A percent d100 is rolled. If the roll is less than the TD chance % a TD is scored. If a TD is not scored we roll on this chart to see what the heck happened. Again a d100 is rolled. 01-10 Bad moves roll injury for each offensive player 11-50 Nothing happens start over 51-75 Turn Over- the other team gets the ball 75-80 A fight breaks out! Roll injury for both teams with a chance increase of 10%! 81-90 The defense breaks down, increase TD chance by 10% for next round. 91-00 The offense is stuffed decreased TD chance by 10% for next round. 6.Experience Experience what good is that? Every time a player gains 10 points of experience he receives a roll on the skill table and gets a bonus in that ability. For example, Bob Ballcrusher a human has 10 experience so we roll; +1 MA, Bob's movement is now 5 instead of the 4 it was. So experience is good, now how do I get it? For playing in a game the player gets 1 EXP. For scoring a TD the player gets 3 EXP. For great play the player gets 1 EXP. Each team will have six great plays per game. Well how does a player score a TD? How does he do great play? This is based on your lineup and a simple modifier. The first 3 listed players get a bonus of +5. The next 3 +3 and the three after them +1. The rest get no bonus. This should help: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 <+5 > <+3 > <+1 > < +0 > Using a random number table d85 1 01-12 2 13-24 So after each game I roll on this 3 25-36 table for the EXP points. The EXP 4 37-44 just for playing will already be 5 45-52 figured. 6 53-60 Example the humans scored 3 TDS. 7 61-64 The rolls:30,66,75. Players 8 65-68 #3,8,10 each get 3 EXP. 9 69-73 10 74-75 Now for great play: 11 76-77 The rolls:20,45,35,63,38,22 12 78-79 #2,5,3,7,4,2 each get 1 EXP. 13 80-81 14 82-83 15 84-85 So for the game player #3 gets 5 EXP. 1 for a TD, 1 for a great play and 1 for playing in the game. Player #2 gets 3 EXP. 1 for a great play, 1 for another great play and 1 for playing in the game. Remember this chart does not mean that players numbered 1-3 have the best chance for experience! It is the order you list your players in for your game orders! It could be: 15 11 3 9 8 7 6 1 12 14 13 2 4 5 10 With players #15,11,and 3 having the best chance for EXP. If a player is killed during a game the lineup shifts down one. If he was listed 3rd the player listed 4th would become 3rd. 7.Injuries Long term injuries: Arm Broken-miss next two games and CS and TS reduced by 1 point each. Leg Broken-Miss next two games and MA reduced by 1 point. Skull Fracture-miss next 4 games -4 to CL Dead-no more games for him 8.Blood Bowl Season The season will have x rounds of 2 games each. There will be one round per week(real time). The two teams with the best records face off in the first Blood Bowl. Each game will be to 3 TDs. The first team to score 3 big TDs wins the game. 9.Sample round orders. Orders: LINEUP:1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Score 0-0 OFF=Wasp DEF=Stop Score 1-2 OFF=Wasp DEF=Target #7 then Kill Score 2-0 OFF=Spiral DEF=Kill Score *-* OFF=Wasp DEF=Stop Explanation:If the score is 0 to 0 use the wasp offense and the stop defense. If the score is 1(your teams score) to 2(the opponents team score) do offense Wasp and defense target on #7 until he is taken care of and then do kill. If the score is 2 to 0 do offense spiral and defense kill. The *-* is the default and covers any score not specifically listed. 10.Future of BLOOD BOWL PBeM These rules have lots of holes and leave many questions unanswered. I hope to fill these holes and clarify things into layman's language. But, for a starting block these rules provide the basic start to a fun and exciting PBeM. In the future I hope to encompass the newest rules of Blood Bowl and expand the possibilities of the game. Any ideas and suggestions are highly encouraged. This will be the first running of this PBeM and may be a little bumpy, but well worth the ride. Thanks, Bill(BLOODGOD) If you are still interested in playing please pick a basic type of team you wish to play. Human, Elf, Undead, etc.... Up