Post by manyslayer on Aug 22, 2020 3:21:02 GMT
I've worked up some campaign rules for Deathball. Hopefully when I can play more in person I can put them to a good test but here they are as they stand now.
Here is a link to a PDF of the rules: Deathball campaign rules
Deathball Campaign Rules
When playing a campaign, there is a pre-game and post-game phase that happen, respectively, before and after the Deathball game. Note that some rules refer to an initial die result. This means the result before any modifiers or re-rolls.
Pre-Game Phase
Calculate Team Rating: Before each game, a team's rating must be determined. This is determined by adding a value for each player (1 for a green player, 2 for a regular player, and 3 for a veteran player). Then, add one for each upgrade (either player or team). Players missing a game due to an injury are not counted.
Game Phase
Play a normal game of Deathball. Certain upgrades may alter some phases or aspects of the game. During the game, you must keep track of how many times the following hold true for each player:
• Being knocked out (do not count being KOed by rolling a 1 on a coach point re-roll if have the Cheaty Bastards team trait)
• Knocking another player out
• Scoring a goal
Post-Game Phase
1. Injury Rolls
2. Experience
3. Advances
4. Update Roster
1. Injury Rolls
Each player that was knocked out one or more times must make a roll to see if they are injured. Roll a die and if the result is greater than the number of times the player was knocked out, they suffer an injury. A roll of 6 will always avoid an injury. If an injury is suffered, roll 2d6 and compare to the following table:
2 Death: The player is removed from the roster.
3 Chest injury: -1 when hit
4 Head injury: player counts as being green until this injury is healed
5 Leg injury: -1" movement
6 Fracture: Miss next game
7 Tis but a scratch: No effect
8 Fracture: Miss next game
9 Arm injury: -1 to tackling and attacking rolls
10 Back Injury: -1 to shooting or taking the ball
11 Nerve damage: -1 to activation rolls
12 Pain is gain: player earns 1 XP
A player can only have one of any injury. If a result is rolled that the player already has, treat it as a result of "Fracture: Miss next game". If a player must miss the next game, a green player is brought in for the next game to replace them. That player can join the team at the end of the next game, but another player may need to be let go to bring the team to 5 players.
2. Experience
Players earn experience points (XP) and every 5 XP allows the player to take an advancement.
Players earn XP for the following:
• Playing in a game (1XP)
• Being on the winning side (1XP)
• Scoring a goal (2XP)
• Knocking another player out (1XP)
• One random player is declared MVP for their team and gains 2 experience. When rolling for which player, a result of 6 means the player being declared MVP is chosen instead of random.
3. Advances
Every time a player has earned 5 XP they earn an upgrade or they can heal one injury. A green player that earns an upgrade becomes regular and a regular player becomes a veteran. As an upgrade, a verteran player may increase their Skill or Brawl by one. Only one stat may ever be increased and only by 1 point. Alternatively, a player may gain an ability. A player cannot learn an ability more than once. A player can have a maximum of 3 upgrades.
• Accurate: Can reroll an initial roll of 1 on a shooting roll.
• Agile Dodge: Opponents get -1 when making attacks triggered by this model moving out of their control zone.
• Counterattack: Once per turn, if an attack by an enemy model misses this player, can make a free attack back against the attacking model with a -1 to the attack roll.
• Dirty Player: – 1 to defender's result roll if the player was stunned when attacked.
• Far Shooter: When shooting, subtract 3" from the total distance to the target before determining the modifier for distance.
• Goalkeeper: When within 12" of own goal, can increase one activation die by one.
• Jump Up: If stunned when activated, if any initial activation die is a 6, Recover is a free action.
• Reach Out: Increase control zone by ½"
• Star Player: can reroll a single initial roll of 1 on an activation roll.
• Steady Feet: When pushed, the defender chooses where pushed to.
• Stiff Arm: If a free attack (from moving out of a control zone) against this model misses, the attacking model can be moved up to 3" away from the acting model.
• Strider: The player can ignore difficult terrain, reroll an initial result of 1 for a dangerous terrain test, and ignore the control zone of 1 obstacle the player is in the control zone of.
• Sure Hands: Can reroll an initial roll of 1 to take the ball or receive it.
As well as players getting upgrades, teams can get upgrades that grant an ability that can affect all the players on the team. The number of team upgrades is based on the number of veterans. If the number of veterans drops, then team upgrades are lost until the team no longer has more than allowed. A team with 2 veterans has 1 team upgrade, a team with 4 veterans has 2, and a team with 5 veterans has 3 team upgrades. Team upgrades marked with * can be taken more than once, but others cannot.
• Coaching Staff*: +1 coach point when rolling for coach points (after other modifiers).
• Hurry Up Offense: After set-up, each model may move 3". No model can come within 3" of the ball in this movement.
• Necromancer: For each player killed (on either team), gain 3 experience to distribute among players (max of 1 per player killed per each player). This does not count for the game this upgrade is earned but would count if a player death causes this upgrade to be lost.
• Pitch Control: Before teams are set up, you may place one piece of terrain. Your opponent can then move it up to 3".
• Speed Trials: Each player's speed is increased by ½"
• Sponsorship Deal: If you voluntarily pass instead of rolling to activate a model, roll a die. If the die is equal to or less than the number of models you did not roll to activate, gain a coach point.
• Team Healer*: When rolling an injury, can reroll the result once during the post-game sequence.
• Teamwork Makes the Spleen Hurt: If an enemy model is the only enemy in 2 or more of your player's control zones, your models get +1 on attack rolls.
4. Update Roster
In the final phase, any players may be retired if desired, removing them from the team. If there are more than 5 players (not counting those that are missing the next game due to an injury), players must be retired until there are only 5. After any retirements, add green players (any positions) to the team until there are 5 players.
When playing a campaign, there is a pre-game and post-game phase that happen, respectively, before and after the Deathball game. Note that some rules refer to an initial die result. This means the result before any modifiers or re-rolls.
Pre-Game Phase
Calculate Team Rating: Before each game, a team's rating must be determined. This is determined by adding a value for each player (1 for a green player, 2 for a regular player, and 3 for a veteran player). Then, add one for each upgrade (either player or team). Players missing a game due to an injury are not counted.
Game Phase
Play a normal game of Deathball. Certain upgrades may alter some phases or aspects of the game. During the game, you must keep track of how many times the following hold true for each player:
• Being knocked out (do not count being KOed by rolling a 1 on a coach point re-roll if have the Cheaty Bastards team trait)
• Knocking another player out
• Scoring a goal
Post-Game Phase
1. Injury Rolls
2. Experience
3. Advances
4. Update Roster
1. Injury Rolls
Each player that was knocked out one or more times must make a roll to see if they are injured. Roll a die and if the result is greater than the number of times the player was knocked out, they suffer an injury. A roll of 6 will always avoid an injury. If an injury is suffered, roll 2d6 and compare to the following table:
2 Death: The player is removed from the roster.
3 Chest injury: -1 when hit
4 Head injury: player counts as being green until this injury is healed
5 Leg injury: -1" movement
6 Fracture: Miss next game
7 Tis but a scratch: No effect
8 Fracture: Miss next game
9 Arm injury: -1 to tackling and attacking rolls
10 Back Injury: -1 to shooting or taking the ball
11 Nerve damage: -1 to activation rolls
12 Pain is gain: player earns 1 XP
A player can only have one of any injury. If a result is rolled that the player already has, treat it as a result of "Fracture: Miss next game". If a player must miss the next game, a green player is brought in for the next game to replace them. That player can join the team at the end of the next game, but another player may need to be let go to bring the team to 5 players.
2. Experience
Players earn experience points (XP) and every 5 XP allows the player to take an advancement.
Players earn XP for the following:
• Playing in a game (1XP)
• Being on the winning side (1XP)
• Scoring a goal (2XP)
• Knocking another player out (1XP)
• One random player is declared MVP for their team and gains 2 experience. When rolling for which player, a result of 6 means the player being declared MVP is chosen instead of random.
3. Advances
Every time a player has earned 5 XP they earn an upgrade or they can heal one injury. A green player that earns an upgrade becomes regular and a regular player becomes a veteran. As an upgrade, a verteran player may increase their Skill or Brawl by one. Only one stat may ever be increased and only by 1 point. Alternatively, a player may gain an ability. A player cannot learn an ability more than once. A player can have a maximum of 3 upgrades.
• Accurate: Can reroll an initial roll of 1 on a shooting roll.
• Agile Dodge: Opponents get -1 when making attacks triggered by this model moving out of their control zone.
• Counterattack: Once per turn, if an attack by an enemy model misses this player, can make a free attack back against the attacking model with a -1 to the attack roll.
• Dirty Player: – 1 to defender's result roll if the player was stunned when attacked.
• Far Shooter: When shooting, subtract 3" from the total distance to the target before determining the modifier for distance.
• Goalkeeper: When within 12" of own goal, can increase one activation die by one.
• Jump Up: If stunned when activated, if any initial activation die is a 6, Recover is a free action.
• Reach Out: Increase control zone by ½"
• Star Player: can reroll a single initial roll of 1 on an activation roll.
• Steady Feet: When pushed, the defender chooses where pushed to.
• Stiff Arm: If a free attack (from moving out of a control zone) against this model misses, the attacking model can be moved up to 3" away from the acting model.
• Strider: The player can ignore difficult terrain, reroll an initial result of 1 for a dangerous terrain test, and ignore the control zone of 1 obstacle the player is in the control zone of.
• Sure Hands: Can reroll an initial roll of 1 to take the ball or receive it.
As well as players getting upgrades, teams can get upgrades that grant an ability that can affect all the players on the team. The number of team upgrades is based on the number of veterans. If the number of veterans drops, then team upgrades are lost until the team no longer has more than allowed. A team with 2 veterans has 1 team upgrade, a team with 4 veterans has 2, and a team with 5 veterans has 3 team upgrades. Team upgrades marked with * can be taken more than once, but others cannot.
• Coaching Staff*: +1 coach point when rolling for coach points (after other modifiers).
• Hurry Up Offense: After set-up, each model may move 3". No model can come within 3" of the ball in this movement.
• Necromancer: For each player killed (on either team), gain 3 experience to distribute among players (max of 1 per player killed per each player). This does not count for the game this upgrade is earned but would count if a player death causes this upgrade to be lost.
• Pitch Control: Before teams are set up, you may place one piece of terrain. Your opponent can then move it up to 3".
• Speed Trials: Each player's speed is increased by ½"
• Sponsorship Deal: If you voluntarily pass instead of rolling to activate a model, roll a die. If the die is equal to or less than the number of models you did not roll to activate, gain a coach point.
• Team Healer*: When rolling an injury, can reroll the result once during the post-game sequence.
• Teamwork Makes the Spleen Hurt: If an enemy model is the only enemy in 2 or more of your player's control zones, your models get +1 on attack rolls.
4. Update Roster
In the final phase, any players may be retired if desired, removing them from the team. If there are more than 5 players (not counting those that are missing the next game due to an injury), players must be retired until there are only 5. After any retirements, add green players (any positions) to the team until there are 5 players.