BLOOD BOWL STADIUMS II
(OR WELCOME TO THE NOT-SO-CHEAP SEATS)
By Stuart Woods
Originally presented in Citadel Journal #23 and Blood Bowl Compendium #1
Copyright Games Workshop LTD 1997
These are additional rules for specific races that have purchased a Stadium for the 300,000 Gold Crowns and were not featured in the ‘Take Your Seats Please’ article from issue 21 of the Citadel Journal.
TEAM RATING
An optional rule not covered in my first article on Blood Bowl Stadiums, is that money spent on any type of Stadium, Terracing etc. is omitted from the team’s Team Rating.
SPECIAL PLAY CARDS
A second optional rule is for the visiting team to lose one of their Special Play Cards. There are two stipulations for this rule:
This reflects the awe that a visiting team will be in if they don’t own a Stadium of their own. At the beginning of the game both players take their Special Play Cards as usual, the visiting team must then discard one card of their choice. Obviously if they have only one card their choice is a little limited!
The single exception to this rule is Goblin teams. They do not lose Special Play Cards for two reasons. Goblin teams are not themselves allowed to purchase a Stadium (see ‘Take Your Seats Please’ in Journal 21 for full details) and I can’t imagine anything that’s going to stop them from playing Dirty Tricks anyway!
LEAGUE MATCHES
Once team Coaches begin to make ground improvements it will become important for the League Commissioner (a democratically elected, noble pillar of the gaming community!) to make sure that each team in the League plays an equal amount of home and away matches. If you play in a League where you play each team twice it will be a simple matter to play one game at home and the other away. If, however, you lay in a League like mine then you will only play one League game against each team per tournament. My suggestion here is that you roll a dice to decide who will play at home for the first Tournament. From then on you can just alternate, one Tournament at home, the next one away, and so on.
PLAY OFFS AND FINALS
All Play-Off and Final matches are to be played at a Neutral venue. Therefore you will only get your Stadium benefits from League games.
DWARFS
The Dwarfs own a ‘spare’ key to the referee’s changing room. The Dwarf Coach may roll a D6 at half time. On a roll of 5 or 6 the Dwarfs have managed to ‘spike’ the referee’s half-time refreshment, seriously affecting his eyesight! The Dwarfs may start the second half of the match with twelve players on the pitch without the Ref noticing!
CHAOS DWARFS
Chaos Dwarf Stadiums have an odd tendency to be situated near the local furnace! The Chaos Dwarf Coach may roll a D6 at half time. On a roll of 5 or 6 smoke belches from the furnace and engulfs the side or end of the Stadium that contains the opposition’s fans. Rather than choke to death, the fans leave the Stadium immediately. Your opponent will have a Fan Factor of zero for the rest of the match.
HALFLINGS
The Halfling Coach may roll a D6 at half time. On a roll of 5 or 6 the opposition’s fans have stuffed themselves with too many iced buns, cunningly supplied by the Halfling’s team chef! Because the fans are feeling quite sick from all that over-eating, they won’t cheer with as much vigor and enthusiasm in the second half of the match. All Fan Factor rolls made by the away team are subject to a -3 modifier. Halfling fans (including visiting fans) are unaffected by the above rule because they are so used to eating that many buns without any gastric problems anyway!
HIGH ELVES
High Elf Stadiums are a wonderment of silver and ivory with velvet seat cushions and are by far the most expensive to enter. The High Elf Coach may roll a D6 at the beginning of the game. On a score of 6 the opposition’s fans refuse to pay (or can’t afford to pay!) the extortionate entrance fee. The visiting team will therefore have a Fan Factor of zero for the entire game. This rule does not apply to visiting teams of High and Dark Elves (High Elves are disgustingly rich and as for the Dark Elf supporters they will pay any price to have a go at the High Elf fans!)
ORCS
The Orc Coach may roll a D6 at the beginning of the game. ON a score of 5 or 6 the Orcs’ Waaagh will be even louder than usual giving the home side a +3 bonus to any Fan Factor rolls for the entire match!
HUMIES
The Human Coach may roll a D6 at Kick-Off. On a score of 5 or 6 the ‘hardcore’ hooligans break into the opposing fan’s section of the ground. Because they’re such a sociable bunch they decide to stay and ‘watch over’ the visiting team’s supporters and through various intimidatory means keep them very quiet! Fan Factor rolls made by the opposing team are subject to a -3 modifier for the entire game.
CHAOS
The Chaos Coach may roll a D6 at the beginning of the match. On a score of 5 or 6 the Chaos Gods are watching over the game and will favor the home side. All Fan Factor rolls made by the home team receive a +3 bonus for the entire game. If both teams are Chaos, the modifier only applies to the Home Side (after all, it is their Stadium!).