Forum Post
Splatterfest is nearing the end of it's first season.
Season 2 is now recruiting new Stuntee coaches to expand from 16 teams to 32.
We have a Euro conference, and a North American conference, so you can choose which time zone better suits your availability.
The League has some unique rules, some of which will be changing from season 1.
The rules for season 2 will be:
1: Overtime in the event of a tie. More time for blood, and ties are silly.
2: +1 to injury on fouls IF you have no interference
3: 150k in inducements for free, for everyone in every match. This can be quite silly in Stuntee, as there are several fun Stars
4: The ball has spikes, we all love our splatterfests
5: Piling On will KO you if you roll doubles
6: Sneaky Git acts like guard on fouls, and sends you to the KO box instead of getting you banned. With secret weapons, this could get hilarious
7:
Rule Changed:
As custom rosters are now a thing, LRB races will no longer be allowed. However, I have been working on some custom stunty rosters that will be taking their place. Currently, I have 9 additional rosters, though I am looking for some playtesters to help balance them against the normal stuntee leeg rosters, before season 2 begins. By all means, feel free to play some matches with these rosters.
8: Skill progression will be slightly altered, with players taking a 6th skill at 131 SPP and a 7th at 201
9: Starting Season 3, A leeg draft will likely be implemented for the MAYHEM!!! This will allow new teams to gain skilled players that will assist them in the competition against older, more established teams. It will also allow the established teams a chance to bring new talent into their rosters, to replace former players who were lost during the season. Draft picks may allow teams to take skills that are otherwise impossible for a team to acquire.
Custom League races are:
Yokai - At first glance, this race appears to be weak, with it's ST1 linemen, and only one player with G access on a normal roll. However, they have plenty of toys at their disposal to compete against any roster.
Dwelf - What happens when an Elf and a Dwarf have kids? Sadly, this is it. Key notes are the injured Troll Slayers, and the injured Wood Elves that have found another chance to play Blood Bowl alongside their offspring. Beware the Psycho, and the death machine known as The Crushinator.
Gremlin - A versatile roster that at first glance, seems like stuntee Slann. Fear the Gremlin Destroyers and their Chainsaws, while the Fell Grimlings inspire petrifying terror with but a gaze. This team will be a positional nightmare, if you aren't ready for them.
Stygian Rotters - While it's obvious that this race is similar to vampires, they can play very differently. They are fronted by 4 Stygian Devourers who feast as often on their own rotters as they do an opposing player. Once glimpse from a Devourer is enough to paralyze you with fear. Meanwhile, the Ethereal Creeper will not be denied the ball.
Athel Loren Fae - These Dark Fae are nothing like their Albion cousins. The Satyrs make up the team muscle, when they aren't entertaining the Nymphs. What they lack in strength, however, they make up in speed and utility.
Necromites - Is that a true Undead roster in Stuntee? This is a roster to fear, with it's Fleshy Terror. Anything in this beast's path has a chance of becoming a part of it's mass, be it foe, or a friendly Pygmy Skeleton or Decay Spitter. The Death Touched Hounds that bring up it's flank, often devour anything the Terror leaves behind.
Artificers - The ingenuity of the Gnome tinkers have created several fearsome constructs who serve only to play the noble game of Blood Bowl, and crush all opposition in their path. But do be careful, while these constructs are designed to take a hit, they are unreliable, and once they break down, the results can be disastrous.
Wizards Guild - Sometimes, the best place for the Team Wizard is on the pitch. These guild trainees haven't quite mastered their magic enough to sit on the sideline, and have chosen to practice their Fireballs (bombs) and Shocking Grasp (Stab) while actively playing the game. In extreme situations, they are even adept at Charming (hypnotic Gaze) their opponents, and giving them better mobility on the pitch.
Catfolk - This is a team that shows no fear, as it's Cheetaurs race down the field with nearly unmatched speed. Back at the Line of Scrimmage, the Leonine Mauler and his 2 Tigrym companions make short work of opposition. The Lynxites round out the team with their mastery of manual dexterity.