Gamorrean Rulz Football

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Combat has long been a part of Gamorrean life.  Even in modern times with Gamorreans now part of the Galactic community Gamorrean tribes are still at war.  With more tribes making peace combat sports have taken over from the wars.  One of the more popular of these sports is Gamorrean Rulz Football.  On Gamorr this sport is normally played in a muddy field, although a handful of arenas have recently been constructed across the planet.  Off-world Gamorrean Rulz Football has been exported to Hutt Space where the Hutts make much money from gambling on the sport.

The game is played by two teams of seven.  Club weapons are permitted, but not edged or energy weapons (except in a few brutal off-world Hutt run events).  The game is played with a boar skin ball.  The aim of the game is to pass the ball forward to your team mates and strike the ball against the gong in the opponents half of the field.  The game is usually played in two halves of twenty-five minutes.  Each team will often have several back-up combatants due top the brutality of the game.

Terminology

Grunt -  a defensive player

Gutbuster - a midfield player

Tusk - an attacking player

Play - an in-game combat round

A Gong - a goal, when the ball is struck against the opponents gong

A triple Gong - when a Tusk scores three time in a match.  A tusk who scores a Triple Gong is honoured in the town often having his pick of the women.

 

How to play

Team format

The first thing is to determine the formation of play, dividing your team of seven between Defense (Grunts), Midfield (Gutbusters) and Attack (Tusks).

Some possible formations (Defense - Midfield - Attack)

2 - 3 - 2

A moderately strong Midfield with average Defense and Attack

3 - 3 - 1

Moderately strong Defense and Midfield but a weak Attack

4 - 2 - 1

Strong Defense but weak Midfield and Attack

2 - 4 - 1

Strong Midfield but a weak Defense and Attack

 

Calculating scores

You will now need to work out the Defensive Value and Attack modifier of your team.  This is again broken down into Defense, Midfield and Attack.

Defense Value - Add all characters Defense scores together then divide by the number of characters (rounding down).  Add the number of characters to the score.

eg. There are 3 Midfield Characters with Defense's of 15, 16, 17.  Add together, 48, divide by 3, 16, then add the number characters, +3, for a total Midfield Defense score of 19.

Attack modifier - Only the first attack of a character is used.  Like defense value, add together all characters Melee Attack Modifiers, divide by the number of characters, then add the number of characters.

eg. 2 Defenders have Melee Attacks of +5 and +9.  Added together and divided by 2 gives a score of +7, +2 for number of defenders for a total Attack Value of +9.

Do not bother with Attackers Defense Values or Defenders Attack modifiers.  They are not needed.

TEAM SHEET

Number of Players Defense Value Attack Modifier
Defense (Grunts)      
Midfield (Gutbusters)      
Attack (Tusks)      

 

Quick Game

Randomly choose how many 'significant' Plays there will be, Roll 1D10.

1. Roll opposed Midfield Attack checks.  The team who rolls the highest and beats their opponents Defense Value wins the tussle and passes play to their Attackers.

If neither team beats the others Defense Value the teams are at a stand-off.  Go to the next play.

2. The Attackers roll for attack against the Defenders Defense Value.  If the Attackers make the roll they hot the gong, play Restarts from Midfield.  If the Attack fails the next Play also starts from Midfield.

 

Optional Rulz

Random Injury - Each Play determine who is wounded randomly.  Roll 1D3, 1 is a Grunt, 2 is a Gutbuster, 3 is a Tusk.  Then randomly choose the character, eg. if the damage is on a Tusk and you have two Tusks roll 1D2.  Apply 1D10 wounds (not vitality).  If a character is reduced to 0 wounds he is out of the game.  Recalculate the scores either without the player or with the skill of the replacement.

Longer game - Play out 10 Significant plays, or more.

Detailed Game - The other major option is to play out the game in full using the standard D20 combat rules.  But that would probably take all night!

 

Gamorr League Standing

 

Team

1

Smash ya' face in!

2 Skull Crushers
3 Grungniks Team
4 The Bad Boars
5 Lean, Mean & Green

On the Hutt circuit the champions are currently Dool is for Wimps.

 

New Prestige Class

Gamorrean Footballer

The Gammorean Footballer is a tough guy, but also agile and skilled.  Footballers do require some discipline and work hard at their game.  Combat is not all, Gammorean footballers are also entertainers.

Requirements

To qualify to become a Gamorrean Footballer a character must fulfill the following criteria: 

Base Attack bonus: +6

Attributes: Strength 16

Feats: Weapon Proficiency (simple Weapons), Rugged

Game Information

Vitality: 1D10 + Constitution modifier

Class Skills: Balance, Bluff, Entertain, Intimidate, Jump, Knowledge, Profession (Footballer), Sense Motive.

Skill Points at each level:  4 +Intelligence modifier

Class Features

Starting Feat: Fame

Grunt  The Grunt has made it into the the team in Defense.  Training time is spent learning how to stop your opponent hitting your gong.  Your teams Grunts gains a +1 to their Defense Value.

Gutbuster  As the Grunt betters his game he becomes a Gutbuster in Midfield.  The Gutbuster must hold the team together, protect the Defense and feed the ball to the attack.  Your Gutbusters gain a +1 to their Defense Value and +1 to their Attack Modifier.

Tusk  It's glory or nothing at the front and being the best of the best is what a Tusk is all about.  Your Tusks gain a +2 onto their Attack Modifier.

Level Base Attack Fort. save Ref. save Will save Special Defence bonus Reputation
1 +1 +1 +1 +0 Starting Feat +1 +1
2 +2 +2 +2 +0 Grunt +2 +1
3 +3 +2 +2 +1 Gutbuster +2 +2
4 +4 +3 +2 +2   +3 +2
5 +4 +4 +3 +2 Tusk +3 +3

 

 

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