ReBBLe Extra Rules
Some extra rules too long to describe in short and compact
To reduce constant fouling, following two extra rules are used:
What's that crowd?: If the foul roll is 14 or more, the
referee spots the foul and sends the player away. This applies even if
the team has won get the ref kick-off result!
I've got my eye on you: When a player makes a foul, the referee
starts to watch the team more closely... from now on,
a foul is always spotted unless the coach rolls doubles
for armour roll! This means that it is quite certain for player to get
spotted. In addition, the big crowds are still investigated more
carefully and thus the player is sent away if roll is either
non-doubles or 14 or more!
If the referee is watching either team more closely and the other team
fouls he will change his attention to that other team instead. This
continues until half ends, so after the first foul is committed the
referee keeps watching either team until end of the half, switching to
team last committing the foul if necessary.
If the referee is killed by the crowd with the 'get the ref' kick-off
event, the new referee does not automatically watch either
team. Otherwise, use standard rules but no penalties are awarded for
the team whose fans killed the previous, unless the armor-roll is 14
In ReBBLe, standard injury table is modified as follows:
A modified roll of 10 or more is classified as serious injury which
entitles one casualty for other team, if caused by the player of that
team. The type of that casualty is defined with second roll, which
can never be rerolled. The opposing coach rolls d6, and looks
result from this table:
If serious injury is caused, the type of injury is immediately rolled
before the coach decises the use of apothecary or possible healing
Rerolls: Any injury rerolls with team reroll or with pro-skill
must be announced before the severity of the serious injury is rolled!
Severity of the serious injury can never be rerolled.
In ReBBLe, you cannot get the skills you want every time.
If you don't roll doubles or you do roll doubles and try for a skill
from a category you normally cannot get skills from or a secret
weapon, name a skill you wish to have.
Then, roll a die. On a roll of 4-6 you get the skill,
but on a roll of 1-3 you have to try for another skill.
Do not roll the die for:
Also, please note that if you tried for a skill you normally cannot get,
and don't get it, you still can just take any skill from those normally
available. Or, if you rolled 5+5 and did not get that important skill,
you can boost the player's move. Should you fail to get any skill you
have available (and you do not take skills like throw team mate if not
big guy) forget which ones you already have tried: start rolling again.
- After rolling doubles and taking a skill from those normally
- Going for Big Guy choice.
- Stat boosts.
Secret weapons can be taken by any lineman as a new skill.
Teams are normally limited to only one secret weapon, and some teams
cannot gain secret weapons.
To get a secret weapon, you must only roll a double as star player
roll, succeed to get the skill, pay for secret weapon
and here you go! Note that there is some severe limitations to this.
|Chainsaw ||20,000 ||Dwarf, Chaos Dwarf, Chaos,
Human, Undead, Goblin, Orc|
|Blunderbuss ||10,000 ||Dwarf, Chaos Dwarf|
|Poisoned dagger ||- ||Dark Elf, Skaven|
|Bombs ||20,000 ||Goblin, Dwarf, Chaos Dwarf|
|Pogo Stick ||- ||Goblin|
|Ball&Chain ||20,000 ||Goblin |
|Deathroller ||50,000 ||Dwarf, Chaos Dwarf|
- Goblins can have any number of secret weapons instead
of one, and may take a secret weapon with star player roll
of 7 in addition to doubles (they are so desperate!).
- Dwarfs can have any number of secret weapons, but
are limited to one chainsaw.
- Other teams cannot have more than one secret weapon!
- Only Linemen (or equivalent) position may be given a secret
weapon. Big Guys nor allied players cannot have a secret weapons.
- If the team has multiple secret weapons of the same type,
a separate roll is made for banning for each of them.
- When you make a Ball&Chain or Deathroller secret weapon,
Erase all SPPs from that player. Deathroller also
disregards magic helmet and stat-lowering injuries
but not niggling injuries. (Controlling a pre-historic steamroller
is not like driving a modern vehicle).
- Deathroller has statistics 4 7 1 10 and skills multiple
block, mighty blow and stand firm. For other rules, see DZ rulebook.
- Chainsaw may kick-back when used: if you roll
doubles for armour roll, the chainsaw gets stuck and then
kicks back, possibly wounding the wielder. Opponent may roll
armour roll against chainsaw wielding loonie, but without any
modifiers. If the loonie becomes a casualty, the original
target gains SPP's from successful strike back! In addition,
if any player is stupid enought to use
piling on against chainsaw wielder with running chainsaw,
roll armour roll for player falling on loonie, too. This roll
is without the usual +3 modifier.
Secret Weapons and Skills
Following skills may not be used while attacking with secret weapon:
Mighty Blow, Multiple Block, Diving Tackle, dump-off(bombs),
Frenzy, Razor Sharp Fangs, Claw.
Pro and passing skills may be used with secret weapons.
In addition, if player fouls with a chainsaw, normal skills can be
used on injury roll.
Note that flying bomb is treated like a flying ball, but no SPPs
are earned from a successful interception.