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Slaughter Ball

by Richard Irvine

Slaughter ball is the most violent, brutal, dangerous, barabaric sport known to man. It's also incredibly good fun!

TERRAIN

Cover should be provided, but keep the terrain sparse, with few buildings, etc.

GANGS

All members of each players gang take part. They may carry all their equipment, except any Heavy or Special Weapons, and power hand to hand weapons.

DEPLOYMENT

The table should be divided equally into two halves. Each player should choose a half and deploy anywhere within it. Both leaders should be placed base to base in the centre of the table.

DURATION OF THE GAME

The game should last for 10 turns

THE BALL

A counter should be used as the ball (although the Blood Bowl ball works brilliantly).

KICK OFF

The game starts with the two leaders in hand to hand combat. As soon as one goes down or out of action, the other leader picks up the ball and the game starts!

CARRYING THE BALL

Players can move and shoot perfectly normally whilst carrying the ball.

TOUCHDOWN

If a player carrying the ball moves to within 6" of his opponents table edge, he scores a touchdown!

PASSING THE BALL

A model can throw the ball to another member of his gang within 18" whenever he wants. He rolls to hit as if he was shooting. If he 'hits' his teamate catches the ball. If his misses, use the scatter and artillery dice to determine how far the ball lands from its target. If a 'misfire' is rolled, the opposing player closest to the target has caught the ball. Play continues as usual.

TACKLING

Any player may charge any opposing player, regardless of whether he has the ball, and tackle him. Close Combat ensues, and the winner picks up the ball and play continues as usual. If the model is wounded, roll on the wound chart as usual. The model DOES NOT go out of action if he goes down. You MAY NOT tackle a model which is down.

SHOOTING AT THE PLAYER WITH THE BALL

If you shoot at the player with the ball, it is -2 to hit, as he darts and dodges. If the player carrying the ball is pinned, he may immediately attempt a pass, at -1 to hit.

PLAYERS WHO DO NOT HAVE THE BALL

Players who do not have the ball may move and shoot as normal.

ENDING THE GAME

Players may not bottle out. The game only ends after 10 turns. The team with the most touchdowns wins the grand prize. This could be 100 credits, or perhaps some kind of rare item? Players who are down at the end of the game automatically recover- there is no need to roll to see if they go out of action.

EXPERIENCE

+D6 Surviving

+10 Scoring a touchdown

+5 Shooting at and wounding an enemy gang member.

+2 Winning a tackle

+10 Winning gang leader