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(TFT) Real Fantasy Football
NOTE: These rules have NOT been playtested!
Except where noted, all the normal rules of [American] football apply
TRANSFERRING THE FOOTBALL:
All transfer actions are conducted by two characters - an initiator
and a receiver. An initiator cannot be a receiver (e.g., you can't
throw the ball into the air and run under it to catch it) There are
three means of transfer; handoffs, laterals and passing. All transfer
attempts at a range of 0-1 hexes use the handoff rules, all others
use the lateral or pass rules.
HANDOFFS:
A handoff can be performed if a LOS traced from the initiator's
hex to the receiver's hex passes through one of the front hexes
of the initiator and one of the front hexes of the receiver. The
sole exception to this requirement is the initial snap from center.
The success number for a handoff is computed by adding the AdjDX of
the initiator and receiver and dividing by two, rounding down. A
3D6 roll is then compared against this number. Add 1D6 to the roll
for each character on the other team occupying a hex adjacent to
either the initiator or receiver. In no case may a character
contribute more than one die of difficulty to the roll. Exception:
the die roll for the initial snap from center is never modified by
the presence of other characters. A missed success roll or a total
greater than 16 results in a FUMBLE.
LATERALS:
In order to lateral the ball to a receiver, the initiator must 'hit'
him with it. Treat the football as a thrown weapon for the purpose
of this computation. Example: Drew (Dx11) wants to lateral the ball
to Larry (Dx9) who is 3 hexes away. He needs an 8 (11-3) to hit
Larry with the football. Drew rolls a 10, missing the target number
by 2. Larry must now roll a 7 (9-2) to catch the football.
PASSING:
Treat the football as a missile weapon for the purposes of this DX
computation. The maximum range of the QB is 2xSTxMegaHexes. The
QB picks a hex and throws the ball to it. The MAX MA of the football
equals the QBs ST. To throw a pass, the offensive player secretly
selects a hex and announces the speed of the throw. Each turn, the
ball must travel as many MA as have been chosen in as straight a
line as possible to the target hex. (Note, player movement MUST be
conducted prior to football movement) Once the football reaches the
target hex, the QB must roll his AdjDX or under to make the throw.
If the QB misses this die roll, roll for direction and error of the
throw to find out what hex the ball lands in. Any offensive player
in the Megahex of the final hex the ball lands in may attempt to
catch the ball by rolling under their DX, adding one die for defensive
player within one Megahex of them. If they miss, the defense gets to
try to intercept by rolling 5 dice minus 1 dice for each defensive
player in the same Megahex as the receiver. (Note that this means a
maximum of 4 dice are thrown)
BLOCKING:
Uses the Shield-Bash rules. Winners of the shield bash MAY move their
opponent one hex to the left or right.
TACKLING:
Use the HTH-initiation rules. The defensive player winning HTH makes
the tackle in that hex and the play is over. If the offensive player
wins the HTH, he has straight-armed the defensive player and may push
the defensive player aside as per the blocking rules above.
I just wrote this off the top of my head, so Im sure there are a LOT
of holes in these rules!
Dan
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