Team Roster
Resurrection tournament format
Swiss pairings after the first round
Any of the NAF-approved teams
650,000 gp budget to purchase players, inducements, and skills. All player improvements (skills and characteristic improvement) are permitted (No skill or improvement may be bought more than twice, and/or more than one skill or improvement may be bought for a single player.) Primary skills are 20K and Secondary skills are 40K. +1 AV is 10K, +1 MA/PA is 20K, +1 AG is 40K, and +1 ST is 80K.
Team Rerolls cost twice the normal amount (i.e. Human team reroll normally costs 50,000, in BB7s the team reroll costs 100,000)
A minimum of 7 players must be purchased and a maximum of 11 players
No more than 4 “specialist” players (i.e. players with an availability less than 0-12)
Stunty teams include Goblins, Ogres, Halflings, Snotling, Gnomes, Lizardmen with no Saurus’, and Underworld without Skaven.
Permitted inducements: Bribes, Wandering Apothecary, Bloodweiser Kegs, Igor, Halfling Chef, Assistant Coaches, Temporary Cheerleaders. NO Star Players are allowed.
Kick-Off Table
Standard Kick-Off Table rules are in effect. Use the standard weather table from the standard rule book.
Rules/Etiquette
Rules are all NAF tournament rules. No optional rules are allowed unless noted in this packet
Before the game, coaches should agree on what constitutes a cocked die and discuss any other issues related to dice rolling mechanisms, i.e. dice towers
Should one coach request, dice must be shared between coaches
Player aids, such as probability Apps, calculators, and the like must not be used while in-game
External coaching of players in-game is not permitted
Should one coach request, a chess clock/timer must be used
Player positions should be clearly identifiable, and improvements should be obvious (such as with skill bands/rings)
Passing range tables are to be used in preference to passing templates to avoid disputes
Arguing the Call requires an appropriate coach miniature that looks like a thematic “coach” for the team (Ask TO for approval)
Tournament Ranking
There is no championship game, the tournament winner is determined by total points
Casualties: ALL casualties suffered by opponent: including from Blocking, Crowd Surfing, Secret Weapons, Fouls, GFI, Dodge fail, etc
No overtime will be played (a tie is a tie)
Win: 60 points
Tie: 30 points
Loss: 10 points
Lost by 1 TD: 2 bonus points
Won by 2 TDs: 2 bonus points
Won by 3+ TD: 5 bonus points
Inflicted exactly 1 casualty more than the opponent inflicted: 2 bonus points
Inflicted 2+ casualties more than opponent inflicted: 5 bonus points
Finish turn 12 before time limit: 3 bonus points
Per completed Pass: 2 bonus points
Pitch Clear (max 1 per match): 5 bonus points
Ranking Tiebreakers
Winning percentage
Strength of schedule (i.e. record of WWL > WLW)
Net TDs plus net CAS
Total TDs plus total CAS
TO judgment (i.e. Head to Head, etc)
Combine Special Kickoff
The scouts call out drills during each drive, to see if any players have the special talents needed to go forward into the league. Before the deviation of the kickoff is rolled, each player will roll their d7. Consult the appropriate chart(offense vs. defense) and Both coaches select a single player on the pitch to gain the use of the skill for the duration of the drive (place your tournament chip underneath that player to signify the skill rolled). At the end of the drive and/or half, the skill is removed. If the selected player already has the skill, there is no effect. The skill may not be put on a player with an opposing ability that prevents the skill from being used (i.e. Frenzy cannot be added to a player with Grab and vice versa). If there are no eligible players for a team to receive the skill, the kickoff result does not affect that team. The skill description is noted for each kick-off result for easy reference.
------------------------------------------------------Offense Table----------------------------------------------
1 – Jordell Freshbreeze “Catch”-
This player may re-roll a failed Agility test when attempting to catch the ball.
2 – Eldril Sidewinder “Nerves of Steel”-
This player may ignore any modifier(s) for being Marked when they attempt to perform a Pass action, attempt to catch the ball or attempt to interfere with a pass.
3 – Crumbleberry “Sure Hands”-
This player may re-roll any failed attempt to pick up the ball. In addition, the Strip Ball skill cannot be used against a player with this Skill.
4 – Lewd Grip Whip Arm “Cannoneer”-
When this player performs a Long Pass or a Long Bomb Pass action, you may apply an additional +1 modifier to the Passing Ability test.
5 – Griff Oberwald “Sprint”-
When this player performs any action that includes movement, they may attempt to Rush three times, rather than the usual two.
6 – Glorial Summerbloom “Pass”-
This player may re-roll a failed Passing Ability test when performing a Pass action
7 – Ivar Eriksson “Guard”-
This player can offer both offensive and defensive assists regardless of how many opposition players are Marking them.
—---------------------------------------Defense Table—---------------------------------------------------
1 – Hubris Rakarth “Strip Ball”-
When this player targets an opposition player that is in possession of the ball with a Block action (on its own or as part of a Blitz action), choosing to apply a Push Back result will cause the player to drop the ball in the square that they are pushed to. The ball will bounce from the square the player is pushed back into as if they had been Knocked Down.
2 – Grim Ironjaw “Dauntless”-
When the player performs a Block action (on its own or as part of a Blitz action), if the nominated target has a higher Strength characteristic than this player before counting offensive or defensive assist but after applying any other modifiers, roll a D6 and add this player’s Strength characteristic to the result. If the total is higher than the target’s Strength characteristic, this player increases their Strength characteristic to be equal to that of the target of the Block action, before counting offensive or defensive assists for the duration of this Block action. If this player has another Skill that allows them to perform more than one Block action, such as Frenzy they must make a Dauntless roll before each separate Block action is performed.
3 – Glart Smashrip “Grab”-
A player with this skill uses his great strength and prowess to grab his opponent and throw him around. To represent this, only while making a Block Action, if his block results in a pushback back he may choose any empty square adjacent to his opponent to push back his opponent. When making a Block or Blitz Action, Grab and Size Step will cancel each other out and the standard pushback rules apply. Grab will not work if there are no empty adjacent squares. A player with the Grab skill can never learn or gain the Frenzy skill through any means. Likewise, a player with the Frenzy skill can never learn or gain the Grab skill through any means.
4 – Frank n’ Stein “Stand Firm”-
This player may choose not to be pushed back, either as the result of a Block action made against them or by a chain push. Using this Skill does not prevent an opposition player with the Frenzy skill from performing a second Block action if this player is still standing after the first.
5 – Griff Oberwald “Fend”-
If this player is pushed back as the result of any block dice result being applied against them, they may choose to prevent the player that pushed them back from following up. However, the player that pushed them back may continue to move as part of a Blitz action if they have Movement Allowance remaining or by Rushing. This Skill cannot be used when this player is chain-pushed against a player with the Ball & Chain trait or against a player with the Juggernaut skill that performed the Block action as part of a Blitz.
6 – Withergrasp Doubledrool “Wrestle”-
This player may use this Skill when a Both Down result is applied, either when they perform a Block action or when they are the target of a Block action. Instead of applying the Both Down result as normal, and regardless of any other Skills either player may possess, both players are placed prone.
7 – Ivan “the Animal” Deathshroud “Tackle”-
Opposing players who are standing in any of this player’s tackle zones are not allowed to use their Dodge skill if they attempt to dodge out of any of the player’s tackle zones, nor may they use their Dodge skill if the player throws a block at them and uses the Tackle skill.