Material originally presented at: http://home.istar.ca/~dfmaki/necrobb.htm.
When I picked up my copy of Necromunda and flipped through the rules and source books, I couldn't help but ask myself, "Self, do Necromundians play Blood Bowl?" When talking it over with some friends, we determined probably not. If there was enough empty space in the Underhive for a Blood Bowl pitch, it would fill up rather quickly.
But still, the idea never left the back of my mind. Lately it has been pushing forward, sometimes at wierd times. Grocery shopping, shaving, sitting bolt up in the middle of the night, disturbing a sound night's sleep.....
Anyway, I decided to jot down all my ideas before I forget them. They are as yet untested, but I would like some comments.
Necromundian Blood Ball is played with the same mechanics as Blood Bowl, with respect to moving, blocking, passing ,etc. The following exceptions apply:
Home Defend/ Neutral Away Defend/
Away Attack Zone Home Attack
Zone Zone
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Home Bench Penalty Box Away Bench
The ball starts with an initial speed of three. Before the start of either player's turn, an unattend ball will gain a point of speed and move around the field a number of squares equal to its current speed. Use the scatter template and roll the d8 the appropriate number of times to move the ball. The ball will never scatter out of bounds under its own power.
The ball has the following characteristics:
The ball never has to make a dodge roll when scooting.
Move the ball (if necessary) before moving the turn counter.
If the ball enters a square occupied by a player, it will throw a block on the player, with the following results:
A player voluntarily entering the ball's square must make a block on the ball with the following results:
To throw at the goal, use the normal passing rules with the Goal as the receiver. Since the goal mouth is many times smaller than the average catcher, subtract 1 from the die roll. If the throw is accurate, a goal is awarded.
A player adjacent to the Goal in possession of the ball may attempt to dunk the ball into the goal. This is done with a straight AG roll. Since it is tougher to Dunk while opposing players are clawing on your back, subtract 1 from the Dunk roll for each enemy tacklezone the player is in.
If the shot or Dunk Roll fails, the ball will ricochet off of one of the posts. Roll a d6. On 1-3, the ball bounces off of the post furthest from the benches, on 4-6, it bounces off the post closest to the bench. It will scatter d6 squares using the "throw-in" template.
If the throw or dunk is successful, a point is scored for the team. The ball will stop in the goal. The ball will stay in the goal until a member of the defending team moves into a square adjacent to the goal. At that point, the moving player makes a Catch roll to receive the hand off from the goal. Members of the team which just scored must move at least three squares from the goal. Failure to do so will result in a Minor Penalty being called against the team, which must be served by a player on the pitch at that time. A reroll may be used to prevent this penalty call, but all players must then be moved at least three squares out immediately, or face the risk of another penalty being called. See penalties below.
If a player is removed from the pitch due to injury, his coach may bring a substitute onto the field at the beginning of his next turn.
The penalized player is placed in the penalty box. For the duration of the penalty, the penalized team must play with one less player on the pitch.
A player already assessed a minor penalty in the game who incures another penalty, receives a major penalty, regardless of the results of the dice. A player who received a major penalty and incures another penalty, is ejected from the game. The team must still play short handed for the duration of the penalty. The penalty is served by another player who was on the pitch at the time of the call.
When the player has served the turns required for his penalty, he may return to the pitch as if he were coming off of the bench in a substitution, except the player starts in the penalty box area instead of the bench.
SKILLS
The SpinOff Table
| 2 | Hive Quake! Huge chunks of the roof fall onto the field. Roll a die for each model on the pitch, and in the dug out. On a "1", the player is hit with the fallen debris and is knocked down in his square. Roll for armour and injury. |
| 3 | Get The Ref! |
| 4 | |
| 5 | Cheering Fans! |
| 6 | Rat! A Necromundan Rat has emerged from under the playing field. Scatter d3 times from where the ball is located; this is where the rat emerges (if in stands, no effect). The Rat moves after each team turn, by the scatter template, and blitzes or fouls any player in it's path. Stats: 4/2/4/7, Dodge, Razor Sharp Claws |
| 7 | |
| 8 | |
| 9 | Brilliant Coaching |
| 10 | Blitz |
| 11 | Thrown Squid! Each coach rolls 2d6 and adds Fan Factor. The fans of the team which won the roll have taken to throwing many tentacled creatures onto the pitch. A random player on the pitch from the other team is hit in the face and is placed face down, but no injury is rolled. This player must remain face down until he can score above 6 on a d6 roll added to his ST, at which point he will roll face up. |
| 12 | Pitch Invasion! |
| 2 | Frenzy! The ball no longer moves randomly! It will move towards the nearest player and attempt to lay him flat! If more than one player is the closest, roll randomly to determine which one he ball goes after. |
| 3 | Navigational Malfunction! The ball may no longer scatter along the diagonals, but may only freely move parallel to the sidelines or parallel to the to the endzones. |
| 4 | Jumpy! The ball is jumping around like a rat in an acid puddle. All attempts to pass, shoot, catch or pick up the ball are at -1. |
| 5 | Over Eager! The ball refuses to remain in the hands of any one player for too long. If, at the end of the turn, a player on the moving team holding the ball had the ball at the start of the turn, the ball rips free from his hands and scatters three squares. |
| 6 | Clank! The ball loses a point of AV as bits of it fall to the pitch. |
| 7 | Sputter! The ball loses a point of MA permanently, and now has a starting MA of 2 instead of 3. |
| 8 | Speed Burst! The ball gains +2 MA. |
| 9 | |
| 10 | |
| 11 | Hunter! The ball has a grudge against the player which injured it. The ball will refuse to be held by this player. At the beginning of each turn the ball is unattended, it will move towards the player, attempting to lay him flat. The ball will behave normally if the player who injured it is no longer on the pitch, until such a time as he returns. |
| 12 | Aerodynamic! By some fluke of engineering, the ball is actually improved by the jarring hit delivered to it! For the remainder of the game, a +1 modifer is applied for all attempts to pass or shoot the ball. |
The Teams:
Orlock:
MA ST AG AV Skills Updt Cost
0-1 Leader 6 3 4 8 Sweet Touch GAP 80,000
0-8 Ganger 6 3 3 8 None G 50,000
0-2 Heavy 5 4 3 8 Block, Sure Hands GS 90,000
0-6 Juve 6 2 3 7 None G* 30,000
Goliath:
MA ST AG AV Skills Updt Cost
0-1 Leader 5 4 3 9 Hurl Opponent GS 80,000
0-8 Ganger 5 3 3 9 None G 50,000
0-2 Heavy 5 4 2 9 Block GS 90,000
0-6 Juve 5 2 3 8 None G* 30,000
Delaque:
MA ST AG AV Skills Updt Cost
0-1 Leader 7 3 4 7 Sneaky Bastard GA 80,000
0-8 Ganger 7 3 4 7 None G 50,000
0-2 Heavy 7 3 4 7 Block GS 90,000
0-6 Juve 7 2 3 7 None G* 30,000
Van Saar:
Cawdor:
MA ST AG AV Skills Updt Cost
0-1 Leader 6 3 3 8 True Grit GA 80,000
0-8 Ganger 6 3 3 8 None G 50,000
0-2 Heavy 6 3 3 8 Block GS 90,000
0-6 Juve 5 2 3 8 None G* 30,000
Esher:
MA ST AG AV Skills Updt Cost
0-1 Leader 6 3 4 8 Cat Fall GA 80,000
0-8 Ganger 6 3 3 8 None G 50,000
0-2 Heavy 6 4 3 8 None GS 90,000
0-6 Juve 6 2 3 8 None G* 30,000