Secret Weapons, Sorcery and Magic Items

DUNGEONBOWL: ASTROGRANITE EDITION

Expanded rules and hobby ideas for the board game of dungeon fantasy football

Secret Weapons, Sorcery and Magic Items

The most basic rule infraction that a player can commit is performing a foul by attacking a prone player. Such an action is a major infraction, with consequences as described above. In addition to this infraction, there are a variety of creative ways that players can break the rules of the game and risk getting sent off. Two of the more interesting ones are secret weapons and magic items.

 

Secret Weapons and Sorcery

 

The following set of rules gives Dungeonbowl teams a way to hire and field secret weapon players.

 

All Dungeonbowl teams have the option to field a single secret weapon player. Specific weapons are restricted to specific races, so that only players of the indicated race may use that specific weapon.

 

All secret weapon players have the same characteristics and skills as a lineman player of that race, with the addition of a secret weapon. The cost of a secret weapon player is equal to the cost of the player type wielding the weapon plus a variable number of gold pieces as indicated below.

 

Availability and Cost: Many of the more exotic types of secret weapon are too impractical to use in a dungeon, so generally the secret weapons used in Dungeonbowl are limited to the following list.

 

(Note that the races referenced are the special AGE races as detailed in the Races and Player Options section. Adjust the list appropriately if you are using normal Blood Bowl teams.)

 

Chainsaw

Cost: 30,000 gold, or 20,000 for races indicated with an asterisk below.

Races: Chaos Beastmen, Chaos Dwarfs*, Chaos Humans, Dwarfs*, Goblins, Humans, Norse, Orcs, Skeletons*, Zombies*

 

Bombs

Cost: 30,000 gold, or 20,000 for races indicated with an asterisk below.

Races: Chaos Dwarfs*, Chaos Humans, Dwarfs*, Goblins*, Humans, Orcs, Skaven, Skeletons*, Zombies*

 

Poisoned Dagger

Cost: 30,000 gold.

Races: Amazons, Common Elves, Dark Elves, Goblins, Hobgoblins, Lizardmen (Skinks only), Skaven

 

Sorcery

Cost: 40,000 gold, or 20,000 for races indicated with an asterisk below.

Races: Amazons, Chaos Dwarfs*, Chaos Humans, Dark Elves, Fimir*, Goblins, Grey Elves, Humans, Light Elves, Lizardmen (Skinks only), Norse, Orcs, Skaven, Slann

 

The first three weapons have their full in-game rules presented in the Blood Bowl rulebook, and the rules for Sorcery are given at the end of this section.

 

Penalty Rolls: Obviously, all secret weapons are illegal to carry into the dungeon. Nonetheless, lots of players do it, and most refs turn a partial blind eye due to the fact that they are popular with the fans. Refs primarily take action only when secret weapon players draw an inordinate amount of attention to themselves, since the refs then cannot get away with claiming that they did not notice the weapon that the player was dragging around.

 

To represent this, all conventional secret weapon players count as having committed a major infraction when one of two things happens during the player’s activation:

 

  • The player inflicts a casualty.
  • The player causes a turnover for his team.

 

As an example, a secret weapon player failing a Go For It roll will count as a major infraction, as the fall will draw the attention of the ref, who therefore is likely to spot the weapon and penalise the offending player appropriately. This rule applies to all secret weapon players, but not to sorcerers.

 

Confiscation: In campaign play, when a secret weapon player is sent off for the rest of the game because of a successful penalty roll, make an additional "confiscation" roll. On a confiscation roll of 5+, the weapon is confiscated by the referee. While the weapon is confiscated, the secret weapon player may not be set up on the field – these shady individuals will never take to the pitch without the tools of their trade. Write a permanent ‘C’ in their injury box to represent this. The only way to get the player back on the pitch is to buy the weapon back from the referee, which can be done in the ‘Hire new players’ phase after any game for a cost equal to extra cost that the secret weapon adds to a normal lineman of the team. Once the gold pieces have been deducted from the treasury, the ‘C’ may be deleted and the player may be used normally from then on.

 

Secret Weapons and Star Player Points: Secret weapon players earn 2 SPP when they successfully cause a casualty on a standing opposing player using their weapon, just as if they had caused the casualty by making a block.

 

Sorcery: Sorcerers can be considered a type of secret weapon player, but their secret weapon is the arcane and mysterious art of magic. Sorcerers are not archmages, but simply Dungeonbowl players that have been taught a few simple tricks by their wizardly employers. Because magic is illegal to use during a game, but is not a physical weapon like a normal secret weapon, the rules for magic and the referee are slightly different than for other secret weapons.

 

A Sorcerer may cast a spell in place of making a Block by picking one of the spells below and then making an unmodified AG roll. If successful, the spell is activated.

 

  • Flash: The Sorcerer is removed from the board and placed in any free square within Quick Pass range of his previous square.
  • Flying Fist: The Sorcerer may roll a single block dice against any player in LOS and within Short Pass range. Attacker Down and Both Down results mean that the attack has no effect. The Sorcerer may not follow up on such a block, but otherwise all results are applied normally. Pushes are resolved as if the Sorcerer was standing in the closest adjacent square to the blocked player. Skills may not be used to modify the result of this block.
  • Phantom Hands: The Sorcerer may make a roll to try and pick up a loose ball from any square within Quick Pass range, ignoring tackle zone modifiers. If the pick-up roll is successful, move the ball into the Sorcerer's possession. The spell may also be used to open a closed chest within Quick Pass range.
  • Phantom Pass: The Sorcerer may immediately pass the ball up to Short Pass range. The passing roll ignores tackle zone modifiers, the pass cannot be intercepted, and the pass may go through walls.

 

Unlike normal secret weapon players, Sorcerers are not considered to have committed a major infraction after they inflict a casualty or cause a turnover. Instead, sorcerers are considered to have committed a minor infraction after every time they successfully cast a spell. Sorcery is not a physical weapon and therefore can never be confiscated.

 

Magic Items

 

Introducing magic items to Dungeonbowl serves two purposes. The first purpose is to give coaches a new option to spend money on once their team roster is full. The second purpose is to add an alternate mechanic to Star Player Points for improving the players on the team roster.

 

After a game, a coach may choose to buy a single magic item. Only one item may be bought after each game, and the cost of an item is always 50,000 gold. Once the money has been paid, the coach must roll to determine which item he has been landed with (roll either a D12 or a D66 and consult the table below). The indicated item may be given to any player of the coach's choice, and it increases the player's cost by 50,000.

 

A player may only carry a single item, and once an item has been given to a player, it cannot be reassigned, although it may be discarded to make space for a new item. A team may have up to one magic item per player, and the same magic item may be acquired multiple times as long as they are given to different players. An item may only ever be used once per turn, and with the exception of items that grant re-rolls, the item must be activated before the relevant dice rolls are made.

 

Unless otherwise noted below, each use of a magic item counts as a minor infraction.

Magic Item Table

 

Roll either a D12 or a D66 and consult the table below to randomly determine a magic item.

 

1 / 11-13: Armbands of Blocking

This item may be activated to allow the wearer to re-roll all block dice rolled in a block during his activation.

 

2 / 14-16: Gauntlets of Catching

This item may be activated after the ball is passed and the ball ends up in the wearer's square. The wearer catches the ball on an unmodified D6 roll of 2+.

 

3 / 21-23: Helm of Distraction

This item may be activated to let the wearer use the Hypnotic Gaze ability, or gain +1 to the roll if he already has the ability.

 

4 / 24-26: Boots of Dashing

This item may be activated to let the wearer automatically pass all his Go For it rolls this activation.

 

5 / 31-33: Amulet of Interception

This item may be activated when the wearer is in a position to intercept the ball. The wearer intercepts the ball on an unmodified D6 roll of a 2+.

 

6 / 34-36: Sandals of Leaping

This item may be activated to let the wearer gain the Leap skill for one activation. If he already has the skill, he gains +1 to the roll to successfully leap.

 

7 / 41-43: Lucky Rabbit's Foot

A player with this item may re-roll any single dice roll once per game without using up a team re-roll. This effect is so subtle that it does not count as an infraction and has no associated penalty.

 

8 / 44-46: Bracers of Smashing

This item may be activated after the wearer knocks down an opponent with a block, and adds +2 to either the armour roll or the injury roll, which is cumulative with any other modifiers. This effect is so brutal that it counts as a major infraction instead of a minor infraction.

 

9 / 51-53: Shoes of Speed

This item may be activated to give the wearer +2 MA this turn.

 

10 / 54-56: Gloves of Tackling

This item may be activated when an opponent tries to dodge out of the wearer's tackle zone. The opponent only succeeds in dodging on an unmodified D6 roll of a 6.

 

11 / 61-63: Headband of Throwing

This item may be activated when the wearer is about to pass the ball. The pass is accurate on an unmodified D6 roll of 2+.

 

12 / 64-66: Ring of Invulnerability

This item may be activated to make the opposing coach re-roll a successful armour roll against the wearer.

 

As a tactical tip, the skill Sneaky makes it easier for a player to get away with infractions - see the Skills and Star Player Points section.

 

 

Last updated in June 2017