Stades
Stadium
D6 | Random stadium |
---|---|
2-3 |
Unusual Playing Surface
|
4-5 |
Rough & Ready Stadium
|
6-8 |
Classic
|
9-10 |
Luxury Stadium
|
11-12 |
Local Crowd
|
D6 | Unusual Playing Surface |
---|---|
1 |
Ankle-deep Water
If a player is Knocked Down
while Going For It or Dodging, subtract 1 from the
Armor Roll. In addition, when a player recovers from
being Stunned, roll a D6. On a 1, they remain
Stunned for another turn.
|
2 |
Sloping Pitch
At the start of each drive, randomize
towards which team’s End Zone the pitch is sloping.
At half-time, the teams change sides and the pitch
slopes the opposite way. Whenever the ball
bounces, do not use the Scatter template, instead
use the Throw-in template oriented directly down the
slope. In addition, players can Go For It one
additional time, as long as it takes them downwards.
|
3 |
Ice
After the ball bounces, it moves one more
square in the same direction. Also, whenever a
player is Knocked Down, they slide one square in a
random direction. If they would slide into an
occupied square, they do not move. If they slide off
the pitch, make an Injury roll as normal. If they slide
into the square with the ball, the ball bounces.
|
4 |
Astrogranite
Add 1 to all Armour rolls. If a player
fails, roll a D6. On a 4+, the player stays standing
and there is no turnover, but they cannot attempt to
Go For It again this Action.
|
5 |
Uneven Footing
All players have -1 MA (to a
minimum of 3). However, players can Go For It one
more time than normal.
|
6 |
Solid Stone
If the ball bounces into an unoccupied
square, it will bounce one more time. In addition,
add 1 to all Injury rolls.
|
D6 | Rough & Ready Stadium |
---|---|
1 |
Apathetic Officials
Each team gets a bonus Bribe
in each half of the game.
|
2 |
Appalling Stands
If a player moves into a
Trapdoor square (voluntarily or otherwise), they are
counted as having been pushed into the crowd. If
the ball bounces into a Trapdoor square, it scatters
D6 in a random direction.
|
3 |
Uncovered Trapdoors
If a player moves into a
Trapdoor square (voluntarily or otherwise), they are
counted as having been pushed into the crowd. If
the ball bounces into a Trapdoor square, it scatters
D6 in a random direction.
|
4 |
Unclear Markings
The kicking team can choose to
move the line of scrimmage can be moved one
square forward or back. This creates a temporary
halfway line for setting up both teams this kick-off
and is also used for the purposes of touchback. In
addition, the limit of two players per wide zone
during setup does not apply for either team
|
5 |
Desperate for Exposure
Each team receives an
additional D6 x 10’000 after the match (both teams
receive the same amount).
|
6 |
Poorly Built Dungeons
At the start of a drive,
players that has been sent off return on a 5+.
|
D6 | Luxury Stadium |
---|---|
1 |
Integrated Merchandise Stalls
Each coach add
an extra D3 x 10’000 to their total winnings.
|
2 |
Reputation for Spectacle
Each coach receives an
extra 2D6 x 10’000 for inducements (the same
amount goes to both teams).
|
3 |
Broadcast Studio
Star Players are 50’000 cheaper
(minimum 10’000). Add 3 to the result of each
coach’s dice roll when determining changes to Fan
Factor.
|
4 |
On-site Apothecaries
Each team receives +1
Apothecary (or a re-roll if the team is forbidden from
using an Apothecary).
|
5 |
Enclosed Pitch
Each team receives +1
Apothecary (or a re-roll if the team is forbidden from
using an Apothecary).
|
6 |
Deluxe Seating
At the start of each drive after the
first, each coach rolls a D3 and adds their FAME. If
the result is higher than the number of team re-rolls
they currently have, they gain a bonus team re-roll.
|
D6 | Local Crowd |
---|---|
1 |
Ale-fuelled Maniacs
Before rolling on the Kick-off
table, roll a D6. If the result is a 1 (for the first half)
or 1-2 (for the second half), do not roll on the
Kick-off table. Instead, roll another D6: 1= Get the
ref, 2-3 = Time-Out, 4-5 = Officious Ref, 6 = Pitch
Invasion
|
2 |
Boisterous Rabble
Each coach gets +1 Fan factor
(maximum 2). Add +1 to Injury rolls when a player is
pushed into the crowd.
|
3 |
Know-it-all Hecklers
. If a player is fouled off the
pitch and the fouling player is not sent off as a
result, roll a D6. On a 1-3, the player is sent off as
though they had rolled a double on the Armour roll
or Injury roll.
|
4 |
Bunch of Pacifists
If a player is Stunned, Knocked
Out or Injured by a result of the Kick-off table, roll a
D6. On a 4+, the result is ignored. If a player is
pushed into the crowd, on a 4+ they are placed
straight into their Reserves box.
|
5 |
Fair Weather Fans
At the start of each drive after
the first, roll a D6. On 1-2, a large number of fans
have left. Each player’s FAME is reduced by 1 - this
can take it into negative figures (team’s winning at
the end of the match cannot go below 0). In
addition, if the ball leaves play, roll a D6 subtracting
1 for each time a large number of fans have left. On
a 4+, the ball is thrown back as normal. Otherwise it
is not thrown back in until the end of the next turn
(from the square it left play).
|
6 |
Solemn and Silent
A large number of fans have left. Cheerleaders are reduces to 0 for each team during this game. In addition, if a player is pushed outside the pitch, he is considered prone in an adjacent square.
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