Min/Max Boards

Gaming Discussion => Other Games => Topic started by: Stratovarius on March 25, 2018, 01:36:17 PM

Title: Blood Bowl Association
Post by: Stratovarius on March 25, 2018, 01:36:17 PM
These are the rules for the Blood Bowl Association, Blood Bowl 2 league system I run. You can safely ignore them if not interested.

Special League Opening Rule: For the first season of the BBA, no more than one team of any given type in each of the leagues. Please contact me to determine what is available. They will be allocated on a first come first serve basis.

Team Rules:

Match Arrangement:

League Play & Rankings:
Title: Re: Blood Bowl Association
Post by: Squigsquisher on March 28, 2018, 11:36:04 AM
Reserve player
Title: Re: Blood Bowl Association
Post by: Stratovarius on March 29, 2018, 07:16:42 AM
Alright everyone, week one has begun for the Nuffle Premier League and Nuffle League Championship! Matchups are below, but please check in game as well, and don't hesitate to contact me if you can't find your opponent!

(click to show/hide)

(click to show/hide)
Title: Re: Blood Bowl Association
Post by: Stratovarius on March 31, 2018, 08:46:15 AM

Clan Pestilens
0-16   Plague Monk     7/3/3/7   Foul Appearance, Disturbing Presence           GSM/AP   70k
0-4    Censer Bearer   7/3/3/8   Foul Appearance, Disturbing Presence, Frenzy   GSM/AP   90k
0-1    Plague Furnace  5/5/1/9   Foul Appearance, Disturbing Presence, Frenzy,  SM/GAP   150k
                                 Stand Firm, Thick Skull, Wild Animal, Loner,
                                 No Hands   

Clan Eshin
0-16   Linerat         As normal
0-4    Night Runner    8/2/4/7     Dodge                         GA/SMP   80k
0-2    Gutter Runner   9/2/4/7     Shadowing, Dodge              GA/SMP   90k
0-2    Death Runner    8/3/4/7     Shadowing, Dauntless          GA/SMP   110k

Clan Moulder
0-16   Throtling         6/2/3/7     Stunty, Dodge, Foul Appearance   AM/GSP   40k
0-2    Wolf Rat          8/3/3/7     No Hands, Frenzy, Wild Animal    GM/SAP   70k
0-2    Flayerkin         6/3/3/7     No Hands, Claw                   GSM/AP   60k
0-2    Packmaster        7/3/3/8     Fend, Grab, Animal Handler       GSM/AP   100k
0-2    Armored Rat Ogre  6/5/1/9     Loner, Frenzy, Mighty Blow,      SM/AGP   150k
                                     Prehensile Tail, Wild Animal

Animal Handler: Wild Animals adjacent to a Packmaster at the start of their action always succeed on a 2+ for their Wild Animal roll

Clan Skryre
0-16   Warlock Apprentice  7/3/3/7     Warpstone Mechanism                                     G/AMSP   60k
0-2    Jezzails            7/3/3/7     Pass, Strong Arm                                        GP/AMS   70k
0-1    Globadier           7/3/3/8     Bombardier, Nerves of Steel, Secret Weapon              G/AMPS   60k
0-1    Warp-Grinder        7/3/3/8     Chainsaw, Secret Weapon                                 GS/AMP   60k
0-2    Warlock Engineer    7/3/3/8     Zzap!, Warpstone Mechanism                              GS/AMP   90k
0-1    Doomwheel           5/5/1/9     Sure Feet, Sprint, No Hands, Loner, Wild Animal,
                                       Juggernaut                                              S/GAMP   140k
                                     
Zzap!: The player has a powerful electrical ability that he can use to stun an opponent. The player may use Zzap! at the end of his Move Action on one opposing player who is in an adjacent square. Make an unmodified Armour roll for the victim. If the roll is successful, then the opposing player is stunned. If the roll fails, then Zzap! has no effect.

Warpstone Mechanism: Clan Skryre's warpstone technology sometimes works, sometimes doesn't, but they never stop trying. At the beginning of a game, a player with this ability rolls a 1d6. On a 4+, that player is randomly assigned one skill from Leap, Sure Hands, Catch, Fend, Diving Tackle, Dump Off, Grab, Stand Firm, Big Hand, Claw, Prehensile Tail, or Two Heads. On a 1, 2 or 3, he receives no skill.

Title: Re: Blood Bowl Association
Post by: Stratovarius on May 04, 2018, 01:54:57 PM

Khemri
0-16   Skeleton        As normal
0-2    Thro-Ra         As normal + Thick Skull
0-2    Blitz-Ra        As normal + Thick Skull
0-4    Tomb Guardian   As normal + Grab - Decay, cost 110k

Tomb Kings
0-16   Skeleton Archer     5/3/2/7     Thick Skull, Regeneration, Arrows of Asaph              G/ASP    50k
0-4    Tomb Guardians      6/3/2/8     Guard, Thick Skull, Regeneration                        GS/AP    90k
0-2    Tomb Herald         5/4/2/9     Guard, Stand Firm, Thick Skull, Regeneration            GS/AP    120k
0-2    Tomb Prince         5/5/2/9     Multiple Block, Pro, Thick Skull, Regeneration          S/GAP    150k

Arrows of Asaph: Skeleton Archers treat all passes as 5+. Nothing can modify this.

Archived players:
0-2    Ushabti             3/5/1/9     Statuary, Stand Firm                                    S/GAP    110k
Statuary: At the start of any action, the player rolls 1D6. If a 1 is rolled, the player may not move (or Block as part of a Blitz action) for that turn.