The Thrunk Memorial Brick
COST: $25 ($20 for NAF members)
As per NAF guidelines, the documents that make up the tournament rule set are:
- the rules in the BB2020 starter box;
- the rules in the Death Zone companion;
- the Teams of Legend document, released by Games Workshop and hosted on the Blood Bowl website;
- the FAQ, Designer’s Commentary and Errata, hosted on the Blood Bowl website;
- the rules for Slann and Daemons of Khorne as per the NAF website; and,
- the special rules for the Ghost of Thrunk as approved by the NAF specifically for the Thrunk Memorial Brick.
The NAF is still collecting data on the relative strength of teams in the new edition of Blood Bowl, thus it follows that the tiering system for teams is still a work in progress. That said, the Thunk Memorial Brick will use the suggested tiering of teams as per the rule book and Teams of Legend supplement. Thus the teams fall into the following categories:
Tier 1
Amazons
Chaos Dwarves
Dark Elves
Dwarves
Humans
Lizardmen
Norse
Old World Alliance
Orcs
Shambling Undead
Skaven
Wood Elves
Tier 2
Black Orcs
Chaos Chosen
Chaos Renegades
Daemons of Khorne
Elven Union
High Elves
Imperial Nobility
Necromantic Horror
Nurgle
Slann
Tomb Kings
Underworld Denizens
Vampire
Tier 3
Goblins
Halflings
Ogres
Snotlings
Coaches have 1,100,000 GP to create their starting team rosters, not counting additional skills (more on that below).
The tournament is resurrection style, meaning no injuries or deaths during games carry over into the next game.
Team rosters must consist of at least 11 players. Star Players do not count toward this total. If opposing teams have the same Star Player, both may be used.
All teams are allowed to take any of the inducements released in BB2020 either in The Official Rules or the Death Zone companion with the exception of any of the Wizards and Special Plays. Also please note that no Fabulous Freebooters mercenaries are permitted.
Once your 1.1 million GPs have been allocated, teams will be granted skill-ups based on the tiers noted above.
Tier 1 Teams: these teams may give 4 primary skills to their players. Any given player may only receive one such skill.
Tier 2 Teams: these teams may give 3 primary skills to their players and 1 secondary skill. Any given player may only receive one such skill.
Tier 3 Teams: these teams may give 4 primary skills to their players and 2 secondary skills. One player may be given 1 primary skill AND 1 secondary skill.
All skills are assigned before the tournament begins (i.e. no progression) and should be reflected on team rosters.
There is no limit on skill incidence. Dwarves can have 4 Guards and Lizardmen can have 4 Blocks.
The first round of games will be determined by random draw from two pools of coaches, one pool of coaches from the National Capital Region and another pool of coaches from the Montreal region to promote linkages between the respective Blood Bowl communities. Coaches from elsewhere will be invited to indicate their preferred pool in which to be placed. Subsequent rounds will follow the "Swiss" model, with the team with the most points playing the team with the second most points, and so on.
Points will be allocated as follow:
Win = 60 points
Draw = 25 points
Each Star Player Point earned per team player (not counting MVP SPPs) = 1 point
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Win = 60 points Draw = 25 points Each Star Player Point earned per team player (not counting MVP SPPs) = 1 point
Format
swiss
Réduction membre NAF
Oui
Notes sur la variante
As per NAF guidelines, the documents that make up the tournament rule set are:
- the rules in the BB2020 starter box;
- the rules in the Death Zone companion;
- the Teams of Legend document, released by Games Workshop and hosted on the Blood Bowl website;
- the FAQ, Designer’s Commentary and Errata, hosted on the Blood Bowl website;
- the rules for Slann and Daemons of Khorne as per the NAF website; and,
- the special rules for the Ghost of Thrunk as approved by the NAF specifically for the Thrunk Memorial Brick.
SPECIAL RULE FOR THE GHOST OF THRUNK
Yes, Thrunk is dead. However, like many players, being dead doesn’t mean his ghost doesn’t still want to play Blood Bowl! During the tournament that bears his name, he sometimes appears when the fans roar, waking his ghost from his body’s resting place.
When the Cheering Fans kick-off event is rolled, roll to see whether one team or the other gets a Prayer to Nuffle as usual. Then, both coaches roll a D6 and add their Fan Factor to the result. In the event of a tie, the Ghost of Thrunk will not appear. Otherwise, Thrunk will appear on the trapdoor of the team that won the roll and he will play for that team for the duration of that drive, disappearing after a touchdown has been scored or the half ends. Referees are mostly as afraid of Thrunk as the players are, so will not penalize the team for which the ghost is playing for having too many players on the pitch.
The Ghost of Thrunk is etherial (reflected in having a ST of 0, having “NA” for AG and AV, and “-“ for PA). However, he delights in sowing fear amongst his opponents. He can therefore assist a block and has the skull Guard, thus he can assist a block despite being in another player’s tackle zone. Additionally, Thrunk is so scary, he emits a Disturbing Presence exactly like the Mutation of the same name.
Given that the Ghost of Thrunk is an etherial spirit, no one can block or blitz him. Furthermore, being a spirit, he does not exert a tackle zone and opposing players do not need to make a dodge if Thrunk is marking them and they wish to move away from the ghost. Similarly, Thrunk may move through tackle zones without making dodges.
Being an etherial spirit also means the Ghost of Thrunk doesn’t really occupy the square in which it stands. If another player enters Thrunk’s square, the ghost will bounce as if it were the ball. If Thrunk ends up in an occupied square, his ghost will bounce again. Should Thrunk bounce into another occupied square, the process is repeated. If Thrunk bounces into the crowd, the ghost will disappear and not return until another Cheering Fans event is rolled. Thrunk may not voluntarily enter an occupied square, including that occupied by the ball.
Again, because Thrunk is a spirit, he cannot handle the ball (his hands are made of air!)
Should Thrunk fall over for any reason (for example, as a result of Rushing), his activation will end. While prone, the Ghost cannot assist a block although it maintains its Disturbing Presence.
THRUNK
MA 4
ST 0
AG n/a
PA -
AV n/a
Skills & Traits
Disturbing Presence, Guard, No Hands
Plays For
Any Team