Bone Cruncher Notes
Basic Game Tactics
A. The Assault Wedge consists of several players in adjacent hexes advancing toward the goal with the holder advancing behind the front rank. This is a common tactic in both Scorchball and Terminix.
B. The Box is common in Terminix which uses more players. The addition to a front rank of blockers and the ball holder in the second rank, there are a flanker located on each side of the holder in the second rank. Some teams will deploy additional reserves in a third rank to reinforce the blockers or stop the opposition if a tackle is made on the holder.
C. The Wall is a common defensive formation with the team lined up in adjacent hexes between the opposing team and the goal.
D. The Channel is a defensive formation designed to attack the flanks of a attacking formation to occupy the blockers until the holder is left with no protection.
Sample Turn
This is a sample turn from a Terminix event using the Alternative Action Card matrix. The competing teams are Lizardmen and an Orcs. The Lizardmen had won the Aggressor rating for the first Quint. On the first turn the Orc set up in a wedge formation and advance toward the Lizardmen goal. The Lizardmen deploy in a wide V formation which lends itself to ambushes.
The Lizardmen head coach rolls a five for Initiative. The coach then rolls a six on the Alternative Action Card matrix. The Lizardmen moves the goalie (Mover L1) as far forward as he is allowed. The Lizardmen moves the most forward player (Mover L2) to the edge of the arena.
The next player to move (Mover L3) is declared the Sniper and uses his blowgun to attack the closest Orc player with Distance Fire. The Lizardman rolls a two which is modified to a four which is still a miss.
The next Lzardman to move (Mover L4) enters a cover hex on movement point four. Since he is a Lizardman, he is not required to stop so continues to move and stop in the hex adjacent to the cover. The last Lizardman to move (Mover L5) is the Team Captain. He avoids the cover but does move to stand in a hex adjacent to the cover and the player that moved as Mover L4). At the end of the move the team Captain passes the ball to the Lizardman who moved as Move Two.
The Orc head Coach plans to use a more aggressive strategy. He rolls only a four on the team Initiative roll. He rolls a three on the Alternative Action Card matrix and announces that the Orc team Captain will be under Roid Rage this turn. The first Orc to move (Mover O1) enters the same cover hex that the Lizardmen had entered earlier. He is surprised when it is revealed as a Death trap hex. The Wound die roll is a two (d6) so one wound point is assigned to that player. Since he has no movement points remaining, he cannot assault either Lizardman player that he is adjacent to.
The second Orc player (Mover O2) moves to tackle the Lizardman to whom the pass was made in the first part of the turn. The third Orc player (Mover O3) moves, avoids the cover section and moves adjacent to the Lizardman (Mover 4). He attacks the Lizardman (Mover L4). The Orc rolls a four (1 x d6) with a +2 modifier for a total of six. The Lizardman (Mover L4) rolls a six without any modifier for a total of six. Since it is a tie, there is no winner and both players roll on the wound table. The Orc rolls a five (1 x d6) which causes a moderate wound on the enemy player. The Lizardman rolls a six (d6) and causes a Critical hit. Another roll on the Critical Hit table shows that the Lizardman will lose the use of one arm until he receives medical treatment.
The last player to move for the Orcs is the Team Captain. He (Mover O4) is also moved adjacent to the Lizardman (Mover L4) that has just been attacked. The Team Captain, who is under Roid Rage, attacks the Lizardman (Mover L4). The Orc Team Captain rolls a one (d6) with modifiers for being Orcs (+2), being a team captain (+2) and under Roid Rage (+1) for a total of 6. The Lizard player defends with a roll of five but has a -2 from the Critical Hit injury for a total of three. Since the Orc total is twice as much as the Lizardman total, the Orc will get two rolls on the Wound table and the Lizardman will not be able to roll.
At this point the second turn of the First Quint is over. The third turn begins with a Lizardman segment.
Advanced Bone Cruncher
Player Health Templates
One of key differences between the advanced and basic systems is the use of player templates for tracking heath conditions. The use of templates allows for the players to have more than the basic number of allowable wounds. It also enables wounds to be allocated to specific parts of the body rather than applied generally. Another advantage to the template system is that it provides definite distinctions for players from different races. Hit allocations will vary in number and placement will vary according to race as part of the special characteristics aspect.
Health Template Construction
The body of a player is divided into seven areas. These are the torso, the head, the right arm, the left arm, the right leg and the left leg. The seventh area is called the protection box and reflects the amount of natural or added body armor that a player has from a specific race.
Advanced System Special Team Racial Health Templates
Evil teams will have the same health templates as their non-evil counter parts. Goalies are allowed three additional protection boxes.
Amazons
Amazons are regarded as the speeds with foot speed combined with highly toned reflexes
Amazon players are given a total of 33 hit squares
Amazon players are allocated five hit players to the head, nine squares to the torso, five squares to each leg and four hit squares for each arm.
Amazon players are authorized four protection squares. Two represent the natural guile of females and two for body armor padding.
Human & Barbarians
Human players are given a total of 35 hit squares.
Human players are allocated five hit squares to the head, ten hit squares to the torso, six hit squares to each leg and four hit squares to each arm.
Human players are authorized two protection squares in the body-armor rating.
Elves
Elves are regarded as the speedster race with foot speed combined with highly toned reflexes.
Elf players are given a total of 36 hit squares.
Elf players are allocated five hit squares to the head, nine hit squares to the torso, six hit squares to each leg and five hit squares to each arm.
Elf players are authorized three protection squares in the body-armor rating.
Dwarves
Dwarf players are given a total of 34 hit squares.
Dwarf players are allocated six hit squares to the head, twelve hit squares to the torso, four hit squares to each leg and four hit squares to each arm.
Dwarf players are authorized four protection squares in the body-armor rating.
Halflings
Halfling players are given a total of 27 hit squares.
Halfling players are allocated three hit squares to the head, eight hit squares to the torso, five hit squares to each leg and three hit squares to each arm.
Halfling players are authorized two protection squares in the body-armor rating.
Orcs & Goblins
Orc players are given a total of 39 hit squares.
Orc players are allocated five hit squares to the head, twelve hit squares to the torso, six hit squares to each leg and five hit squares to each arm.
Orcs players are authorized three protection squares in the body-armor rating.
Lizardmen
Lizardmen players are given a total of 34 hit squares.
Lizardmen players are allocated four hit squares to the head, ten hit squares to the torso, six hit squares to each leg and four hit squares to each arm.
Lizardmen players are authorized four protection squares in the body-armor rating.
Undead & Zombies
Undead and Zombie players are given a total of 25 hit squares.
Undead and Zombie players are allocated three hit squares to the head, six hit squares to the torso, four hit squares to each leg and four hit squares to each arm.
Undead and Zombie players are authorized one protection squares in the body-armor rating.
Advanced Arena Options
For Terminix games only, more complex arena fields can be used. Such fields may be of any appearance, oval, square, circular or a rectangle but an irregular field cannot be used. On these fields the terrain occupying hexes can be more complex. Some new terrain possibilities are buildings, ruins, water obstacles, or vehicular wrecks. More elaborate Delay traps and Death traps will be available such as quicksand pits and boiling liquid pits.
Another option is for players to use any floor plans available. This can result in events of Terminix but not Scrochball being played in buildings, malls, underground complexes or on spaceships. It can also result in games being played on maps with a square grid instead of a hex grid. They are rare but I have seen floor plans using a triangle grid.
If a square grid is used, a player will have the option of moving to one of eight adjacent squares instead of the normal six options presented on a hex grid. If a triangle grid is being played on, the players will only have three options of areas to move into from any one point.
Bloody Blades
Bloody Blades is an advanced optional mechanic which allows team players to carry bladed weapons into the arena. Such bladed weapons do not include personal scalping knives which have been the craze among players for the past few years.
Team players can carry either a Polearm such as a spear or halberd OR Blades which include various types of swords and axes. Events allowing blades also allow all players to use a shield. A small buckler is not regarded as a shield but as part of the body-armor.
Team players with polearms cannot carry a shield. Halfling and Undead Team Players with polearms move at one less allowable maneuver point per turn. Team players with polearms involved in a melee receive a +3 on their die roll. Players always get one roll on the Wound chart whether they win or lose. Victors always gets an additional roll on the Wound chart.
Players armed with a Blade in a melee receives a +2 to the die roll. Victors and losers armed with Blades receive a plus one on the Wound Chart.
Elite Team Players
A veteran player who has survived numerous games will reach an elite status. Such elite players may be classified as Team Captains or a normal player. No more than one elite player can be on the field other than the Captain. Elite players will get to add +1 to any Distance Shooting attempt, +1 to any melee combat and a +2 to the protection boxes.