The Waterbowl loves Stunties, and after creating the Stunty Cup back in the early days of the Waterbowl Weekend, we then created the Stunty Slam!
It’s the World’s* longest running Stunty tournament, and in 2022 it’s back once again for its 14th edition.
Once again it is a NAF sanctioned event (variations)
Hall of Fame
2008 Podfrey (Flings)
2009 Jimany (Skinks)
2010 Podfrey (Flings)
2011 Leipziger (Goblins)
2012 Podfrey (Flings)
2013 Shaniepoo (Flings)
2014 Leipziger (Goblins)
2015 Cam (Goblins)
2016 CJ Blackburn (Underworld)
2017 Kfoged (Flings)
2018 Deeferdan (Flings)
2019 Edjollyboat (Goblins)
2020 The Plague beat us all…
2021 Barney the Lurker (Snotlings)
Location: Element Games in Stockport.
Price: Please send £6 via PayPal to email@example.com using the Friends & Family/Gift option (or arranging a cash payment)
- 9:30-10:00 Registration
- 10:00-12:15 Game 1
- 13:00-15:15 Game 2
- 15:30-17:30 Game 3
- 17:45 Prizes
Post tournament we will be heading for our traditional curry at Mr Ali’s (just up the road), you are more than welcome to join us.
- Black Orc Goblins + Troll – Black Orcs may take up to 16 goblins rather than the 0-12 in the rulebook
- Skinks + Kroxigor
- Underworld (No skaven)
Changes in BB Season 2
- Some costs have been altered to suit the new rules or how Stars will function in the all Stunty environment.
- Some Special Rules have been added for Stars without them, and some of the Special Rules have changed.
- Those Stars eligible for the Stunty Slam that usually have Mighty Blow +2 will have that reduced to +1
- Team build:
Please see the updated Stars list below (Black Orc + Skink roster Stars to follow)
- TV110 (1.1 million gold crowns)
- Coaches will have 42 points to spend on skills.
- Primary skills: 6 pts
Secondary skills: 8 pts
- Players may not be given Stat increases.
- Stacking of up to 2 skills allowed on one player. These skills can both be secondary ones.
- Skills may not be given to Star players.
- No skill may be taken more than twice on a team.
- You must clearly mark which players have skills by using e.g. coloured skill rings
- Coaches may hire 0-2 stars in total.
- Coaches must select 11 non-star players before hiring a star.
- If a player has the ‘trainee’ skill they do not count towards the Star Player quota.
BB2020: The Black Gobbo, Deeproot Strongbranch (MB+1), Grak & Crumbleberry, Morg & Thorg (MB+1) Please see the BB2020 Rule Book for these players’ statline.
Bertha Bigfist (Ogre) 250k 6, 5, 4+, 5+, 10+ Loner (4+), Bone-Head, Break Tackle, Mighty Blow (+1), Thick Skull, Throw Team-Mate
Big Jobo Hairyfoot (Halfling, Ogre) 120k 4, 3, 4+, 5+, 9+ Loner (4+), Dirty Player, Tackle, Wrestle, Stand Firm, Stunty
Bomber Dribblesnot (Not Halflings) 60k 6, 2, 3+, 4+, 8+ Loner (4+), Accurate, Bombardier, Dodge, Right Stuff, Secret Weapon, Stunty
Cindy Piewhistle (Halfling) 50k 5, 2, 3+, 4+. 7+ Loner (4+), Dodge, Accurate, Bombardier, Secret Weapon, Stunty
Fungus the Loon (Goblin) 80k 4, 7, 3+, NA, 8+ Loner (4+), Dodge, Accurate, Ball & Chain, Secret Weapon, Stunty
Kreek Rustgouger (Underworld) 120k 5, 7, 4+, NA, 10+ Loner (4+), Secret Weapon, Mighty Blow (+1), Prehensile Tail, Ball & Chain, No Hands Special Rule: One the first occasion that Kreek would be sent off the pitch he refuses to go and gets to stay in play
Madcap Miggz (Goblin, Snotling) 150k 6, 4, 4+, NA, 9+ Loner (4+), Leap, Break Tackle, Claw, Very Long Legs, No Hands, Unchannelled Fury
Nobbla Blackwart (Not Halflings) 140k 6, 2, 3+, 5+, 8+ Loner (4+), Block, Dodge, Chainsaw, Secret Weapon, Stunty Special Rule: Master Of Disaster – Once Per Game May Reroll A 1 When Rolling To Make A Chainsaw Attack Special Action
Puggy Baconbreath (Halfling) 160k 5, 3, 3+, 4+, 7+ Loner (4+), Block, Dodge,Nerves of Steel, Right Stuff, Stunty Special Rule: Consummate Professional – as per Griff
Ripper (Goblin, Snotling) 250k 4, 6, 5+, 5+, 10+ Loner (4+), Grab, Mighty Blow (+1), Regeneration, Throw Team-Mate Special Rule: Perfect Spiral – once per game Ripper may attempt a TTM action from Long Pass range. This carries an additional -1 modifier (so -3 in total)
Stunty Slam Guest Stars – Please note that these Stars remain Race Specific:
Hogstopper (Halfling) 90k 5, 2, 3+, 3+, 7+ Loner (4+), Stunty, Dodge, Right Stuff, Wrestle, Fend, Juggs
Stick E.Bunn (Halfling) 90k 5, 2, 3+, 3+, 7+ Loner (4+), Stunty, Dodge, Right Stuff, Custard Pie*, Nerves Of Steel Special Rules: Custard Pie works as per Hypno Gaze
Halflings may hire a chef for 100k. Other teams must pay full cost (300k)
- Teams that can use the ‘Bribery and Corruption’ rules may purchase bribes for 50k. Other teams will pay 100k for bribes.
- Riotous Rookies are allowed.
- Ogre teams can buy a magic sponge for 30k This can be used once per game. The sponge can be used at the end of a drive or at halftime to bring d3 snotlings back from the ko box.
- Teams may hire infamous coaching staff.
- If two teams play and they both have the same inducements, they can still use them.
- Wizards are allowed.
- No stat increases allowed.
1 – Winter Weather
The icy conditions have made it treacherous underfoot, and it is extremely slippy!
The ice means that players may rush 3 times, rather than the normal 2. However, the ice makes it hard to keep control. The direction of each rush is made using the throw in template.
The coach makes the direction roll before they make the rush roll.
If the player collides with another player, roll a d6 for each player.
On a 4+ the player is placed prone (there is no armour/injury roll). If the moving player is not placed prone, they can continue to Rush. If the Rushing player is knocked down a Turnover is caused. If the Rushing player collides with one of their teammates and knocks them down a turnover is not caused.
When a player rushes when attempting to Blitz, direction rolls must still be made. This means that the player might miss their target once or twice before finding their aim (or they might miss them all together!)
If a player misses their intended target when Blitzing and instead connects with a different player, treat this as a collision.
2 – Teleporters
At the start of each half before the players are set up, each coach places three Teleporter tokens on 3 squares of their choice within their own half.
After teams are set up, but before the kick-off is resolved, each teleporter moves d3 squares in a random direction (use a d8 and the scatter template)
Teleporters cannot scatter off the pitch, but they can scatter into the opposing half. If a teleporter scatters onto another teleporter, both scatter again.
If the ball lands on a teleporter and then lands on the same one when teleporting, the ball is ejected to a random square adjacent to the teleporter.
If the ball goes into the teleporter from kick-off and ends up in the opposition’s half this will result in a touchback.
A player may enter onto a Teleporter square using 1 square of movement as normal. The player then rolls a d6 to see which Teleporter they are transported to.
If the player roll the same number as the Teleporter they entered into, they are immediately placed in the reserves box. If this player was the Ball Carrier then a turnover is caused.
Players exit the Teleporter via a random direction, determined by a d8 roll using the scatter template. If another player is blocking that square, they are pushed back. Exiting a teleporter costs 1 square of MA.
You may attempt to pass the ball through a Teleporter.
If the ball lands on a Teleporter, it will pass to another Teleporter in the same way a player would.
If a member of your team catches it when it comes out of the second Teleporter, a Turnover is not caused, and you may continue your turn.
If the ball Teleports back to the same Teleporter it started in, it simply scatters one square.
You may block a player into a Teleporter as if it were an empty square.
3 – Spuds check + Clone Ball
The teams are playing their last game in the most feared stadium in the Old World – the Neue Den. The crowd are baying for the blood of both sides, the atmosphere is not for the nervous and some players will buckle under the pressure! These guys are here to see blood, not touchdowns!
A player has to show that they have the ‘spuds’ to score.
When a ball carrying player approaches the line, they have to make a ‘spuds check’.
This is not rerollable.
On a 2+, everything is fine and they can go that final square into the endzone and score.
However, on a 1 the the player does not have the ‘spuds’ to proceed. Their turn ends with them one step from touchdown glory… and possibly ripe for a mauling!
Similarly, if a player is already in the endzone and is awaiting a pass/hand-off, they have to make the ‘spuds check’ to see if they have the bravery to catch the ball and provoke the ire of the baying hordes around them!
On a 1, the player refuses to make the catch and the ball is scattered 1 square.
A failed spuds check is not a Turnover.
This means that there is the chance for protection to arrive for the ball carrying runner.
If the catch is refused, then the turn may continue if the ball lands in someone else’s hands…
If the ball carrying player is thrown, there is no need for a spuds check if you scatter into the endzone.
However, if you land and then have to move into the endzone, a spuds check applies.
A spuds check is rolled before you Rush into the endzone, or before a catch roll is made in the endzone.
Clone Ball: Play once kick-off has been resolved, but before the receiving team’s turn begins.
If the ball is on the ground then a second ball materialises in the same square and is scattered d6 squares from the original ball.
The first player to cross into the opponent’s end zone with a ball rolls a d6. On a 1-3 the ball is a clone and it vanishes into thin air! On a 4+ the ball is not a clone, and a TD is scored.
A player may not carry more than one ball at a time.