The New World League is Hardkore. This means that there are a number of special rules as outlined below. These changes return the game to that played in the Dawn of History.
Match Start Fan Factor Roll
At the start of the match each coach must roll 2d6 + Fan Factor + Cheerleaders. The winner gains a +1 to all kick off result and related rolls that call for a Fan Factor roll off. If the result is more than twice that of the opposing coach than the bonus is +2 for the match.
Pre-Season Fan Factor Adjustments
Prior to the start of a season coaches may buy Fan Factor at 10,000 Crowns per point. Fan Factor cannot be raised beyond a total of 9.
Re-Roll Accounting
Re-Rolls are now valued as listed at the base purchase rate for each team.
Niggling Injuries
Coaches will no longer roll for each Niggling Injury to see if the player is able to play. The Niggling Injury total is now added to the Injury Roll.
No Halfling Teams Are Allowed
Most Haflings have expressed no desire to leave their comfy Hobbit Holes in the shires of the Old World to experience the rigors of the New World. There are simply not enough Halflings in the New World to support a team.
No Secret Weapons
The use of Secret Weapons is not allowed. Teams are expected to win on their own merit. If a coach wants to play rough than playing dirty is the only option.
Necromancers Are Allowed
Undead Teams make up an important part of the game. As a result Necromancers are allowed. The Undead must have them!
Apothecaries Are Permitted
The services of a good team medical provider are vital to the sport. As a result NWL teams are allowed to utilize an Apothecary to help mitigate such effects. The longevity this lends the players makes for a more exciting game.
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