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Battle Bowl (IFFL Season 3): Round 1 Completed! Round 2 Begins Sunday.


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The Buttmunchers   The Redwolves
Daboyle Baltimore   Deadpulse Washington DC
Vampire Clan Ogre Duo   Cyborg Corps Ogre Duo
CIA Agents Warlocks   Werewolves Warlocks
                 
The Hitmen   The Vultures
Malfatron Bruges   bcb Vienna
Alien Researchers Zombie Horde   Cyborg Corps Zombie Horde
Werewolves CIA Agents   Warlocks Poisoners
                 
The Grey Ducks   The Peni's
Skywind Minnesota   Squire Punxsutawney
Alien Researchers Vampire Clan   Alien Researchers Vampire Clan
Space Grenadiers Poisoners   Space Grenadiers CIA Agents
                 
The Mambo   The Blood Thirsty Savages
JoshstraDaymus Lancaster   Swag Washinton DC
Vampire Clan Cyborg Corps   Alien Researchers Vampire Clan
CIA Agents Werewolves   Werewolves Warlocks
                 
The Annihilators   The Singing Mimes
Counselor Anchorage   Forge Las Vegas
Ogre Duo Vampire Clan   Alien Researchers Vampire Clan
CIA Agents Warlocks   CIA Agents Space Grenadiers
                 
The Redskins   The Green Machine
Rackcs Washington DC   Dome Dublin
Alien Researchers Zombie Horde      
CIA Agents Warlocks      

 

 

Edited by Dome
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RULES

1st Quarter 2nd Quarter
Home Offense Home Defense Home Offense Home Defense Home Offense Home Defense Home Offense Home Defense
Away Defense Away Offense Away Defense Away Offense Away Defense Away Offense Away Defense Away Offense
               
3rd Quarter 4th Quarter
Home Offense Home Defense Home Offense Home Defense Home Offense Home Defense Home Offense Home Defense
Away Defense Away Offense Away Defense Away Offense Away Defense Away Offense Away Defense Away Offense
               
               
Games
Each team will be given two possessions per quarter. If the score is tied after four quarters the game will go into Overtime where each team will be given an equal amount of possessions to build on their score (similar to NCAAF Overtime).
Games will be forfeited if the number of possessions remaining makes a comback impossible.
Possessions
Possessions will alternate, starting with the Home team getting the first possession. Each Possession is made up of an Initial D20 roll and often times a followup D20 roll to determine any other outcomes.
Sometimes the defensive team will have to make a roll during an Offensive Possession, or the Offense will have to make a third or fourth roll.
Scoring
Each possession begins on the offenses own 25-yard line. There are no kickoffs after a scoring drive or to open either half.
After scoring a touchdown teams must attempt a 2-point conversion before returning the ball to their opponent. A successful conversion requires a roll of 11+
Advantage and Disadvantage
Advantage means you may roll an additional time and take the higher of the two rolls.
Disadvantage means you must roll an additional time and take the lesser of the two rolls.
Double Advantage or Double Disadvantage means you'll roll another additional die (3 dice total) to determine the roll.
Discord Link
Games will be played live on Discord using a Dice Rolling Bot. If you would like a link to the Discord Server, send me a PM.
You will always have a minimum of 24 hours to contest any errors that you believe may have influenced the game's outcome before the next round is processed.
If you feel a mistake has been made please post the mistake (Game, Quarter, Roll) and I'll check the Discord. If an impactful error is found the game will be reset and played from that point on.
               
Offensive Possession Roll Outcome Secondary Outcome
20 Touchdown + Conversion Double Advantage + Momentum Shift Conversion Attempt with Double Advantage and your opponent rolls with disadvantage on their next offensive possession roll.
19 Touchdown + Conversion Double Advantage Conversion Attempt with Double Advantage
18 Touchdown + 2 Conversion Advantage Conversion Attempt with Advantage
17 Touchdown + 2 Conversion Advantage Conversion Attempt with Advantage
16 Touchdown Conversion Attempt
15 Touchdown Conversion Attempt
14 Drive stalls at the goal line Your opponent rolls their next offensive possession roll with a -2 penalty.
13 Drive stalls inside the 5 Your opponent rolls their next offensive possession roll with a -1 penalty.
12 Drive stalls inside the 10 None
11 Drive stalls inside the redzone None
10 Drive stalls at midfield None
9 Good Punt None
8 Average Punt Your opponent rolls their next offensive possession roll with a +1 bonus.
7 Bad Punt Your opponent rolls their next offensive possession roll with a +1 bonus.
6 Deep Turnover Your opponent's defense must roll a 18+ to score. If they fail to score their offense will roll with +1 on their next possession roll.
5 Deep Turnover Your opponent's defense must roll a 16+ to score. If they fail to score their offense will roll with +1 on their next possession roll.
4 Medium Turnover Your opponent's defense must roll a 12+ to score. If they fail to score their offense will roll with +2 on their next possession roll.
3 Medium Turnover Your opponent's defense must roll a 10+ to score. If they fail to score their offense will roll with +2 on their next possession roll.
2 Scrimmage Turnover Your opponent's defense must roll a 6+ to score. If they fail to score their offense will roll with +2 on their next possession roll.
1 Critical Scrimmage Turnover + Momentum Shift Your opponent's defense must roll a 4+ to score. If they fail to score their offense will roll with Advantage +2 on their next possession roll.


TEAM BUILDING

Offensive Squads (Pick Two)
Ogre Duo Monsterous Strength
If you scored a TD and made the 2-point conversion on your last offensive possession, roll your offensive D20 with +2 this turn. If you are up or down by more than 8 points you will roll with advantage instead.
   
Alien Researchers Mind Wipe
If your opponent's defense forces a turnover but fails to score, you will be given the opportunity to retry the offensive series. Rolling an 8+ will reset your possession but failing to roll 8+ will result in an advantage for the opponent's next possession roll and the Aliens fleeing for the rest of the game.
   
Vampire Clan Referee Control
When you commit a turnover you may simply reroll the Possession D20 with a +1 bonus. If you roll a turnover (not including a turnover on downs) or a punt on the reroll your next offensive series will be rolled with a -3 penalty and the Vampires will sit out for that drive.
   
Cyborg Corps Precision Engineering
Roll all 2-point conversions with advantage. Immune to Poison Drinks (No Stomach), Zombie Bites (No Brains) and CIA Brainwashing (Advanced Computing). CIA Agents may still return a failed conversion if the Cybogs fail on their own.
   
Zombie Horde Mob Mentality
Every time you score an offensive TD the Zombie mob will attack a random player on your opponents team. You must roll a 14+ to remove them from the game. If you fail your opponent gets to roll with advantage on their next possession roll.
   
Defensive Squads (Pick Two)
Space Grenadiers Sticky Grenades
If you forced a turnover (not including a turnover on downs) on your previous defensive possession, your opponent must roll their current offensive possession with a -2 penalty. If you scored on the defensive return penalize them an additional point on the roll for -3 total.
   
Werewolves Beastmode
Every time you force a turnover you must roll a 10+ for an illegal block to go unnoticed. If the penalty goes unnoticed you roll the turnover return with double advantage (three dice). If the block is noticed (failed the 10+) there is no return.
 
CIA Agents Interrogation Room
Your opponent will roll their two point conversions with a disadvantage, regardless of what level of TD they scored. If they fail to roll 8+ you will steal the ball and convert the two points instead.
   
Warlocks Magical Aura
You get a +1 bonus to your next offensive possession roll if you force a stalled drive on defense (Opponent rolls 10-14). If you force a punt (opponent rolls 7-9) you get two more points for a +3 bonus total on your next offensive roll.
   
Poisoners Waterboys
Every time your opponent scores (offense or defense) you will randomly poison one of their players. If you roll a 13+ that player will be removed for the rest of the game. If you fail to roll a 7+ after each poisoning, the Poisoners will be caught and ejected.
Edited by Dome
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