Bisherigen Änderungen LRB5.0 -> ExpLRB6.0 oder CRP
Die unsinnigsten/zu simplen Erläuterungen habe ich natürlich weggelassen.
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Erläuterung: S.10 Push Backs:
[...]This secondary push back is treated exactly like a normal push back
as if the second player had been blocked by the first (prone and
stunned players may be pushed this way as well).
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Erläuterung: S.11 KNOCK DOWNS & INJURIES:
A player who is carrying the ball and who is knocked down or
placed prone will drop the ball in the square where they fall. The
dropped ball will bounce one square in a random direction (see
Bouncing Balls, page 13) after the player's armour and injury
rolls (if any) are fully resolved.
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Regel: S.15 SCORING TOUCHDOWNS IN YOUR TURN:
[...]If a player from the
moving team has the ball and enters the opposing team's End
Zone, then they may not voluntarily leave it for any reason during
the same action nor may they hand-off or pass the ball - they are
far too intent on scoring the touchdown themselves!
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Erläuterung: S.16 TEAM ROSTER SHEETS:
The pad of team rosters is used to record the playing
characteristics of the team for use by both players to see while
playing (ie you cannot hide your team's roster from your
opponent). [...]
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Regel: S.17 Apothecary:
During a match, an Apothecary may attempt to cure a player
who has suffered a Casualty or been KO'd. An Apothecary can
be used only once per match. If the player was KO'd leave him
on the pitch Stunned or in the Reserves box if not on the pitch.
Otherwise immediately after the player suffers the Casualty, you
can use the Apothecary to make your opponent roll again on the
Casualty table (see page 25) and then you choose which of the
two results to apply. If the player is only Badly Hurt after this roll
(even if it was the original Casualty roll) the Apothecary has
managed to patch him up and pump him full of painkillers so that
the player may be moved into the Reserves box.
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Regel: S.19 KICK-OFF TABLE:
2 Get the Reef:
OLD: His replacement is so intimidated that for the rest of the
half he will not send players from either team off for
making a foul nor ban players using secret weapons.
[Jedes Faul und jede Secret Weapon wird übersehen.]
NEW: His replacement is so intimidated that he can be more
easily persuaded to look the other way. Each team
receives 1 additional Bribe to use during this game. A
Bribe allows you to attempt to ignore one call by the
referee for a player who has committed a foul to be
sent off, or a player armed with a secret weapon to be
banned from the match. Roll a D6: on a roll of 2-6 the
bribe is effective (preventing a turnover if the player
was ejected for fouling), but on a roll of 1 the bribe is
wasted and the call still stands! Each bribe may be
used once per match.
[Jeder Spieler bekommt eine Bribe.]
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Regel: S.19 KICK-OFF TABLE:
3 Riot:
OLD: Roll a D6. On a 1-3, the referee lets the
clock run on during the fight; both teams’ turn markers
are moved forward along the turn track a number of
spaces equal to the D6 roll. If this takes the number of
turns to 8 or more for both teams, then the half ends.
On a roll of 4-6 the referee resets the clock back to
before the fight started, so both teams turn markers
are moved one space back along the track. The turn
marker may not be moved back before turn 1; if this
would happen do not move the Turn marker in either
direction.
[W6: 1-3 entsprechendviele Turns nach vorne.
W6: 4-6 Ein Turn zurück, aber nicht unter Turn 1.]
NEW: If either team's turn marker is on turn 8
for the half, both teams move back their turn marker
back one space as the referee resets the clock back
to before the fight started. If either team has not yet
taken a turn or the turn marker is on turn 1, the referee
lets the clock run on during the fight and both teams'
turn markers are moved forward one space.
Otherwise Roll a D6. On a 1-3, both teams' turn
markers are moved forward one space. On a 4-6, both
team's turn markers are moved back one space.
[Bei Turn 8 eines Spielers: Ein Turn zurück.
Bei Turn 0 oder 1 eines Spielers: Ein Turn vorran.
Ansonsten W6: 1-3 Ein Turn vorran. 4-6 Ein Turn zurück.]
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Erläuterung: S.23 SKILLS:
7. A skill may only be taken once per player.
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Regel: S.26 HOW TO EARN STAR PLAYER POINTS: Completions (COMP):
A player who makes an accurate pass
that is caught by a receiver from his own team in the targeted
square of the pass when the ball comes to rest earns 1 Star
Player point. This is called a completion.
[Vorher, musst es nur der vorgesehene FÄNGER sein nachdem der Ball zur Ruhe gekommen ist.
Nun muss es das vorgesehene FELD sein, gefangen von einem aus dem eigenen Team.]
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SKILL DESCRIPTIONS:
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Neue Regel für gemischte Teams: S.43 Animosity (Extraordinary):
A player with this skill does not like players from his team that are a
different race than he is and will often refuse to play with them despite
the coach's orders. If this player at the end of his Hand-off or Pass Action
attempts to hand-off or pass the ball to a team-mate that is not the same
race as the Animosity player, roll a D6. On a 2+, the pass/hand-off is
carried out as normal. On a 1, the player refuses to try to give the ball to
any team-mate except one of his own race. The coach may choose to
change the target of the pass/hand-off to another team-mate of the same
race as the Animosity player, however no more movement is allowed for
the Animosity player, so the current Action may be lost for the turn.
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Erläuterung: S.43 Ball & Chain (Extraordinary):
Players armed with a Ball & Chain can only take Move Actions. To move
or Go For It, place the throw-in template over the player facing up or
down the pitch or towards either sideline. Then roll a D6 and move the
player one square in the indicated direction; no Dodge roll is required if
you leave a tackle zone. If this movement takes the player off the pitch,
they are beaten up by the crowd in the same manner as a player who
has been pushed off the pitch. Repeat this process for each and every
square of normal movement the player has. You may then GFI (Go For It) using the
same process if you wish. If during his Move Action he would move into
an occupied square then the player will throw a block following normal
blocking rules against whoever is in that square, friend or foe (and it
even ignores Foul Appearance!). Prone or Stunned players in an
occupied square are pushed back and an Armour roll is made to see if
they are injured, instead of the block being thrown at them. The player
must follow up if they push back another player, and will then carry on
with their move as described above. If the player is ever Knocked Down
or Placed Prone roll immediately for injury (no Armour roll is required).
Stunned results for any Injury rolls for the Ball & Chain player are always
treated as KO’d. A Ball & Chain player may use the Grab skill (as if a
Block Action was being used) with his blocks (if he has learned it!). A Ball
& Chain player may never use the Diving Tackle, Frenzy, Kick-Off
Return, Leap, Pass Block or Shadowing skills.
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Regel: S.43 Blood Lust (Extraordinary):
Vampires must occasionally feed on the blood of the living. Immediately
after declaring an Action with a Vampire, roll a d6: On a 2+ the Vampire
can carry out the Action as normal. On a 1, however, the Vampire must
feed on a Thrall team-mate or a spectator. The Vampire may continue
with his declared Action or if he had declared a Block Action, he may
take a Move Action instead. Either way, at the end of the declared
Action, but before actually passing, handing off, or scoring, the vampire
must feed. If he is standing adjacent to one or more Thrall team-mates
(standing, prone or stunned), then choose one to bite and make an Injury
roll on the Thrall treating any casualty roll as Badly Hurt. The injury will
not cause a turnover unless the Thrall was holding the ball. Once the
Vampire has bitten a Thrall he may complete his Action. Failure to bite a
Thrall is a turnover and requires you to feed on a spectator – move the
Vampire to the reserves box if he was still on the pitch. If he was holding
the ball, it bounces from the square he occupied when he was removed
and he will not score a touchdown if he was in the opposing end zone.
[Nach den alten Regeln hat man normal auf der Verletzungstabelle gewürfelt
& der Zug des Vampirs war nach dem saugen zu Ende.
Nun können die Thralls maximal "Badly Hurt" werden und
Passen und Handing off ist nun auch noch nach dem beißen möglich,
so wie das vorherige Blocken bei einem Blitz.]
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Erläuterung & Regel: S.43 Bombardier (Extraordinary):
-> Neu: Wenn ein Spieler aus dem aktiven Team von der Bombe geplättet wird (knocked over),
gibt es ein turnover (also nun automatisch bei einem Fumble).
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Erläuterung/Regel: S.44 Decay (Extraordinary):
When this player suffers a Casualty result on the Injury table,
roll twice on the Casualty table (see page 25) and apply both results. The
player will only ever miss one future match as a result of his injuries,
even if he suffers two results with this effect. A successful Regeneration
roll will heal both results.
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Regel: S.44 Diving Catch (Agility):
The player is superb at diving to catch balls others cannot reach and
jumping to more easily catch perfect passes. The player may add 1 to
any catch roll from an accurate pass targeted to his square. In addition,
the player can attempt to catch any pass, kick off or crowd throw-in, but
not bouncing ball, that would land in an empty square in one of his tackle
zones as if it had landed in his own square without leaving his current
square. A failed catch will bounce from the Diving Catch player's square.
If there are two or more players attempting to use this skill then they get
in each other’s way and neither can use it.
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Erläuterung: S.44 Diving Tackle (Agility):
The player may use this skill after an opposing player attempts to dodge
out of any of his tackle zones. The player using this skill is Placed Prone
in the square vacated by the dodging player, but do not make an Armour
or Injury roll for them. The opposing player must then subtract 2 from his
Dodge roll for leaving the player's tackle zone. If a player is attempting to
leave the tackle zone of several players that have the Diving Tackle skill,
then only one of the opposing players may use Diving Tackle. Diving
Tackle may be used on a re-rolled dodge if not declared for use on the
first Dodge roll. Once the dodge is resolved but before any armour roll for
the opponent (if needed), the Diving Tackle Player is Placed Prone in the
square vacated by the dodging player but do not make an Armour or
Injury roll for the Diving Tackle player.
[Ist das nicht irgendwie doppelt gemoppelt?]
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Regel: S.44 Dump-Off (Passing):
[...]and Dump-Off cannot be Pass Blocked.[...]
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Regel: S.45 Horns (Mutation):
A player with Horns may use them to butt an opponent. Horns adds 1 to
the player’s Strength for any block(s) he makes during a Blitz Action.
[Kein Feld Abstand mehr nötig.]
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Erläuterung: S.46 Leap (Agility):
[Neu: Der Gegner macht den Rüstungswurf .)
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Regel: S.47 Save Throw (Passing):
[...]In addition if this player fumbles a pass on any roll other than a natural 1 then he
manages to keep hold of the ball instead of suffering a fumble and the
team does not suffer a turnover.
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Regel: S.47 Shadowing (General):
Old: Beide Spieler werfen einen W6 + Movement. Wenn der Shadowing Spieler gleich, oder höher ist, läuft er hinterher.
New: Der aktive Spieler wirft 2W6 + Movement - Movement des Shadowing Spielers. Bei 7, oder weniger kommt der Shadowing Spieler hinterher.
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Erläuterung: S.47 Stab (Extraordinary):
Hm...eigentlich trivial...nur eine Erläuterung.
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Regel: S.47 Stunty (Extraordinary):
Old: 7 -> KO'd; 9 -> roll on Causality table.
New: 7 -> KO'd; 9 -> Badly Hurt (No long term effect, but miss the rest of the game).
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Regel: S.48 Tentacles (Mutation):
Old: Beide Spieler würfeln einen W6 + Strength (Gegnerspieler, welcher versucht zu fliehen noch +1) -> Wenn Tentakler HÖHERES Ergebniss erzielt, kann der Gegenspieler nicht fliehen.
New: Nur Gegenspieler (welcher versucht zu fliehen, oder springen) würfelt 2W6 + Strength - Strength des Tentaklers. Bei 5, oder weniger, kann er nicht fliehen/springen.
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INDUCEMENT DESCRIPTIONS:
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Regel: S.49 0-3 Bribes:
Goblin teams may buy a bribe for 50,000 gold
pieces; any other team can buy a bribe for 100,000 gold pieces.
Each bribe allows you to attempt to ignore one call by the referee [...]
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STARPLAYERS:
Viele neue!
Angepasste Kosten!
Neu arrangierte Skills!
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TEAM ROSTERS:
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Dwarf Team:
0-1 Deathroller: 160.000 4 7 1 10 ist nun Loner, Break Tackle, Dirty Player, Juggernaut, Mighty Blow, No Hands, Secret Weapon, Stand Firm
Re-Rolls counters kosten nun 50.000 (vorher 40.000)
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Goblin Team:
0-1 Bombardier 40.000 6 2 3 7 Nicht mehr "No Hands", Bombardier, Dodge, Secret Weapon, Stunty
0-1 Looney 40.000 6 2 3 7 Nicht mehr "No Hands", Chainsaw, Secret Weapon, Stunty
Old: 0-1 Pogoer: 40.000 7 2 3 7 Dodge, Leap, Stunty, Very Long Legs, ZUSÄTZLICH: Dirty Player, Secret Weapon
New: 0-1 Pogoer: 70.000 7 2 3 7 Dodge, Leap, Stunty, Very Long Legs
[Womit das Goblin Team ein gutes Stück besser gemacht wurde!
-> Spezialisten können Ball aufnehmen (bis auf d. Fanatic)
-> Pogoer bleibt im Spiel & kann unmodifiziert dodgen
---> Wirklich gut ist das Team trotzdem nicht
]
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Halfling Team:
0-2 Treeman 120.000 2 6 1 10 nicht mehr Loner, Mighty Blow, Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team-Mate
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Khemri Teams:
Old: 0-16 Skeletons 30.000 5 3 2 7 Regeneration
New: 0-16 Skeletons 40.000 5 3 2 7 Regeneration, Thick Skull
Old: 0-4 Mummies 110.000 3 5 1 9 Mighty Blow, Regeneration
New: 0-4 Tomb Guardians 100,000 4 5 1 9 Decay, Regeneration
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Necromantic Teams:
0-2 Fleshgolems 100.000 (vorher 110.000) 4 4 2 9 Regeneration, Stand Firm, Thick Skull
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Skaven Teams:
0-1 Rat Ogre 150.000 (vorher 160.000) 6 5 2 8 Loner, Frenzy, Mighty Blow, Prehensile Tail, Wild Animal
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Undead Teams:
Old: 0-16 Skeletons 30.000 5 3 2 7 Regeneration
New: 0-16 Skeletons 40.000 5 3 2 7 Regeneration, Thick Skull
0-4 Mummies 120.000 (vorher 110.000) 3 5 1 9 Mighty Blow, Regeneration
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Wood Elf Teams:
Old: 0-4 Catchers 90.000 9 2 4 7 Catch, Dodge
New: 0-4 Catchers 90.000 8 2 4 7 Catch, Dodge, Sprint
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Das müsten alle anderungen sein