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EtherealWolf
Last seen 13 years ago
Overall
Rookie
Overall
Record
0/0/0
Win Percentage
n/a
About
Well what can I say, this game has some kind of weird tractor beam that keeps drawing me back to it....

Must be something in the air.


Difference to BBtime = +9hrs

================================

0-5 Rookie
6-15 Experienced
16-30 Veteran
31-50 Emerging Star
51-75 Star Player
76-125 Super-Star
126-175 Mega-Star
176+ Legend

Difference in Team Ratings Number of Rolls
0-10 -
11-25 One
26-50 Two
51-75 Three
76-100 Four
101+ Five

ROLL NAME DESCRIPTION
11-12 EXTRA TRAINING Your team has worked long and hard all week for this opponent. You may take an extra Team Re-roll to use for this match only.
13-14 INTENSIVE TRAINING *** NOT SUPPORTED IN JAVA CLIENT - Re-Rolled*** One player is really psyched for this week’s match, and has been working very hard preparing for it. Pick a player on your team. He may take one extra skill to use for this match only, just as if he had rolled a New Skill result on the Star Player Table.
15-16 INSPIRATION *** NOT SUPPORTED IN JAVA CLIENT - Re-Rolled***Watching the opposing team in their previous match has taught one of your players a thing or two. Pick a player on your team and give him an extra MVP. If the additional SPPs are enough to give him a new skill then generate it immediately.
21-22 I AM THE GREATEST! The two opposing players with the most Star Player Points refuse to be on the pitch at the same time in this match. Only one may be set up on the field at the start of each drive. In case of ties, the coach rolling this result may select the player effected.
23-24 BAD PRESS Libelous stories you have spread cut the opposing team’s Fan Factor in half (rounding up) for this match only.
25-26 ILLEGAL DRUGS Declare this special play immediately (now!). You may choose one player in your team to have either +1 ST OR +1 AG for this match only.
31-32 MORLEY’S REVENGE The opposing team’s drinks have been spiked with a powerful laxative. D3 randomly selected opposing players have drunk the spiked drink, and must roll a D6 before every kick-off. On a roll of 1-3 they are otherwise engaged and may not take part in this drive. On a roll of 4-6 they may be set up normally.
33-34 SMELLING SALTS You make all rolls to move a player from the Knocked Out box to the Reserves box on a roll of 2 or better for this match.
35-36 PALMED COIN You automatically win the coin toss to start the game. Do not flip the coin.
41-42 DOOM & GLOOM The opposing team is feeling uninspired. For the first half, their Team Re-rolls are cut in half, rounded down.
43-44 IT WASN'T ME! One randomly selected player on the opposing team has been getting a little rowdy in anticipation of today’s ‘cakewalk,’ and he’s been arrested! He must miss the match.
45-46 THAT BOY’S GOT TALENT *** NOT SUPPORTED IN JAVA CLIENT - Re-Rolled***In your last match you spotted a talented fan in the stands, and he agrees to play for your team. Add one player at any position to your roster for this match only. The player leaves the roster when the match ends. Note that you may add a 17th player to a match in this fashion and this player can exceed your normal positional limits.
51-52 DUH, WHERE AM I? One player of your choice from the opposing team has been out all night on a bender, and isn’t really ready for the game. The Bone Head rule that applies to Ogres applies to the player for this match only. This result cannot be given to a player with Big Guy or Bone Head.
53-54 BRIBE THE REF You have taken up a collection to ‘convince’ the ref that your players are a nice, clean bunch of fellows! You may ignore the first penalty called against your team.
55-56 KNUCKLEDUSTERS A player of your choice in your team counts as having mighty blow for this match only.
61-62 VIRUS A mysterious illness breaks out among the opposing team, knocking out the unhealthiest members of the bunch. Any opposing player with a niggling injury is too sick to show up for this match.
63-64 IRON MAN A player of your choice in your team is determined to play hard for the whole game, no matter what the cost – in fact, he refuses to get injured! If an opposing player beats his Armour roll, he is only Stunned (do not roll for Injury).
65-66 BUZZING A player of your choice in your team has gone heavy on the coffee in anticipation of today’s game. For this match only he gains the Jump Up trait and the Frenzy trait, but will automatically fail any attempt to pick up, intercept or catch the ball.
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KICK-OFF TABLE
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2D6
Result
2
Injury Time: The referee waits to allow for injured players and other debris to be cleared from the field. If the receiving team's turn marker is on turn 4 or earlier, the game is held up so both teams turn markers are moved one space forward along the Turn track. If it is turn 5 through 8, the referee adjusts the clock to give the teams time to finish so both teams turn markers are moved one space back.
3
Get the Ref! Each coach rolls two dice and adds their team’s fan factor to the score; the high scorer’s fans decide the referee has been bought and exact vengeance! His replacement is so intimidated that for the rest of the half he will not award penalties against the team whose fans got his predecessor, even if he spots them making a foul. If the score is tied, both teams’ fans get the ref and the replacement will not award penalties against either team.
4
Perfect Defence: The kicking team’s coach may reorganize his players – in other words he can set them up again into another legal defence. The receiving team must remain in the set-up chosen by their coach.
5
Cheering Fans: Each coach rolls a D6 and adds their team’s fan factor and their number of cheerleaders to the score. Re-roll any ties. The side with the highest score is inspired by their fans cheering and gets an extra re-roll this half.
6
Bad Kick: The ball scatters a number of squares equal to the roll of two D6 on the kick-off, instead of only one D6.
7
Changing Weather: Make a new roll on the Weather table (see page 20).
2D6
Result
8
Quick Snap! The offense start their drive a fraction before the defence are ready, catching the kicking team flat-footed. All of the players on the receiving team are allowed to move one square. This is a free move and may be made into any adjacent empty square, ignoring tackle zones. It may be used to enter the opposing half of the field.
9
Brilliant Coaching: Each coach rolls a D6 and adds the number of assistant coaches in their team to the score. Re-roll any ties. The side with the highest score gets an extra re-roll this half thanks to the brilliant training provided by the coaching staff.
10
Blitz! The defence start their drive a fraction before the offence are ready, catching the receiving team flat-footed. The kicking team receives a free ‘bonus’ turn where any player not in an enemy tackle zone may take a Move action. One eligible player on the Kicking team may take a Blitz action rather than a Move. Players in an enemy tackle zone at the beginning of this free turn may not perform an action. The kicking team may use team re-rolls during a Blitz. If any player suffers a turnover then the bonus turn ends immediately.
11
Throw a Rock: Each coach rolls two D6 and adds their team’s fan factor to the score; the high scorer’s fans are the ones that threw the rock. A tie means that both teams are affected. Decide randomly which player in the other team was hit (only players on the field are eligible) and roll for the effects of the injury straight away. No Armour roll is required.
12
Pitch Invasion: Both coaches roll a D6 for each opposing player on the pitch. If one team has a higher Fan Factor then they may add +1 to each D6 roll. If a roll is 6 or more after modification then the player is Stunned.


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Weather
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LRB 4.0
2D6 RESULT DESCRIPTION
2 Sweltering Heat It’s so hot and humid that some players collapse from heat exhaustion. Roll a D6 for each player on the field at the end of a half or after a touchdown is scored. On a roll of 1 the player collapses and may not be set up for the next kick-off.
3 Very Sunny A glorious day, but the blinding sunshine causes a -1 modifier on all attempts to pass the ball
4-10 Nice Perfect Blood Bowl weather.
11 Pouring Rain It’s raining, making the ball slippery and difficult to hold. A -1 modifier applies to any attempt to catch, intercept, or pick-up the ball.
12 Blizzard It’s cold and snowing! The ice on the field means that any player attempting to move an extra square (GFI) will slip and fall on a roll of 1-2, while the snow means that only quick or short passes can be attempted.

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Injury rolls


AV 9
No Mods 2.777777%
Claw 6.944444%
MB 6.481481%
RSC 6.944444%
Claw+MB 11.574074%
MB+RSC 11.574074%
Claw+RSC 17.361111%

AV 8
No Mods 4.62962%
Claw 9.72222%
MB 10.03086%
RSC 11.57407%
Claw+MB 16.20373%
MB+RSC 18.51851%
Claw+RSC 24.30555%

AV 7
No Mods 6.944444%
Claw 12.96296%
MB 16.20373%
RSC 17.36111%
Claw+MB 21.60498%
MB+RSC 24.30555%
Claw+RSC 32.40740%

Other Common Ones
Blatant Foul with DP (Automatic Armor as you have half the Team on it) = 41.666667%
Blatant Foul .no. DP (Automatic Armor as you have half the Team on it) = 16.666667%
Pure Evil I: Claw+RSC vs AV6 Stunty = 48.611111%
Pure Evil II: Claw+RSC vs AV5 Stunty = 53.472222%


Quick Stats
Location
Australia
Timezone
Europe/Stockholm (UTC+2:00)
Member since
June 12, 2005
Game Statistics
Coach Rating0
Coach StandingN/A
Ranked Games Played
Active Teams20
Retired Teams32
Total Record78/62/178
Win Percentage34%
Team Averages
Number of Games6.1
TDs Scored Per Game1.2
TDs Allowed Per Game1.8
Cas. Inflicted Per Game1.4
Cas. Taken Per Game1.8
Won Tournaments