Visiting Hours – Brushfire: Deportes-Pelota


In the vague spirit of the season of the World Cup, We wanted to do something special for Brushfire. A new game mode, designed loosely on the rule for Brushfire. These are rudimentary rules for playing the Civitan game of Deportes-Pelota (Sportsball). There is a lot of detail in this week’s Post, along with a few images to help you design your own Deportes-Pelota arena. The units used in the game are intened to be generic 30/40/50mm models, allowing Brushfire players to use their already available models.

We had a lot of fun designing this and are curious to know if this is something you would like to see us expand, We’ve got a number of ideas and would love to hear your feedback!

Deportes-Pelota
Originating in New Muriccio, based on a local sport of the indigenous people, Deportes-Pelota is a field sport played with hooked sticks and a heavy ball called the Pelota. Two teams of 6 players attempt to score on the opposing team’s goal, an arched net at each end of the field. Once Deportes-Pelota made its way to Eutheria, the game spread rapidly and most of the continent got Pelota-fever!

Core Changes

  • Models activate individually rather than in squads.
  • Models do not make attacks or have a Vitality stat, nor can they take damage.
  • Initiative is determined by the winner of the Point Skirmish. This initiative continues through each turn until a player scores a point.
  • When a point is scored, the turn ends immediately, model positions are reset, and another Point Skirmish is rolled.
  • Models may only Move, not Rush, during the Movement Phase.
  • Models may perform one of the actions available to their Field Position during their Action Phase. Models do not have any other Phases.
  • Models may always perform Reactions, even if they have already activated.
  • The scoring object of the game. The Pelota is a 30mm token that can be carried by any model that ends their movement within 3” of it. While holding the Pelota, this model is called the Carrier. The Pelota is placed back on the field after a point is scored, or if an action results in it deviating.

Scoring
Players score points by Shooting at the opposing player’s goal with the Carrier. After a point is successfully scored all models return to their starting positions on the field.

Field Positions
Pointer – This model performs the Point Skirmish at the start of a match and after every point scored. This is the only model that may participate in a Point Skirmish. This model has all Field Player Actions and Reactions.

Shooter – These two models begin the match mid field and return to this area after every point scored. This model has all Field Player Actions and Reactions.

Guard – These two models begin the match rear field and return to this area after every point scored. This model has all Field Player Actions and Reactions.

Goalkeeper – This model must remain within the Goal Area throughout the entire game. This model only has Goalkeeper Reactions. It may only Move during its activation.

Field Player Actions
Steal – Roll MS vs Carrier within 2”. On Success, Acting Model takes the Pelota from the Carrier. On Failure, the Carrier may take one Action or Move up to their Speed.

Crash – Roll MS vs Target within 2”. On Success, Target is Knocked Back d5 inches. If Crash is used against the Carrier, the Pelota deviates d10+MS inches. On Fail, the Crasher is Stunned.

Trip – Roll MS vs Target within 2”. On Success, Target is Stunned and make a Penalty Roll. If Trip is used against the Carrier, the Pelota deviates d5 inches.

Pass – Roll RS vs Range Penalty. On Success, Opponent may make an Interception Roll. If Interception Fails, Target gains the Pelota. On a Failure, the Pelota deviates d10” from the Target.

Shoot – Roll RS vs Goalkeeper’s Reaction. On Success, Opponent may make any eligible Interception Rolls. If Interception Fails, Shooter scores 1 Point, and Models are reset for Possession. If the Shoot fails, refer to the Goalkeeper’s Reaction to determine what happens to the Pelota.

Field Player Reactions
Interception – A model within 2” of the path of the Pelota will take during a Pass or Shoot may make an flat d10 Roll vs the Acting Model’s RS Roll. On Success the Intercepting Model takes possession of the Pelota. Models may only perform an Interception if the range of the Pass or Shoot is at least 5”. More than one model may attempt an Interception.

Goalkeeper Reactions
Dive – When Opponent performs a Shoot, Roll MS vs Shooter’s RS. On Success, Pelota deviates from Goalkeeper d10+MS inches. This deviation is always AWAY from the Goal, If the deviation dictates toward the goal, the Pelota deviates 180 degrees in the opposite direction.

Catch – When Opponent performs a Shoot, Roll RS vs Shooter’s RS. On Success, Goalkeeper gains possession of Pelota and may move anywhere within their Goal Area and make a Pass.

Goalie Steal – When Opponent Carrier ends Movement within 5”, make an MS Roll vs Carrier’s MS. On Success, Goalkeeper gains possession of Pelota and may immediately make a Pass without moving.

Pass Penalty
For every 1” between the Passer and their Target add +1 to the Pass Penalty
(I.E. To Pass to a Model 10 inches away, the Passer must roll a 10 or higher)

Body Block
If a Model’s base interrupts the straight line between the Passer/Shooter and their target, add +2 to the Opposing Roll/Value. Body Blocking Models may also always perform an Interception even when the Shot/Pass is shorter than 5” and have a +2 on their Interception Roll.

Recover
If only one Player’s models are within 3” of the Pelota when it deviates, one model may Immediately Activate to take possession of the Pelota.

Possession Skirmish
This event occurs in two circumstances, after a shot is made successfully and when two or more opposing models are within 3” of the Pelota after it deviates.

Point Skirmish – The Pointer for each team makes an MS Roll to gain possession of the Pelota. The higher roller takes possession. In this situation, the Winner may immediately Pass or Shoot but may not Move. This does not count as the Pointer’s Activation, but the Pelota most leave the Skirmish Area before either Pointer moves out of it.

Deviation Skirmish – Any models that have not activated, and are within 3” of the Pelota may participate in a Deviation Skirmish. Each player elects a an eligible model to roll MS. The winner temporarily takes possession. The losing model counts as having activated and may not participate further in the skirmish. If any more opposing models are eligible, The Carrier and and an opposing model roll MS again. This continues until one player has no more models to participate in the skirmish. Players may elect to not have models participate in a skirmish to save their Activation for later. When a final winner is determined, this model may take a full activation before counting as activated.

Penalty Roll
If a penalty roll is called for, roll a single d10. On a 7+, the model that elicited the penalty roll is removed from play until one point is scored by either team. At this point they are placed back on the field in their starting position.

Sportsclub Teammembers
30mm Light Units
Runner
Speed 6
MS 3
RS 5
Nimble – The Runner may perform a Rush during the Movement Phase.

Sniper
Speed 4
MS 1
RS 4
Perfect Aim – The Sniper’s Pass Penalty is +1 per 2 inches.

40mm Medium Units
Striker
Speed 4
MS 3
RS 2
Hard Shot – The Striker’s Shoot and Pass cannot be Intercepted.

Catcher
Speed 4
MS 2
RS 3
Reach – The Catcher’s Interception and Skirmish Range is +1” and they add +1 to Interception and Skirmish Rolls.

50mm Heavy Units
Bruiser
Speed 3
MS 4
RS 1
Vicious – The Bruiser’s Crash and Trip range is +1”. The Bruiser cannot be Stunned by a failed Crash, and automatically passes Penalty Rolls.

Blocker
Speed 3
MS 3
RS 2
Hulking – Before a Shoot or Pass is made by the Opponent, the Blocker may take a free Movement Phase. The Blocker’s Body Block Penalty is +3 instead of +1.

Team Building
Each team consists of 6 positions, 1 Pointer, 2 Shooters, 2 Guards, and 1 Goalkeeper. Each position can be filled by any of the Model Types listed above.

Victory
If a player scores 5 Points, or if the game plays for 20 Complete (non-point scoring) turns, the game ends. The player with more points wins the match!

Deportes-Pelota Field
Below is a basic image of the Field the game is played on. The Clay colored areas are the Goal Deployment Areas, The Black box within this zone represents the goal. The thinner white line represents the side through which Pelotas must pass to score. Shots attempted that pass through the Black lines stop short.

The first green field surrounding the Goal Area is the Guard Deployment Area. The two center green fields are the Shooter Deployment Areas. The Yellow zone between the Shooter Areas, are the Pointer Deployment Area and Point Skirmish Area. In addition to the image, there are two links which provide measurements for these different areas to create your own Deportes-Pelota Field.

Sportsball-field-600xhttp://www.on-the-lamb.com/content/wp-content/uploads/2014/07/Sportsball-field.pdf
http://www.on-the-lamb.com/content/wp-content/uploads/2014/07/SportsBall-FieldRulers.jpg

 

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