There has been a rescent epidemic of Squigs on the loose. We at the Deathcup Foundation are attempting to intercept any wandering squigs before they become a menance to the pitch. So far we have been successfull but they are increasing in number. We have informed the refs of this problem and they are inspecting the balls before each match to ensure that it is an actual ball and not a Squig. This is to notify the various coaches that the Deathcup Foundation has taken this incident seriously and has the best intentions for the various teams in the League.
The Commisioner
SQIUG BALL!
For Week 7 of the League all balls on the pitch will be Squig Balls.
The following rules will be in effect for Week 7 of the Deathcup League:
1. If the Squig Ball is on the Ground: At the beginning of each Team’s turn, before anyone takes an action, a Squig Ball on the ground will move d6 squares in a random direction. (use the scatter template) The Squig Ball does not need to dodge to move through tackle zones.
2. If the Squig Ball is held by a player: At the beginning of that Team’s Turn (not the opposing teams turn), before anyone takes an action, roll a d6 (this cannot be re-rolled) On a roll of 1, the Squig has squirmed free and will move as above starting from the players square. This does not cause a Turn Over.
3. If the Ball Squig’s movement carries it into a players square: The Squig throws a ST:0 Blitz with the Dauntless & Juggernaut Skills. Neither team may lend their assists. The Squig ball will never follow up and will end its movement in the square where it threw the block (regardless of any surplus MA). The Squig can never be knocked down, injured, K/O’d nor stunned. Players knocked down in this fashion will not cause a turn over. The target players opponent always rolls the appropriate dice decides where to push the player if applicable.
4. If the Squig Ball’s movement carries it into the crowd: they will throw it back as usual. It will bounce and then end it’s movement where it lands (regardless of any surplus MA).
5. The Squig Ball is Hard to handle: All GFI Rolls (while holdong the ball) and agility based actions involving the ball suffer a –1 penalty. This includes GFI, Pick Up, Catch, Pass, Intercept and Landing (if holding the ball), but not Dodge rolls.