BALLS, BALLS, AND MORE BALLS

Using different type of balls during a match.

Magnetic Ball - If the ball is left on the ground, the ball becomes
attracted to the nearest player (all players are assumed to be wearing some
kind of armour) and will move D3 squares towards him at the end of every
turn (roll a D6 incase of ties, highest wins). If for any reason (including
Passing and Blocking) a player must release the ball, roll a D6. On a 4-6
he MUST keep hold of it even if he has been knocked over (He must be fouled
out of the way). If the player passes another player with a higher Armour
Value the he stops moving and Blcoks him with a -1 Strength modifier as the
ball and player are attracted towards him. This doesn't count as the teams
blitz. Players in the same square as a magnetic ball temporarily count as
having Sure Hands.

Explosive Balls - At the end of each turn, roll a D6. On a 1, the ball
explodes. Anyone holding it is automatically injured, roll for injury. Any
players in adjacent squares are knocked over. Roll for Armour and Injury as
normal.

Enchanted Balls - The ball has been enchanted before the kickoff by the
stadiums wizard. Before each kickoff roll a D6.

                            ENCHANTED BALL CHART
                   Any player holding it gets a -1 modifier to
             1     all dice rolls. If left on the ground, the
                   ball will move 3 squares randomly at the
                   begining of every turn.

             2     The ball is treated as an explosive ball.
                   All replacement balls are also Enchanted.
                   The ball starts playing for the receiving
                   team. Opposing players have a -1 modifier
             3     to all dice rolls. If left on the ground,
                   the ball will move 3 squares towards the
                   opposing endzone.
                   The ball Teleports itself. Roll a d6 at the
             4     start of each players turn. n a 4-6 it
                   teleports itself a d6 sqaures in a random
                   direction (not the carrier).
                   If the ball is being carried roll a d6. The
             5     ball teleports like in 4, but the carrier
                   goes with it.

             6     Plays like a roll of 3 but plays for the
                   kicking team.

Sticky Balls - Must have a Halfling to field a sticky ball. Anyone holding
the ball gains Sure Hands and gets -1 modifier while passing. The skill is
lost once the player is no longer carrying the ball.

Floating Balls - Must have a Goblin to field a Floating ball. When throwing
the ball, the band is changed to Long Pass = Short, Short = Quick and a -1
modifier to all catches. Whenever the ball is being passed, or if it is on
the groudn at the end of a turn, roll a d6. On a 1 (1 or 2 if it was a long
bomb) the ball floats away and the game has to start with a new normal
ball. Floating balls scatter twice as fas as normal.

Iron Balls - Must have a Dwarf to field an Iron Ball. The ball may only be
picked up if the player rolls equal to or under his strength on a d6 first
(a 6 is always a failure). Another roll must be taken before passing at
anything over Quick. This time with a +2 modifier. Any player holding an
iron ball may not go for it or dodge but may add +1 to his strength when
blocking. Any player who catches an iron ball must roll equal to or under
his strength or get knocked over (1 always succeeds and 6 always fails).
Roll for armour and injury as normal.

Spiked Balls - When passing, not handing off, make a second agility roll if
successfully caught for the catcher with a +1 modifier. If failed the ball
acts as if it's blocking the catcher with the following strength:

Quick - 2, Short - 3, Long - 4, Bomb - 5

If the catcher is not knocked down the catch is successful. If he is then
it scatters as normal. A Spiked ball may bepassed to adjacent squares to
avoid this but will scatter as normal. There are 2 ways to use the ball as
a weapon. First, as a missle. Pass the ball to an opposing player as
normal. This can't be done at Long o Bomb ranges. The ball has the
following strength:

Quick - 5, Short - 6

The player is not knocked over then he may attempt to catch the ball as
normal but with a -2 modifier. The second method is to use it as a handheld
weapon. In this instance it adds +1 to the players strength

Squig ball - Must have an Orc or Goblin to field a Squig ball. At the
begining of the kicking players turn it will try to move towards the
nearest pitch edge blocking anything that gets in the way. If it reaches
the edge, it is thrown back in by the crowd. Anyone holding the Squig has a
-1 modifier to all actions because of the Squigs squirming.

        NAME        MA  ST  AG    AV                  SKILLS
Squig Ball           3   2   3    N/A           Stunty ,Right Stuff

Multiple balls - (Modifications below)

1. May use any number of balls, any type, chosen at random or by agreement.

2. Each player may only carry as many balls as he has hands. You can score
multiple TD's.

3. Each team kicks off half of the balls to the opposing team. Extra balls
are kicked by the team that will move first. Any balls landing out of
bounds are either left on the pitch or thrown in by the crowd.

4. Multiple passes may be made in each turn but only one pass per ball.

5. Balls that are replaced because they become out of play (lost or
destroyed) are given to the nearest player to his own end zone on the team
that had the ball before it was lost. If no one had it, roll a d6 to see
who gets it.

6. After a TD, the ball is given to any player on the opposing team as long
as he is still standing and within 5 squares of the edge of the pitch in
his own half. If no one is available it is thrown to the nearest available
player. Play continues as normal.

7. Reserves may only come in at Half-time.

Chaos Effect. - If one of the teams playing involve Chaos or if you feel
like it you may roll 2d6 for each ball in the following table to get a
random selection:

                             CHAOS EFFECT CHART
                           ROLL       EFFECT
                             2        Squig
                             3        Magnetic
                             4        Explosive
                            5-7       Normal
                             8        Spiked
                             9        Sticky
                            10        Floating
                            11        Enchanted
                            12        Iron