SEPPUKU ZONE

By: Allison Heimbach/Kachiko on #l5r

MANTIS CLAN
0-16 Lineman 5 2 3 8 1 None 40
0-4 Thrower 6 3 2 8 2 Pass 60
0-4 Catcher 7 2 4 7 2 Catch, Dodge 70
0-4 Mercenary 6 4 2 8 1 Katana, Dirty Player 70
Re-Rolls: 90
Ranbe: 100
Team Shugenja: 150

Special Coaching Staff: Ranbe - At the start of the game, Ranbe may automatically turn the weather into Torrential Rain.

MONKS
0-16 Brothers 6 3 3 7 2 None 40
0-4 Enlightened 7 4 4 9 2 Block, Tackle, Stand Firm 80
Re Rolls: 50
Yodin: 100
Team Shugenja: 150

Special Coaching Staff - Yodin - After each game, randomly determine a player on your team. Yodin awards that player 5 SPPs.

NAGA
0-16 Shagara 7 3 3 7 0 Prehensile Tail 60
0-4 Isha 7 3 3 7 0 Dodge, Prehensile Tail, Pass 80
0-4 Eshru 8 2 3 7 0 Catch, Prehensile Tail 90
0-2 Shahadet 6 4 2 9 0 Block, Mighty Blow 110
Re Rolls: 80
Malekish: 100
Naga Shugenja: 150

Special Coaching Staff: Malekish - Once per game, Malekish acts as a bonus re-roll, like the Augury spell.

Naga Shugenja do not get normal spells, instead, at the start of any turn, use them to give all Naga players +1 to all their stats until the end of that turn.

RONIN

Ronin teams may hire any players from any other lists, except Shadowlands and Naga, for 10K more than normal. In addition, they have:

0-6 True Ronin 7 4 3 8 1 Block, Katana, Iaijutsu 100
Re Rolls: 100
Team Shugenja: 150

Ronin teams do not have a Special Coaching Staff member.

SHADOWLANDS
0-6 Zombie 4 4 1 10 0 Stand Firm, Shadowlands 70
0-4 Shadow Samurai 6 3 3 8 0 Katana, Shadowlands 80
0-12 Goblin 6 2 4 6 0 Shadowlands 50
0-2 Ogre Bushi 5 6 3 100 Stand Firm, Block, Katana, Shadowlands 120
Re Rolls: 70
Necromancer: 100
Team Shugenja: 150

Special Coaching Staff: Necromancer - Once per game, the Necromancer may, when a non-Shadowlands model dies, cast a Raise the Dead spell. The model is returned to life on your team as a Zombie, with none of his previous skills.

(Add following to rules)

DISHONORED

At the end of a game, roll a die for each dishonored model on your team. If you roll lower than his PH, the player commits seppuku and is killed, unless you have and surrender the Imperial Favor.

STANDING UP

Prone models must expend 3 movement points to stand up.

MOVING AND BLOCKING

You may only perform one block after a movement per turn. These are generally referred to as "blitzes".

IMPERIAL FAVOR

Even the Emperor gets in on the games of Samurai Bowl, giving his favor to the most honorable team. Whichever team has the highest total PH gets the Imperial Favor, which, once per match, allows you to ignore any penalty.

AFTER THE GAME

To determine winnings, follow this simple scheme;

Both players roll 1d6 and multiply it by 10 to see how much koku they win from the match. The winning team may add +1 to their die roll. The team that caused the most Critical Injuries may add a +1 to their die roll.

After winnings are determined, players gain experience.

For every completed pass, a player gets 1 insight.

For every Critical Injury they cause, a player gets 1 insight.

For every Touch Down a player scores, they get 3 insight..

For every duel they win, a player gets 2 insight.

When a player reaches the next level of advancement, the player may make a Star Player roll.

          INSIGHT CHART
PTS          RANK          TOTAL ROLLS
0-5         Tiny Grasshopper        0
6-11        Grasshopper             1
12-21       Sempai                  2
22-51       Gunso                   3
51-81       Chui                    4
82-111      Taiko                   5
112-201     Fortune                 6
201+        Kami                    7




          REALLY ANNOYING CHART
PLAYER TYPE     GEN     STR     AGI     PASS      SL
Crab Lineman      *      *       
Berserker                *
The Damned               *                         *
Tsukai-Tsugasu           *       *        *

Crane Lineman     *              *
Crane Thrower     *              *        *
Crane Catcher     *              *
Kenshinzen        *      *       *
                    
Dragon Lineman    *       
Dragon Thrower    *                       *
Dragon Catcher    *              *
Ise Zumi          *      *       *        *     

Lion Lineman      *      *                         *
Matsu Lion's
Pride             *      *                         *

Mantis Lineman           *
Mantis Throwers                           *
Mantis Catchers   *              *
Mantis Mercenaries*      *

Brothers          *             
Enlightened       *       *      *        *

Shagara           *           
Isha                             *        *
Eshru             *              *
Shahadet          *       *

Apprentices       *
Adepts of Air                     *               *
Adepts of Earth          *                        *
Adepts of Fire    *      *                        *
Adepts of Water                   *               *

True Ronin        *      *

Scorpion Lineman  *
Scorpion Ninja    *               *       *
Scorpion Catcher  *               *
Scorpion Blitzer  *      *

Zombie                   *                        *
Shadow Samurai                    *               *
Goblin                                            *
Ogre Bushi               *                        *

Unicorn Lineman   *
Unicorn Thrower   *                       *     
Unicorn Catcher   *               *
Battle Maiden     *      *        *

INSIGHT ROLLS(2d6)
2-8 New Skill; see chart
  9 New Skill or +1 PH
10 New Skill or +1 MA
11 New Skill or +1 ST
12 New Skill or +1 AG







SKILL SUBDIVISIONS

General       Strength          Agility      Pass
Block         Mighty Blow       Catch        Accuracy
Dirty Player  Tackle            Diving Catch Dump Off
Frenzy        Strength of Earth Dodge        Kamikaze Pass
Pro           Stand Firm        Jump Up      Pass        
Doshi         Guard             Leap         Strong Arm 
Charge        Piling On         Sure Hands          
Kick                            Sure Feet
Strip Ball
Iaijutsu

Shadowlands
Claw
Many Arms
Foul
Prehensile Tail
Exoskeleton

NEW SKILLS

Pro - A Pro model may roll a d6 after any roll he makes. On a roll of 4+, he may re-roll it. This counts as his re-roll for the turn.

Doshi - A Doshi, while present on the board, adds one Team Re-Roll per half. A team may only have one Doshi at a time.

Kick - When a model with Kick is on a kicking off team, the ball will only scatter half the distance rolled.

Strip Ball - When a model with Strip Ball pushes back an opponent carrying the ball, the ball is knocked loose and scatters one square in a random direction.

Strength of The Earth - When a model with this skill is knocked out, roll a die. On a roll of 4+, the model is only stunned instead.

Guard - A model with Guard may always assist a block , regardless of if he is in another tackle zone.

Piling On - A model with Piling On may fall prone when he knocks over an enemy model during a block. If he does so, add his Strength to his armor roll.

Diving Catch - A model with Diving Catch may move one square when the ball lands next to him. If he moves into the square with the ball, he may try to catch/pick it up as normal.

Jump Up - A model with Jump Up may stand up for free.

Leap - A model with Leap may jump over an occupied square. This costs 2 movement points per square and requires an unmodified Agility roll. Failing the roll causes the model to be placed prone in his destination square and take an armor roll.

Sure Feet - A model with Sure Feet may re-roll, once per turn, a Surge of Speed roll.

Accuracy - This model adds +1 to all of his pass rolls.

Dump Off - When a block is declared against a model with Dump Off, he may make a normal Quick Pass(with normal penalties).

Kamikaze Pass - This model may throw to any square on the board. The pass is automatically inaccurate and scatters three times, causing a turn over.

Strong Arm - Strong Arm players ignore the -1 penalty for Long Pass.

Claw - Players with a Claw add +2 to all of the armor rolls they cause.

Many Arms - Players with Many Arms add +1 on all attempts to catch the ball.

Foul - Models with Foul are so horribly disgusting that any model in its tackle zone suffer a -1 penalty to all of their rolls(including dodging out)

Prehensile Tail - Models with Prehensile Tail cause any attempt to dodge out of their tackle zone to be at a -1 penalty. '

Exoskeleton - Models with an Exoskeleton may, once per turn, force the re-roll of any armor roll against them.

BASIC STAR PLAYERS

Crab 

Hida Yakamo 6 5 4 10 2 170
Block, Mighty Blow, Tackle, Strength of the Earth, Claw, Katana 

Hida O-Ushi 6 4 4 10 2 130
Block, Mighty Blow, Hammer, Frenzy 

* O-Ushi's hammer allows her to automatically break armor when she
knocks a model over or fouls.

Crane

Kakita Toshimoko 6 4 4 9 4 160
Katana, Iaijutsu, Dodge, Block 
Toshimoko may never refuse a challenge.

Doji Reju 7 3 4 9 2 140
Katana, Dodge 
If Reju ties to determine the first focus or strike, he may choose.

Dragon

Mirumoto Hitomi 7 4 4 9 2 180
Katana, Iaijutsu, Block, Mighty Blow 
Mirumoto Daini  7 4 4 8 3 170
Katana, Dodge, Frenzy     

Mantis

Yoritomo 7 7 3 10 2 190
Katana, Charge, Dirty Player, Tackle, Block, Dodge, Stand Firm 

Monks

Tetsuya  6 5 3 9 2 130
Stand Firm, Block, Sprint, Strength of the Earth 

Naga

Qamar 6 6 4 10 3 150
Stand Firm, Doshi, Tackle, Block, Might Blow     

Phoenix

Isawa Tadaka 5 6 2 10 2 150
Shadowlands, Stand Firm, Block, Strength of the Earth 
Isawa Tomo   7 3 4 9  2 140
Shadowlands, Sprint, Sidestep 
     
Ronin(Will join anyone)

Dairya 6 5 4 9 4 180
Block, Mighty Blow, Katana, Pro  Iaijutsu 

Scorpion

Bayushi Aramoro 7 4 5 8 1 150
Dodge, Sprint, Dirty Player, Shurikens 
Aramoro may throw his shuriken at an enemy as a normal pass. No roll
to catch is needed, and an armor roll is made, regardless of who it
ends up hitting.

Bayushi Tangen 6 2 4 8 1 90
Dodge, Martyr 
Tangen may switch places with an adjacent Scorpion model as a block is
declared against it. Resolve the block normally, with Tangen as the
new target.


Shadowlands

Oni no Akuma 6 6 3 10 0 150
Block, Strength of the Earth, Stand Firm, Foul, Tackle, Prehensile Tail 

Moto Tsume 6 5 3 10 0 160
Block, Tackle, Foul, Mighty Blow, Katana 

Unicorn

Otaku Kamoko 10 5 1 10 3 170
Block, Leap, Horse 
Otaku Kamoko is mounted on a horse. She may not Surge of Speed or
carry the ball. She may foul(by trampling) even with her 3PH, and
counts as a Dirty Player for it.