Kick It!
Experimental Rules by Chet Zeshonski ... MODIFIED FOR USE IN THE MBBL2
Originally published in Citadel Journal #47 and Blood Bowl Annual #1, copyright GW 2001 and 2002 respectively
THE KICKING RULES
These rules are designed to allow you to include Kickers in your Blood Bowl league. If you want to use these rules, you'll need to make a few alterations to the usual Blood Bowl rulebook.
THE KICK ACTION
Once per team turn, a player on the moving team is allowed to make a Kick action. The player is allowed to make a normal move, and after he has completed the move, he may (not must) kick the football. Note that the player does not have to be holding the ball at the start of the action; he could use his Movement allowance to run over and pick up a dropped ball and then kick it, for example.
The Kick
First, the coach declares where the player is trying to kick the ball. To do this, he lines up the Throw-in template over the player's head, with the 3-4 arrow (which indicates the intended direction) aimed at any adjacent square.
The following two diagrams show a area that a ball could be kicked to based on the declared direction. The Arrow shows the 3-4 direction on the Throw-in template.
Next, the coach must make a roll to get the kick away. Look up the player's Agility on the Agility table to find the score required to successfully kick the ball.
AGILITY TABLE ========================================== Player's AG 1 2 3 4 5 6+ D6 roll required 6+ 5+ 4+ 3+ 2+ 1+ Kicking Modifiers ----------------- Kicking the Ball +0 Per opposing tackle zone on the player -1
Roll a D6, and add or subtract any of the modifiers that apply to the dice roll. A roll of 1 before modification always fails, and a roll of 6 before modification always succeeds. If the final modified score equals or beats the required roll, the player has kicked the ball away without mishap. If the dice roll is less than the required total, then the kick has been shanked, with the effects described below.
A player who has successfully kicked the ball away must then roll a D6 for the distance of the kick.
The ball will travel a number of squares equal to the roll of one dice plus the player's Strength score. A shanked kick will travel half this distance, rounded down (so a roll of 2 plus an Strength of 3 yields a 5, which is cut in half and rounded down to two squares).
After determining the distance, you must determine where the ball lands:
For an accurate kick, you must place the ball the exact number of squares away based on the distance rolled unless you have the Pooch Kick skill. Example if the player in the picture below had rolled a distance of 3 for an accurate kick, he could have the ball land in any of the square in the blue outline.
For a shanked kick, the ball has been kicked off the side of the foot and flies away to the side. Roll a D6, on a 1-3, the ball will follow the left hand arrow on the throw-in template. On a 4-6, the ball will follow the right hand arrow on the throw-in template. Examples below for a shanked kick to the left with a distance roll of 7 (distance=3 squares) for the target of the kick:
If a kicked ball lands in a square occupied by a standing player, then that player may attempt to catch it, following the normal rules for catching the football (the kick counts as an inaccurate pass +0). If it lands in a square that contains a prone player, or in an unoccupied square, then it will bounce as normal.
A kicked ball that goes into the stands is immediately thrown back in by the eager spectators, again following the usual rules.
BLOCKED KICKS AND FUMBLES
When a player kicks the football, various things can go wrong. Usually the ball will go in the wrong direction, or fall short of the goal. These events are handled by the normal Kicking rules. Sometimes, however, the Kicker may completely fumble the kick, dropping the ball in his own square, or an opposing player may block the ball before the Kicker gets it away. Both of these events are handled by the rules below:
Blocked Kicks
One player on the opposing team may attempt to kick block a kicked ball. To be eligible to attempt a kick block, the player must be standing adjacent to the Kicker, and must be in one of the squares targeted by the Throw-in template used to determine the direction of the kick. The opposing coach must declare the one of his players will try a kick block before the Kicker rolls to see if his kick is away, just like a player has to attempt an interception before the Passer rolls the pass. Look up the player's Agility on the Agility table to find the score required to successfully block the kick.
AGILITY TABLE ========================================== Player's AG 1 2 3 4 5 6+ D6 roll required 6+ 5+ 4+ 3+ 2+ 1+ Kick Block Modifiers -------------------- Attempting a kick block -1 Per opposing tackle zone on the player -1
Roll a D6, and add or subtract any of the modifiers that apply to the dice roll. A roll of 1 before modification always fails, and a roll of 6 before modification always succeeds. If the final modified score is less than the required total, then the player fails to block the kick, and the kick can carry on as normal. If the dice roll equals or beats the required roll, however, then the player succeeds in blocking the kick. A blocked kick will bounce once from the kick blocker's square, as normal. A blocked kick counts as an interception for Star Player Points and results in a Turnover.
Fumbles
Sometimes a player attempted to kick the ball will drop it in his own square. This is more likely if the player has any opposing players breathing down his neck! To represent this, if the dice roll to get a kick away is 1 or less before or after modification, then the Kicker has fumbled and dropped the ball. The ball will scatter once from the Kicker's square. A fumble counts as a Turnover, and the moving team's turn ends immediately.
TURNOVERS
A Kick action will only result in a Turnover if the kick is fumbled, blocked, or no one from your team has caught the ball once the ball comes to rest.
KICK-OFFS
At least one player must be set up to kick the football. This player may not be set up in either Wide Zone, nor may he be set up on the Line of Scrimmage (the same restrictions that apply to using the Kick skill on a kick-off).
If the kicking team has failed to set up a player to kick the ball, or was unable to do so, then the receiving team is awarded a touchback - the other players are so hopelessly uncoordinated, they can't ever seem to keep the ball in play!
SKILL Changes
Finally, you'll need to change the descriptions of the following:
Nerves of Steel, Foul Appearance, and Very Sunny: Effect the Away roll just like a Pass.
Pass Block: Can be used if the 3 squares of movement would place him adjacent to the kicker.
Very Long Legs: Add +1 to Pass Block attempts.