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Stadiums
The following table shows you what is available for stadiums:
Type Cost Fan Factor Increase* Available to
Stadium 300K 3 All except Goblins and Snotlings
Grandstand 200K 2 All except Goblins and Snotlings
Terracing
150K
1
All except Goblins, High Elves,
Snotlings, Wood Elves
Not-So-Grandstand 100K 0 Only available to Goblins and Snotlings
This Fan Factor increase is a ‘one-off’ permanent increase when you make your purchase. You may purchase some Terracing for 150K then at a later date spend another 50K to convert it into a Grandstand and so on. Your team’s Fan Factor will rise accordingly. Money spent on any type of Stadium, Terracing, etc. is omitted from the Team Rating.
Stadium Benefits
Stadiums may only be used during normal League matches, not Playoffs or Finals.
The visiting team loses one of their Special Play cards unless they have their own Stadium or are a Goblin or Snotling team.
The home team may nominate one home supporter end or side. This is done before the kickoff opening the match. If a home team player is knocked off the pitch into the nominated end or side, roll a D6, on a 1-4 the player is injured as normal, on a 5-6 the home team fans push the player back into the pitch. Place the player prone on the square where he made his exit. If the opponent decided to follow-up, he will be pushed back, but may choose which square (of those available) he is pushed back to. Do not make an armour or injury roll for either player.
If an away team player is knocked off the pitch into the nominated end or side, add +1 to the injury result (any other modifiers apply as normal).
At the beginning of each half the home team rolls 2D6. On a roll of 9+ the home side receives an extra re-roll counter for that half only. This is to represent the ‘lift’ the home side gets from their cheering fans as the players run out of the tunnel and onto the pitch. If the team already has eight re-rolls, they may take a ninth. On any one turn during the half the home team may use two re-roll counters. They may either re-roll one failed action twice or two failed actions once. To use a second re-roll counter on a second failed action, the first re-roll has to have worked (i.e. you must not have still suffered a turnover after using the first re-roll).
Every race has special Stadium rules:
Chaos
The Chaos coach rolls a D6 at the beginning of the match. On a 5-6 the Chaos Gods are watching over the game and will favor the home side. All Fan Factor rolls made by the home team receives a +3 bonus for the entire game. If both teams are Chaos, the modifier only applies for the home team.
Chaos Dwarfs
Chaos Dwarf Stadiums have an odd tendency to be situated near the local furnace! The Chaos Dwarf coach may roll a D6 at halftime. On a 5-6 smoke belches from the furnace and engulfs the side or end of the Stadium that contains the opposition’s fans. Rather than choke to death, the fans leave the Stadium immediately. Your opponent will have a Fan Factor of zero for the rest of the match. In addition, the Chaos Dwarf coach should roll a second D6 and on a 5-6 the evacuating fans spill onto the pitch holding up play for 2 complete turns. The second half will therefore start for both teams on turn 3.
Dark Elves
Visiting fans must roll a D6 at halftime. If the result is a 6 they will leave the grounds immediately. Why? Because it is too cold for them. The away team’s Fan Factor will be zero for the rest of the match. Ignore the above rule if away fans are also Dark Elves.
Dwarfs
The Dwarfs own a ‘spare’ key to the referee’s changing room. The Dwarf coach may roll a D6 at halftime. On a roll of 5-6 the Dwarfs have managed to ‘spike’ the referee’s refreshment, seriously affecting his eyesight. The Dwarfs may start the second half of the match with twelve players on the pitch without the ref noticing.
Elementalist
If the Elementalists team gets a Stadium the following additional rule
applies:
Once per a game, if all the Elementalists of one type of element are removed
from the field, roll a D6. On a 6, an Elementalist of that type is a fan in the
stands and is able to maintain the Wizard Link so that all Elementals of that
type may stay in the game until the end of the drive. At the end of the drive,
the fan will fall over from exhaustion and will not be able to maintain the link
anymore. Ignore this rule, if both teams are Elementalists.
Ethereal
At the beginning of every home match, the Spirit coach may roll a D6 for all
four individual sides/ends of his team stadium. On a roll of 6, the away fans
will not enter (or will leave very shortly after entering!) this part of the
stadium as it is haunted! For every 6 rolled, the away team will lose one
quarter of their fans for this match.
If the away team has a Fan Factor of less than four then it will be reduced by 1
(for each 6 rolled), down to a maximum of 0! Any other fractions should be
rounded up i.e. if a team has a Fan Factor of 18 and the home side rolls one 6,
the away team’s Fan Factor will be reduced by four (one quarter of 16) to 14.
Should the Spirit coach be fortunate and roll four sixes then the away team will
have no fans at the game whatsoever!
Ignore these rules if both sides are Undead or Spirit.
Special note: The Spirit team can ignore the loss of fan factor rules when
playing in an opposing Undead team’s stadium.
Golems
The Golem stadium has massive amounts of spare parts lying around and lots of journeymen Artificers learning the skills of the trade (thus making the dugout look like a Dwarf Gyrocopter assemblyline) . Before each kickoff, roll a D6 for each Knocked Out, Badly Hurt, Seriously Injuried, and Dead Golem. On a 6, improve the Golem's condition by one degree (ie. place Knocked Out players in the Reserve Box, Badly Hurt becomes Knocked Out, Seriously Injuried becomes Badly Hurt, and Dead becomes Seriously Injured. These rolls may NOT be made if the Golem team has not purchased the Master Artificer or has had the Master Artificer removed from the game (as the journeymen need his direction to perform the work.))
Halflings
The Halfling coach may roll a D6 at halftime. On a roll of 5-6 the opposition’s fans have stuffed themselves with too many iced buns, cunningly supplied by the Halfling’s team chef. Because the fans are feeling quite sick from all the over-eating, they won’t cheer with as much vigor and enthusiasm in the second half of the match. All Fan Factor rolls made by the away team are subject to a -3 modifier. Halfling fans (including visiting teams) are unaffected by the above rule because they are so used to eating that many buns without any gastric problems anyway.
High Elves
High Elf Stadiums are a wonderment of silver and ivory with velvet seat cushions and are by far the most expensive to enter. The High Elf coach may roll a D6 at the beginning of the game after calculating the Gate. On a roll of 6 the opposition’s fans refuse to pay (Or can’t afford to pay) the extortionate entrance fee. The visiting team will therefore have a Fan Factor of zero for the entire game. This rule does not apply visiting teams of High and Dark Elves (High Elves are disgustingly rich and Dark Elf supporters will pay any price to have a go at the High Elf fans). Note that this does not effect the Gate as the cost of the tickets will make up for the opposing team’s Fan Factor being zero.
Humans
The Human coach may roll a D6 at the opening kickoff. On a 5-6 the ‘hardcore’ hooligans break into the opposing fan’s section of the ground. Because they’re such a sociable bunch they decide to stay and ‘watch over’ the visiting team’s supporters and through various intimidatory means keeps them very quiet. Fan Factor rolls made by the opposing team are subject to a -3 modifier for the entire game.
Lizardmen
Lizardmen play in open stadiums. While most games start early in the morning, by halftime the heat and humidity of the jungle catch up with the players. During halftime, the Lizardmen coach rolls a D6. On a 5-6, the remainder of the game is played in the Sweltering Heat and may not be changed by any Weather Change roll on the kickoff table during the second half. All the players on the Lizardmen team do not need to make the heat exhaustion rolls for the whole second half, as they bask in the conditions that cause their opponents such misery. Ignore the above rule if both teams are Lizardmen.
In addition, Skaven teams better beware! Visiting Skaven team’s fans are likely to be sacrificed to the Slann gods and so rolling a 6 on a D6, before the match, means that half of the Skaven team’s fans don’t show (halve Fan Factor, rounded up), they have mysteriously disappeared and the Lizardmen have many to sacrifice! If the Skaven go on to lose the match, apply a further -1 to the Fan Factor roll as a few of the fans that did show up were ‘ahem’ offered up to the gods. Winning allows the Skaven Coach to add another +1 to the Fan Factor roll as the team returns triumphant to Skavenblight.
Lycanthrope
Lycanthrope stadiums are bathed by magically harnessed moonlight even during the daytime. After long term exposure to this, the were change is easier for a player. For Lycanthrope Stadium home game, after both teams have been setup at the start of the second half, but before kickoff, roll a D6. On a 6, a random D6 were-players on the field in human form are converted to wereform immediately without going through the Slow Change process. The converted player is allowed to stay upright from this change.
Norse
Norse play in the frozen land of Norsca. By halftime, the sun goes down and the temperature drops to dangerous levels. During halftime, the Norse coach rolls a D6. On a 5-6, the rest of the game is played in Blizzard conditions as described on the Weather table. It may not be changed by any Weather Change roll on the kickoff table during the second half. All the Norse team are not affected by the Blizzard at all, (they push as usual and can throw normally) but their opponents must endure the conditions for the rest of the game. Ignore this rule if both teams are Norse.
Orcs
The Orc coach may roll a D6 at the beginning of the game. On a 5-6 the Orcs’ Waaagh will be even louder than usual, giving the home side a +3 bonus to any Fan Factor rolls for the entire match.
Skaven
The Visiting Coach must roll a D6 at halftime. If the result is a 6 they will cheer for the Skaven team for the remainer of the match, this is because the Hot-Dogs they ate at halftime contained traced of Warpstone. The Skaven coach may add his opponent’s Fan Factor to his own for the rest of the game. The visiting team’s Fan Factor will be zero until the next match. Ignore the above rule if both sides are Skaven.
Undead
At the beginning of every home match after calculating the Gate, the Undead coach may roll a D6 for all four individual sides and ends of his team’s Stadium. On a roll of 6 the away fans will leave very shortly after entering this part of the Stadium as it is haunted. For every 6 rolled the away team will lose one quarter of their fans for this match. If the away team has a Fan Factor of less than four then it will be reduced by 1 (for each 6 rolled), down to a maximum of zero. Any other fractions should be rounded up (i.e. if a team has a Fan Factor of 18 and the home team rolls one 6, the away team’s Fan Factor will be reduced by four (one quarter of 16) to 14. Should the Undead coach be fortunate enough to roll four 6's then the away team will have no fans at the game whatsoever (Fan Factor of zero). Ignore the above rule if both sides are Undead.
Vampire
No team ‘interacts’ with their fans like the Vampires. As every time a Vampire fails an ‘Off for a Bite’ roll, he runs into the stands to feed off the fans. If a Vampire fails his ‘Off for a Bite’ roll roll a D6 again. On a 1-4, the player runs into the section with the home team fans who bring quarts of blood to help slack that thirst. The player may re-roll his Off for a Bite roll, but a second failure means that he has stayed in the home team fan section to gorge himself. On a 5-6, the player runs into the section with the visiting team fans who have garlic and stakes. The visiting coach rolls 2D6-2 and compares to the following: 0-7-the player is successfully feeding on the away fans, 8-9 the player is knocked out, 10-the player is badly hurt.
Wood Elves and Forest Folk
Wood Elf and Forest Folk teams who own a Stadium have their Fan Factor increased by 1 for home matches. This is due to all the fans who are watching from the trees which overhand the Stadium. (Note: this increase will increase the Gate)
Grandstand benefits
Apart from increasing a team’s Fan Factor by 2, the only other bonus gained from owning a Grandstand is the extra Re-roll rule as described under Stadium benefits. However, the home side coach needs to roll a 10+ on 2D6 to gain this benefit if the team only has a Grandstand.
Terracing benefits
The terraces tend to attract the roughest yobbo supporters you can imagine. Nominate one end or side before kickoff. If any away team players are knocked off the pitch into the nominated end or side, add +1 to the Injury roll.
Yobbo fans can also greatly intimidate the ref. If a home team player is sent off for committing a foul, roll one D6, on 1-4 the ref ejects the player as normal, on a 5-6 the Ref is intimidated and will not eject the player. Even on a 1-4, the coach can still argue the call, giving the home side two attempts to keep the player on the field.
Not-So-Grandstands
These are the pathetic attempts by shoddy Goblin workmen to build some sort of Stadium.
High Elf fans will refuse to enter a Not-So-Grandstand. High Elf teams have a Fan Factor of zero whilst playing at such venues. This should effect the roll for the Gate.
If there is a Pitch Invasion on a Kickoff, add +1 to all injury rolls. Because of poor workmanship, the invading fans are able to ‘yank off’ a lump of wood before running onto the pitch, giving themselves something with which to smash over the unfortunate players’ skulls.
Excited fans who jump up and down may cause a Not-So-Grandstand to collapse in certain sections, possibly killing unfortunate fans. The more touchdowns that there are per game, the more likely the stand will collapse. Roll 2D6 after the second touchdown.
TD’s 2D6 Result Effect
1 - no effect
2 11+ Collapse
3 10+ Collapse
4 9+ Collapse
5 8+ Collapse
6 7+ Collapse
If there is a ‘Collapse’ result, roll 2D6 and consult the following: 2-7: Home fans killed -1 Fan Factor (permanent); 8-12: Away fans killed -1 Fan Factor (permanent). If there are 2 or more ‘Collapses’ during one match, it will cost the Goblin head coach 40K to pay for repairs. These repairs must be made before the Not-So-Grandstand can be used for another match.
During the course of a home match, thousands of Snotlings will squeeze into the stands to cheer on their local side. Goblin teams may add +2 to any Fan Factor result on the kickoff table (This should not be written onto your team sheet as this is not a permanent increase). Do not alter the Gate when working out match winnings. The Snotlings are so tiny they’ve managed to sneak in without paying.