Requirements:
Stadium improvements can be purchased during
the post match sequence step 4 - "hire new players and coaching staff". The
total TR value of the stadium may not exceed 5, and a stadium may only have 1
"surface" improvement. If any counters etc. are required in order to play on the
improved stadium, then these must be prepared in advance. Remember to make a
note of your stadium improvements on your roster.
Once you've made a purchase, you can only get rid of it by paying the 250K for a
Renovation.
Home Stadium
At the start of the season, each team gets a free home stadium. The
coach may choose stadium improvements for up to 150K, and with a combined rating of no
more than 3. Money may not be added to the 150K, and any of the 150K not spent will not go
into the team treasury. Other than that, all the normal rules for purchasing
stadium improvements apply.
Using your home stadium:
- Coaches may use their home stadiums in all friendly games, the low
budget cup, the losers cup and in tournament play-offs (except the dungeon bowl).
- When playing such a game, "0. Venue" is
added to the pre-match sequence: Roll a d6. 1-2 the blue team uses its home stadium, 3-4
the match is played on a neutral stadium, 5-6 the red team uses its home stadium.
Alternatively, the coaches may agree on one of the 3 options, in stead of making the roll.
- The coach that gets to use his home stadium must immediately add his
stadiums rating to his team rating for all purposes except calculating winnings. Note that
the stadium rating is not equal to what the coach payed for the
improvement - but can be seen on the list below.
- When playing on a home stadium with the 'trees or rocks', 'fungus',
or 'sloping' improvement, the teams must change sides at half time.
0 Team Rating
- Renovation (250K): All stadium improvements (except
one at the coach's discretion) are removed.
- Ancient Stadium (100K): When playing on this
stadium, the 2nd edition pitch is used instead of the normal one. An "ancient
stadium" may not have it's size changed in any way.
- Bookies (50K): The winning team adds d3 x 10.000gc
to its winnings. The losing team subtracts d3 x 10.000gc from its winnings, though their
winnings can not drop below zero.
- Cieling (50K): no player may use the kick skill or
the hail mary pass skill.
- Excellent Stands (50K): Losing does not confer
a -1 modifier to the fan factor roll at the end of the match.
- Foliage (50K): The dense foliage shields the
players from the rays of the sun - treat very sunny weather as nice
weather instead.
- Isolated Bench (50K): Neither head coach may
argue the call.
- NAF Approved (100K): When rolling for Venue,
your stadium is used on a 1-3 if you are the blue team, and on a 4-6 if you
are the red team.
- Pathetic Cheerleaders (100K): When setting up for
each kick-off, the coach has only 4 minutes to set up his team. If this limit is exceeded,
the set up is left as it is, ( illegally positioned players will be sent off as normal).
the "restless spectators" improvement will reduce this limit to 3 minutes.
- Sloping (100K): As soon the decision to play on the
"sloping" stadium has been made, the home team's coach decides towards which
sideline or endzone the pitch tilts. At the end of each teams turn, the ball rolls 1
square if it is on the ground. Point the throw-in template towards the low end of the
pitch and roll to see where the ball ends up.
- Ancient Wards (100K): Neither team may freeboot
a
wizard.
- Branches (100K): When a player
attempts to pass, the opposing coach may choose to let a branch intercept the
ball - rather than letting a player try. Choose a square eligible to intercept
the ball or thrown player and roll a d6: on a roll of 6 the interception is made - a ball will scatter one
square, and a thrown player will scatter one square, and can not land on his feet. If the
ball was stopped in this way a turn-over takes place.
- Cavern (100K): All rolls on the weather table result
in "nice" weather.
- Cold Climate (100K): +6 to all rolls on the weather
table.
- Connoisseur Fans (150K): Whenever a team scores, it
gets an extra team reroll counter for the next drive.
- Fungus (100K): There are giant mushrooms on the
pitch, and these are positioned as soon the decision to play on the "fungus"
stadium has been made. A mushroom can not be moved, occupies 1 square, and
is considered an occupied square. The first one is placed by the visiting teams coach, and then 2 more are placed
by the hometeam's coach. The mushrooms all have a tacklezone, though it only affects
dodging. Any player knocked over in a mushroom's tacklezone must roll a d6: on a roll of
4+ the player is automatically stunned (but suffers no other injury from going down), and
the mushroom is removed. On a 1-3 resolve the injury as normal.
- Hooligans (150K): When any team scores
a casualty in this stadium, it immediately gets a team reroll counter, which
must be used during this drive.
- Ley Lines (100K): Both teams may freeboot their
wizard for free. The wizard still adds +10 to the teams team rating.
- Moat (100K): Players pushed off the pitch are
automatically KO'd, instead of taking an injury roll (thick skull applies as normal). In
addition, the lightning bolt spell has it's range reduced by 2 squares.
- No Fence (100K): The lack of fencing makes the
referee fairly nerveous. Even if the referees eye is on a team, he will only
spot a foul on a roll of 6 - unless the fouler is a Dirty Player. A Dirty
Player under the eye of the referee will be spotted on a 4+ as normal.
- Restless Spectators (100K): The time limit for the
turn is reduced to 3 minutes per turn.
- Surface: Ice (150K): Any player that falls over
on a dodge or a failed go for it, will be moved 2 extra squares in the same
direction as the move that caused them to fall over. The slide will be blocked
if the square which the player is going to enter is occupied - unless the
"square" was a sideline. In this case the player will slide off the pitch.
- Surface: Unstable (150K): Any prone player must
pay 4MA to stand up. Standing up with the jump up skill is still free. Players
with MA3 must go for it in order to stand up.
- Warm Climate (100K): -6 to all rolls on the weather
table.
- Windy (100K): The wind is blowing hard: When the
ball scatters (not bounces) during the kick-off add +2 to the scatter roll.
When the ball or a thrown player
scatters as a result of a missed pass, roll 2 aditional times for scatter. Furthermore, a
player attempting to use his safe throw skill suffers a -2 penalty to the roll.
- Albion (150K): It never stops raining in Albion.
Instead of determining the weather normally (at the beginning of the match - and if the
weather changes as a result of a kick-off roll), roll a d6: on a roll of 3+ it is
"pouring rain". If the die comes up 1 or 2, roll on the weather table as normal.
- Isolated (100K): Ignore any "throw a rock"
result on the kick-off table. Furthermore no wizard may cast the lightning bolt spell.
- Obstacles (150K):
There are trees and/or rocks on the pitch - these are positioned by the home
team's coach as soon the decision to play his stadium has been made. 2
obstacles each occupy 1 square, one obstacle
takes up 1 x 2 squares, and another one occupies 2 x 2 squares. The
obstacles must be at least 2 squares apart, and at least 2 squares removed
from the line of scrimmage. An obstacle is an occupied square, can not be moved in any way, will stop a lightning
bolt spell. Furthermore, if an attempted pass requires the range ruler to pass through an
obstacle, then this incurs a -1 penalty on the pass roll. Any player pushed into a "tree" is knocked over, with a +1
modifier to the armour roll.
- Security Guards (100K): On a d6 roll of 3+, the
security guards successfully prevent any riot, pitch invasion and get the reff. You may not
refuse to take this roll.
- Size: Longer (150K): the length of the pitch is increased
to 28 squares.
- Size: Narrower (150K): remove 1 square from each side of
the pitch. This decreases the wide-zone to 3 squares.
- Size: Wider (150K): Add 1 square on each side of the
pitch. This increases the wide-zone to 5 squares.
- Surface: Excellent Turf (150K):
Once per turn, any one player on the moving team may reroll a failed dodge,
(which hasn't already been rerolled).
- Surface: Gravel (150K): All players suffer a
-1 penalty to all dodge rolls.
- Surface: Sandy (150K): No player may attempt to go for it.
- Walls (150K): No player can be pushed off the pitch
- instead he will be knocked over in the square he is standing in, and the attacker gets a
+1 to the armour roll.
Furtermore, the ball can not leave the pitch - whenever it should go off, simply roll for
throw-in as normal, but the ball is only moved 1 square, as it bounces off the wall. If
this happens during a roll to determine where the ball (or thrown player) ends up after a
missed pass, any remaining scatter rolls are ignored. A thrown player that bounces off the
wall may not attempt to land on his feet.
- Surface: Astrogranite (250K): Whenever a player is knocked
down, the armour roll is modified by +1.
- Surface: Soft Turf (250K): Whenever a player is knocked down,
the armour roll is modified by -1.