(WE WILL SOON BE STARTING A NEW SEASON
USING 4TH ED
REVISED RULES, LOOSING MOST OF THE HOUSE RULES BELOW...)
The HBBL uses fourth edition blood bowl rules; that is, the rules as written
in the third edition Blood Bowl Handbook (as well as the league rules contained
within the third edition Death Zone supplement Handbook), but taking into
account the rule changes from Blood Bowl Magazine which carried the game into
fourth edition, (the 'Gold' version of fourth edition contains the rules from
BBM 1 and 2, correcting many of the errors and clearing up a few sticky areas).
Coaches are advised to read (or re-read) all relevant publications in chronological
order in order to get a firm grasp on the rules.
However, above all, the House rules listed below have
precedence over all the official Games Workshop rules for Blood Bowl. I have
reiterated many newer rules, and included a number of 'experimental' rules.
Be warned, there are several changes to the official fourth edition rules,
as well as dealings with general oversights -coaches really should read all
of this document!! There is no excuse for not knowing the rules by which you
should be playing. Submissions for new rules, or variations of existing ones,
or new teams or players, will be accepted.
If any coach has a particular distaste for a rule and
can come up with a good reason why it should not be used, or should be altered,
then their appeal will be considered.
Lastly, these house rules appear in
no particular order, other than that in which they were created and/or added
to this document.
INDEX:
1 - Mixed Race Teams
2 - Appearance Fees
3 - Skills
4 - Big Guys and Additions To Team
Lists
5 - Nippon Teams
6 - Selling Your Players
7 - Star Players and stars with 'specialist'
8 - Complete Star Player List
9 - Secret Weapons
10 - Sigurds Injury Rule
11 - Passing The Ball
12 - Prizemoney
13 - Squigball
14 - New Pre-Match Sequence
15 - Wizards
16 - Apothecaries
17 - Fan Factor,
18 - Fouls
19 - Kickoff
20 - Re-Rolls
21 - Turn Overs
22 - General Skills
23 - Special Plays
24 - Freebooters
25 - Revised Vampire Teamlist And
Rules
26 - Overtime
27 - Submission Of Results After
Game
28 - Mutations
29 - New Rules For Raising The Dead
30 - New Procedure for Standing up Prone Players
31 - Werewolf Teamlist
32 - Seasonal Events Table
33 - Sponsorship
34 - Squads (Extended Player
Lists for Coaches)
35 - Extended Handicap
Table
36 - Extended Match Winnings Table
37 - Change to Serious
Injury Table
38 – Stadiums
1
- MIXED RACE TEAMS
Like
them or loathe them, they will be allowed in this league. They will work on
the allies tables in BBM 2. You may only mix two races, but they may take
further allies using the allies rules in BBM 2, as long as the both races
may align themselves with this third (or fourth, or fifth) race. For example,
a human/dwarf team could take one each of norse and ogre. An orc/chaos team
could take one each from chaos dwarf, goblin, norse and ogre. These allies
may be stars.
Any
coach wishing to run a mixed team should first consult with the Commissioner.
They will be worked out in consultation with the Commissioner on a team by
team basis. The rules for such teams are this:
Re-rolls
are as listed for the most expensive of the two races +10,000 gc
Number
of big guys allowed from each list is halved.
As
a general rule the number of position players from each list is halved where
there are duplicate postition players from the other race. The Commissioner
will decide exactly on the team list when and if a coach nominates to play
a particular mixed team. But for example a Human/Dwarf starting line-up could
have:
0-6
human lineman
0-6
long beards
0-4
catchers
0-2
runners
0-2
throwers
0-1
dwarf blitzers
0-2
human blitzers
0-2
troll slayers
Another
example is Skaven/Goblin:
0-6
goblin (effectively linemen)
0-6
skaven linemen
0-2
storm vermin
0-3
gutter runners
0-1
troll (trolls are now part of goblin teamlist. more on that later)
0-1
rat ogre (as above)
0-2
skaven throwers
These
rules can get a bit complicated, but they do add an element of fun to the
game. Consult Commissioner Blood with any queries related to mixed race teams.
The most important rule relating to mixed race
teams is this: after every touchdown or at the end of each half, the coach
must roll a d6 for each player on his list. On a roll of one they refused
to take the field for the next drive, due to ill-feeling between the two races,
and must be placed in the reserves box.
Note on allies: we do not use the 'allies' rule
from the fourth edition rules. You may take one of each ally allowed for your
race on your team list. However, if a team list has more than two allies (rememmber
some big guys are allies) then it counts as a mixed team, and the coach must
roll a D6 for each player after each drive as stated above when there are
more than two allies in the starting line-up. Also, and very importantly,
add 10,000 to the re-roll cost of the team from the time it becomes a 'mixed'
team, so yes (just to clarify) you may have more than two allies, if there
are more than 2 allies on your teams list - not your starting line-up - your
re-rolls are 10,000 more expensive, thus making them in reality 20,000 more
expensive, given that they are double to but after the league has started.
2
- APPEARANCE FEES
51-100
Star Player Points - 10,000 per game
101-150
SPP - 20,000 per game
151+
- 30,000 per game
These
appearance fees must be paid by both 'star' and position players. However,
an appearance fee need not be paid for the first game a new Star Player is
on the team list, it can be considered that the fee paid for hiring him is
enough to get him him out on the field for the first match.
Further
to this, before each game coaches may roll a d6 for each of the players that
they need to pay an appearance fee for, and on a roll of 6 a wealthy fan of
the club has offered to sponsor the player for that game only.
The
Star Player Points of 'stars' is working out by removing the last three zeros
from their gc value eg, if a player is worth 160,000 he has 160 SPP and a
coach must pay the appropriate fee each match, that is 50,000 gc in the premier
division 0r 30,000 in a lower division.
Also,
star player points now affect the gate, ( STAR PLAYER FACTOR), players with
many points are seen as being drawcards:
26
- 100 = 1d6 extra on gate
101
- 150 = 2d6 extra on gate
151
+ = 3d6 extra on gate
3
- SKILLS
Fourth
ed has changed skill use..... in a blitz action you can no longer attempt
to dodge out of a tackle zone, fail the roll, re-roll using your dodge skill
and succeed, then move on to throw a block get 'both down' and proudly boast
"I have the block skill so I don't go down". Bad luck tough guy,
you do! - because you may not use this second skill in the players turn.(This
may seem like a drastic change, but after playing 10-15 games with this rule
I have discovered it doesn't have that great an effect. This change to the
rules is covered completely in the fourth edition rules in BBM 1 and 2.)Obviously,
now more than ever, only one skill may be used to effect a single dice roll.
Players may however use any amount of skills when they themselves are not
completing their action for the turn, or in their opponents turn. AND note
that this new rule affects skills only, not traits - for more on skills and
traits see BBM 2.
But
so as not to completely ruin multiple skill players we have personally come
up with the following new trait:
Specialist: (GeneralSkill) A player with this
skill may use up to two skills during his action, rather than only one.
4
- BIG GUYS AND ADDITIONS TO TEAM LISTS
There
are additions to some team lists, in the form of Big Guys; rat ogres, trolls
and bull centaurs. Also teams consisting entirely of a single race of big
guys may be played; Ogres, Minotaurs and Treeman. Check out fourth ed rules
complete for details.
Here's
the SPP table for Big Guys:
Star
Player Rolls
0-10
0
11-20
1
21-50
2
51-100
3
101-200
4
201-300
5
301-500
6
500+
7
The
following may also be added to existing team lists:
Skaven - 0 - 2 Plague Monk - 6 3 3 8 Frenzy, Foul
app - 90,000 - general, phys
Dark Elf - 0 - 2 Assasin - 6 3 4 8 Shadow - 80,000
- general, agility
Wood Elf - 0 - 2 Fanatic - 7 3 4 7 Frenzy, Shadow
- 90,000 - general, agility
Goblin - 0 - 2 Catchers - 6 2 3 7 Stunty, Dodge,
Right St, Catch - 60,000 - general, agility
AND
the latest Rookie Big Guys:
(Allies with Dark Elf) Blighted Treeman - 2 5 1 9 claw, foul app,thick skull,
stand firm, take root - 110,000 - general
(Allies with High Elf ) Noble Treeman - 3 6 1 10 mighty blow, stand firm,
thick skull, take root - 120,000 - general, strength
(Allies with Norse) Snow Troll - 4 6 1 8 block, mighty blow, regenerate, really
stupid - 110,000 - strength
(Add to Undead teamlist) 0 -1 Zombie Ogre - 3 5 1 9 mighty blow, thick skull,
regenerate, bone-head - 110,000 - strength
(Add to Dark Elf teamlist) 0-2 Harpy - 6 4 2 7 claw, leap* (* when leaping
harpy may use its wings and get a +2ag increase. However use of wings is illegal
in blood bowl so a 8+ penalty roll must be made) - 100,000 - general, agility
BBM
2 also has some more additions to team lists.....
Check
out new Chaos Demon teams, third edition beastmen and Chaos Warriors with
Daemons from different Chaos Deities.
5
- NIPPON TEAMS
The
commissioner has a team list for these guys, complete with ninjas, samurai,
stars and big guys. Any interested coach should see him for details, as he
won't bother putting them up here........
6
- SELLING YOUR PLAYERS
Commisioner
Blood has drawn up some rules concerning the sale of players on your team
list:
Any
player on a coaches list may be sold, at 3/4 the list price with the following
modifiers:
+
10,000 per star player roll
-
20,000 per niggling injury
-
20,000 per stat decrease
-
20,000 if player has peaked
These players may be 'sold' to no one in particular, you can assume they are
sold to a team from a different league. However, there is no reason why coaches may not sell or trade players to each
other if they wish.
7
- STAR PLAYERS
A
coach may not buy two or more of the same star player
Also,
star players now count as filling a position on your starting line-up, eg:
humans can only have four blitzers, and if you hire Griff Oberwald he counts
as one of them!! In the same manner Nobbla Blackwart counts as one of your
goblins.
A
coach can hire an existing star player, but add the specialist skill to them
at the time of purchase by adding 20,000 to their tag. This may only be done
when you buy the player, not later when you have the extra cash.
8 - COMPLETE STAR PLAYER LIST
This
list is in addition to the list in Blood Bowl Magazine issue 1.
The formula for these stars is base cost plus 15,000 for stat increase, plus
15,000 for block, specialist, long legs or helmet, plus 10,000 for any other
skill or trait, plus a further 5,000 for every 3rd skill or trait on top of
base, plus 10,000 for removal of trait from base.
NOTE (1): The Treeman star was to cheap using this method, so i merely deducted
the cost of one point of strength from the price of the other treeman star
(Deeproot).
NOTE (2): I am unsure how the costs of the star players in BBM 1 are worked
out, but the method used here seems similar enough and quite fair.
Chaos Dwarf
Hthark the Unstoppable (Bull C) 6
6 2 10 blk, break tckl, sprint, sure feet, thk skl 200,000
Xtall Ironhand (Hobgoblin) 6
3 4 7 leap, dirty ply, sure hand,
strip ball 100,000
Zorn Uzkrag (Chaos Dwarf blck) 4
4 2 9 blk, tckl, thk skl, Mighty Blow, dntlss 105,000
Trabore Despoiler (C D B) 4 3 2
9 blk, tckl, thk skl, dauntless, div tckl, guard 105,000
Kharg the Slaughterer (C D B) 4 3 3 9 blk,tckl,thk skl,m blow,grd,jump up,pile
on 130,000
Minotaur
Bellow Thunderslam 5 6 2 9 blk, horns,
mighty blow, thk skl, strp bl 165,000
Chaos
Dorjak Sureclaw (CW) 6 4 3 9 claw, long legs 125,000
Galem Goreblade (CW) 5 4 3 9 dauntless, frenzy 120,000
Wormhowl Greyscar (CW) 5 4 3 9 block, mighty blow 125,000
Slarga Fowlstrike (BM) 6 3 3 8 horn, Xarm, dirty player 80,000
Dieter Hammerlash (CW) 5 4 3 9 block, catch, pass block 140,000
Lewdgrip Whiparm (CW) 5 4 3 9 pass, surehands,
tentacles 130,000
Doubledrool (CW) 5 4 3 9 tentacles,
2 heads, pre tail 130,000
Fang Spiketail (BM) 7 3 3 8 blk, long leg, Xarm, horns 120,000
Dark Elf
Eoarn Harokon (thrower) 6 3 4 8 pass, N of S, dodge, safe throw 125,000
Petro D'Arvill (Lineman) 6 3 4 8 kick, dodge 90,000
Hawthorn Tullaris (Blitzer) 7 3 4 8 block, mighty blow, catch, sprint 135,000
Odium Khan (Lineman) 6 3 4 8 block, strip ball, tackle 110,000
Asperon Thron (Lineman) 7 3 4 8 catch, leap, N of S 120,000
Moravis Curfew (Thrower) 6 3 4 8 pass, safe thr, hail mary pass, accurate,
specialist 140,000
Horkon Heartripper (Assassin) 6 3 4 8 shadow, dodge, leap, poison dagger 110,000
Roxanna Darknail (Witch Elf) 8 3 5 7 frenzy, dodge, leap, jump up, sprint 160,000
Haric Silverthorn (Blitzer) 7 3 4 9 blk, leap, guard, div tckl, 150,000
Keyan Shadowspit (Witch Elf) 7 3 4 8 dodge,jump up, frnzy, blck, divin tckle
150,000
Dwarf
Pick Seamsunder (long beard) 4 5 2 9 blk. tckl, thk skl, mighty blow 115,000
Bardin Ironglove (long beard) 4 4 2 9 blk, tckl, thk skl, mighty blow, guard
105,000
Stuka Schmidt (long beard) 4 3 2 9 blk, thk skl, tckl, pass, sure hands 90,000
Granite Rivalblade (long beard) 4 4 2 9 blk, tckl, thk skl 85,000
Grimwold Grimbreath (Blitzer) 6 5 3 9 blk, thk skl, leap, mighty blow, pro 160,000
Drumgrim Quickstride (Runner) 6 3 3 8 sure hands, thk skl, sprint, sure feet
100,000
Devin Headbanger (Blitzer) 5 3 3 9 blk, thk skl, dntlss, strip ball 100,000
Gibbon the Winded (Runner) 6 3 3 8 sure hands, thk skl, pass, N of S, hail
MP 115,000
Haden Blockbuster (long beard) 4 4 2 9 blk,tckl,thk skl,grd,Sfirm,ddge,dntlss,sure
feet140,000
Goldtooth Flowingbeard (runner) 6 3 3 8 sure hand, thk skl, blk, ddge, div
tckl, dntlss 130,000
Axebreaker Jones (long beard) 4 3 2 9 blk, thk skl, tckl, Jup, N of S, piling
on 105,000
Goblin
Spiky Norman 6 2 3 7 dodge, stunty, right stuff, pro, thk skl 60,000
Garbage Throttlesnot 6 2 3 7 ddge stunty, right stuff, leap catch 60,000
Dirty Dan 6 2 3 7 dodge, stunty, right stuff, dirty player 50,000
Dee Eff 6 2 3 8 dodge, stunty, right stuff, dntlss, mighty B, Blk, specialist
110,000
Gazooga 6 2 4 7 dodge, stunty, right stuff, dntlss, div tckle, div catch 90,000
Halfing
Knee-high Strider 6 2 4 6 dodge, stunty, right stuff, sure hands, leap 80,000
Ernald Spiritburner 5 3 3 7 dodge, stunty, right stuff, blk, mighty blow 85,000
Jobo Hairyfoot 6 3 3 6 dodge, stunty, right stuff, sprint, sure feet 80,000
Bingo Strongbelly 6 4 4 7 dodge,stunty, right stuff, side step, sure feet,
block 150,000
Bolman Gamgee 5 2 5 6 dodge, stunty, right stuff, strong arm, sure feet 80,000
Warmgloo Windaloo 6 2 4 6 dodge, stunty, right stuff, catch, div catch, pro 95,000
High Elf
Soaren Hightower (p w) 6 3 4 8 accurate, ddge, pass, hail m p, pro 125,000
Ibrahim Golddawn (l w) 9 3 4 7 catch, Jup, Sprint, leap 140,000
Valen Swift (p w) 6 3 4 8 pass, Shnd, Sfe thrw, acc, hail m p 125,000
Vallen Swyft (p w) 6 3 4 8 pass, S arm, ddge, leap 115,000
Luarn Proudblow (line elf) 7 3 4 8 dodge, Pass block, tackle 120,000
Angus Swiftfeetus (l w) 9 3 5 7 catch, block 135,000
Carthas Moonbeam (d w) 7 3 5 8 block, guard, leap, pass block 150,000
Earen Wyrmsbane (d w) 7 5 4 8 block, M B,
Sfirm, Pro, dodge 175,000
Human
Ernie Hawkfire (thrower) 6 3 3 8 N
of S, pass, sure hands 80,000
Ziggi Abschuss (line m) 6 3 3 8 pass block, block 75,000
Liam Miessen (catcher) 8 2 3 7 catch, dodge, leap, sprint 90,000
Ritter Von Baum (line m) 6 3 3 8 tackle, strip ball, sprint 85,000
Siggi ‘The Boot’ Schuster (line m) 6 3 3 8 kick, N of S 70,000
Jacob von Altdorf (thrower) 6 3 3 8 pass, sure hands, acc, Strong arm 90,000
Sunny ‘Big Gun’ Shonn (catch) 8 2 3 7 catch, dodge, N of S, pass, block 110,000
Gregor Ian Chant (line m) 7 3 3 8 catch, dodge, div catch, sure hand 110,000
Hoshi Komi (catcher) 8 3 4 7 catch, dodge, leap, pro, specialist 135,000
Helmut ‘Barking Dog’ Wulf (line m)
6 3 3 9 dirtyplayer,block,sprint,passblck,helm
115,000
Greg Mession (catcher) 8 2 3 7 catch, dodge, sure feet, div catch, side step
105,000
Gasser “Epoxy’ Ginhart (catcher) 9 2 3 8 catch, dodge, blck, N of S, helmet
135,000
Norse
WolfHowl Blacscar (blitzer) 6 4 3 7 block, frenzy, jump up, dntlss, mighty
blow 125,000
Orc
Hak Demoncutter (line orc) 5 3 3 9 tackle, thk skl, hail mp 85,000
Urfrik Skullhack (black orc) 4 4 2 9 sprint, pass block, catch 115,000
Krug Painspear (blitzer) 6 4 3 9 block, leap, sprint 115,000
Rip Sorepain (black orc) 4 4 3 9 block 110,000
Harg Vainkill (thrower) 5 3 3 8 sure hands, pass, dodge, hail mp, N of S 105,000
Gorflem Rot-Breath (blitzer) 6 3 3 9 block, catch, mighty blow, thick skull
115,000
Kolath Head-Ripper (black orc) 5 4 2 9 block, mighty blow, thk skl 135,000
Greaser Geargrinder (black orc) 4 5 2 9 block, mghty blow, stand firm 135,000
Krag Kneebreaker (blitzer) 6 3 3 9 block, dntlss, div tckle, sure hands
115,000
Dik Butt-Toucher (black orc) 4 4 2 9 block, gaurd, pro, div tckle 130,000
Rat Ogre
Chainfist 6 5 4 10 guard, mighty blow, helmet 195,000
Skaven
Marg Plaguewind (line rat) 7 3 3 7 strong arm, poison wind globe 90,000
Split Tendoncutter (s v) 8 3 3 9 blk, ddge, leap. pro. sure hands 165,000
Rasta Tailspike (line m) 8 3 3 7 catch, x arm 95,000
Breet Braingulpa (thrower) 7 3 3 7 pass, sure hand, acc, pro 90,000
Skrag the Unclean (line rat) 7 3 3 7 pro, foul app 70,000
Shisk Four-Arms (g r) 9 2 4 7 dodge, catch, X arms 100,000
Slart Smash-Rip (plague monk) 6 4 3 9 frenzy, foul app, block, razor claws 145,000
Skritter (thrower) 7 3 3 7 pass, sure hands, str arm, acc 90,000
Skreet da Screech (blitzer)7 4 3 8 block, dodge, leap, guard 140,000
Gonzo Sam (g r) 10 2 5 7 dodge, catch, long legs, pass block 135,000
Cluny Scrourgetail (g r)9 2 5 7 dodge, stunty, right stuff, catch, regen 140,000
De' Hand (line m)7 3 3 7 big hand, sur hands, pass, acc, NofS, Stand
firm 120,000
Treeman
Limber Lumber 2 6 1 10 block, Stand
firm, thk skl, jump up, mighty blow
165,000
Troll
Icepelt Hammerblow (snow troll) 4 6 1 9
regen, block, mighty blow 150,000
Undead
Ramtut the Third (mummy) 4 6 1 9 block, mighty blow, regen, sprint 150,000
Wishbone (skeleton) 6 3 2 7 block, pro, regen 70,000
Spiny Norman (wight) 6 3 4 8 blk,
ddge, regen, pass block 125,000
Frank N Stein (zombie) 4 4 2 9 regen, m blow, stand firm, break tackle, thick
skl 105,000
Werewolf
Wilhelm Chaney 7 4 3 8 frenzy, razor
claws, tackle 120,000
Wood Elf
Jim Plunkwood (thrower) 7 3 4 7 pass, N of S, str arm, dump off 125,000
Rot Wilder (line m) 7 3 4 7 block, dodge, leap 110,000
Sweetwind Backdraft (line m) 8 3 4 7 dodge, sure feet 105,000
Pierrot Rainforest (line m) 7 3 4 7 kick, tackle 90,000
Dolfar Longstride (line m) dodge, kick, pass block 105,000
Eldril Sidewinder (wardancers) 8 3 4 7 block, dodge, leap, catch. sprint,
spec 160,000
Highhelm Lyprade (line m) 7 3 4 7 block, pass block 90,000
Clearwater Everglade (thrower) 7 3 4 7 pass, sure hands, dump off, safe throw
125,000
Eldrake Surefire (thrower) 7 3 5 7 pass, acc, leap, safe throw 140,000
9
- SECRET WEAPONS
Secret
weapons may now be purchased any player! Approach the Commissioner with any
queries. Check out BBM 2.
Also
a note on the BALL AND CHAIN secret weapon - a player using this weapon who
collapses due to exhaustion DOES NOT CAUSE A TURNOVER. However the player(s)
with ball and chain must be moved first, and if a coach has multiples may
be moved in sequence with one another, eg one square at a time each....
Bombs
may be caught by a player with the ball, they can choose to drop the ball,
or catch one handed with a -2 penalty.
Any
team may have up to one of each secret weapon avialable to their race. The
exceptions here are Goblins who are particularly dirty, they may have two
of each secret weapon available to them, and Dark Elf Assassins, both of whom
may take a poisoned dagger.
Note
that due to the secret weapon pricelist in BBM some 'stars' now seem obsolete.
Add +1 to the penalty roll number if the weapon was not used.
Death
rollers: if the death roller goes off so does the player driving it. It may
suffer niggles, they are assumed to be recurring mechanical faults. Any injury
suffered by the roller is also suffered by the driver.
Players may 'discard' a secret weapon so that a different
player on the list may buy that particular weapon.
New secret weapon - Crossbow Pistol
9+ / 20,000
Roll as you would a throw, using the range ruler. player may not move and
fire in the same turn. If inaccurate scatter 4 times regardless of range.
Minus 1 to hit for every player in the flight path before the target. add
+2 to the armour roll.
may be used once per drive
May be used by: Human, Dark Elf, Chaos, Norse, Dwarf, Chaos Dwarf, Orc, Goblin
Skaven Poisoned wind globe 9+ / 30.000 gc
Thrown like a pass, shatters in square that it lands in. Player in the Square
hit falls over (no armour roll) on 2+, adjacent player on a 4+. During rain
and blizzards it is 3+ and 5+. Only one globe may be thrown per drive.
May be used by Skaven only.
10
- SIGURDS INJURY RULE
This
is an improvement on the injury rule from third edition, which, due to modifiers,
supposedly rolled out more deaths than badly hurt or serious injury.
New
Injury table: 1-7 stunned
8-9 knocked out
10+ Casualty
Casualty
table: 1-3 badly hurt
4-5 serious injury
6 dead
11
- PASSSING THE BALL
New
rules on scatter for inaccurate passes. The ball now scatters one square for
each length of the range ruler it travelled, eg quick pass 1, long bomb 4.
Then it bounces, if not landing in an occupied square.
If
the ball is dropped on a throw or hand off, but a player on the moving team
ends up with it then it is not a turnover (even if thrower has rolled a '1'
and totally botched throw, unless the ball has gone out of bounds.
While we are at it please remember the 'breathing
down a players neck' rule, that is, players in the thrower's tackle zone increase
the chance of a fumble by '1' each.
12
- PRIZEMONEY
The
Hobart Blood Bowl tournament is a prestigious event, with many well off old
world moguls backing it. To reflect this the winning team in the premier league
no longer gets a mere +1 to their winnings dice roll, rather they get +1d6.
Special
plays that rob team winnings do not take money generated from other cards
that are not related to match winnings.
13
- SQUIGBALL
That's
right ladies and gents it's time to play Squigball. Well, sometimes anyway.
During the pre-match sequence roll a d100. On a roll of 96-100 then some joker
has replaced the ball with a live squig.
The
'squigball' scatters three times at the beginning of each turn if it is not
being held. When the squig and a player are in the same square the player
must roll under (no equal to!) their agility or strength (whichever they choose),
if they fail the squig bites them and they must make an armour roll. If the
roll is failed they go down and it IS a turnover if the player is on the moving
team. Squig bites someone holding it each turn, not just the turn of the team
whose player is holding it. All injury rolls are at -1. Squig may bite as
many times per turn as there are new players in the same square as it.
The
squig may be handed off to an opposing player. The player can choose whether
or not to hold on to the 'ball'. Either way it bites them, scattering one
square if they drop it or decide not to try and catch it.
If
either coach plays the special play 'burst
ball' during squigball then squig has not burst, rather it has run away, never
to return. Play re-commences with a new ball.
Squig
may wander, or be thrown, out of bounds. It is thrown in as normal.
All
attempts to pick up a squig are made before it makes it bite.
14
- NEW PRE-MATCH SEQUENCE
This
has been adjusted slightly:
1:
Work out Home or Away
2: Roll on the Seasonal events table
3: Work out Team Ratings
4: Hire freebooters, roll for sponsors, pay appearance fees.
5:
Roll on the weather table
6:
Work out the gate, remembering that SPP points now affect it.
7:
Work out the handicap
8:
Take special play cards
9:
Roll for niggling injuries
10:
Roll d100 - 01-95 no effect
96-100 oh dear, it's
squigball time...
11: Roll to see who sets up
15
- WIZARDS
Wizards start as Wizard level one (cost 100,00 GC) with zap! spell (1 spell
point). They gain 2 points per succesful spell and 2 for casualties. They
level like usual players. They gain the following new spells at each level
level 2 (6+ spp) = Icy Turf. (2 Spell Points) The Wizard may ice over one
square per level (each square costing a spell point) anywhere on the pitch
on a roll of 3+. These squares must be adjacent. Anyone in or entering these
squares for the rest of this turn must make an agility roll. If the player
has sure feet they may modify the roll by one. Make an armour roll for players
who slip over. If this spell is cast in a blizzard then the whole pitch temporarily
ices over (this turn only), all players on the field must make a test or fall
over.
level 3 (11 + spp) = Fireball (3 Spell Points) as old rules except roll 3+
to cast it
level 4 (26 + spp) = Dispel. (4 Spell Points) 2+ to cast. Wizard tries to
dispel the spell of opposing wizard. They must battle wills - roll 2D6 for
each wizard, winner's spell is succesful. If it is a tie then the spell 'scatters'
like a bad kick-off for zap, icy turf, fireball and teleport. other spells
re roll battle of wills...
level 5 (51 +spp) = Change Weather. (5 Spell Points) The Wizard attempts to
change the weather.
Roll a D10 -
1 - 3= unsuccesful, it stays the same
4 - 6= Partial success (1 exp only!), the weather moves one band in the direction
of wizards choice, eg normal to very sunny. or blizzard to pouring rain.
7 = Partial Success (1 exp only!), weather becomes opposite of what it is
now, unless it is fine, in which case it has 50% chance of being either blizzard
or sweltering heat
8 - 10 = Spell is totally succesful, and Wizard may choose whatever weather
he likes.
level 6 (101 spp) = Lightning Bolt
(6 Spell Points)
and Teleport
(6 Spell Points). Teleport may be cast on any player. Succesful on 2+. Use
the the throw-in template to work out the direction that the player goes,
then roll 2D6 to work out the distance. If a player with the ball is teleported
out of bounds then he is beaten up and it is a turnover.
Spell points - A Wizard has as many spell points as he has progressed levels,
eg a level four has four spell points, and may expend no more than that during
a game.
Coaches must have a Wizard minature. The wizard minature must be on the edge
of the field in order to cast, he may wander around the edge of the field
and may block or cast at his opposing wizard. Determines where to measure
the lightning bolt spell from where wizard is standing. A wizard may return
to the dug out only in a turn when he has done nothing, ie cast, moved, blocked...
Players pushed off the field onto wizards cause the wizard an automatic injury
also.
Also, ignore the fourth edition rule that states that a wizard must act at
the beginning of turn of the team he supports.
What about old wizard rules and race specific wizards?
These new wizards are specially trained blood bowl wizards taught their dangerous
craft in a dungeon deep within a college of magic stronghold. Under strict
treatise apprentice wizards of all races are gathered and schooled in the
laws of this rather strange magickal pursuit. personal and racial differences
are set aside (mostly....) as these fanatical blood bowl fans study ancient
arcane scrolls and gromoires that will allow them to give their team an edge
on game day....
With these new rules it would be unfair if all teams could not take a wizard
capable of improving over the season. But some races already have individuals
who give them a certain advantage.....
The Halfling Chef? Well who cares halfings are crap anyway. They may have
a chef and a wizard
The Dwarven Alchemist? This guy is a handy addition, but he is not as good
as a wizard. Dwarves may may a wizard in addition to an alchemist. And to
even the score, Non-Dwarf teams may now hire an alchemist for 200,000, but
no alchemist is as good as a dwarf, so this fellow only makes d4 times 10,000
gold each time
Chaos Daemon teams? these guys must have a wizard to control the big bad dudes,
but this wiz is obviously a demomologist! (demonologist costs 150,000) So,
Chaos teams may hire a normal wizard also.
Vampire teams? vamps already have a powerful leader who can turn his opponents
into fledging vampires. With this in mind, a table has been devised to represent
the dangers of being wizard for a vampire team. At the end of each match roll
a D6, on a '6' your wiz has been attacked!
Roll another D6:
1-3 = badly shaken, insists on danger pay of 20,000 from now on, (ignore subsequent
results of this)
4-5 = turned into a vamp add him to your team as a lesser vamp if you have
space. he has completely lost interest in magic....
6 = your wiz is found in a lifeless heap in the corner of the change rooms.
Now how did that happen? Did you see anything Count Vlad?
Alchemists on a vamp team are also subject to the same table. (alchemist have
basic stats of their race -1 av)
Undead team? undead are ina similar position to vamps. undead wizards abd
alcemists should roll on the above table. on a 4-5 the pooor fellow has become
a zombie.
16
- APOTHECARIES
Coaches
may buy a second apothecary at triple price (150,000 gc). This adds 150,000
to total team cost, not just another 50,000.
These apothecaries may each be used once per game
as usual, and one can try and heal an injury the other failed to help
Apothecaries
may prevent 'injured in practice', but are then unavailable for the game.
You
can sell or give the services of your apothecary to your opponent, but please
'roleplay' to some extent - dark elves
would not help out high elves etc.....
Apothecaries
may heal injuries to coaching staff, but never to themselves. They may heal
injuries to each other.
Apothecaries
may deal with only one niggling injury, if a player is missing the game because
of two or more he cannot be helped by a single apothecary.
An
unused apothecary may heal a serious injury after the game, but death must
be treated immediately after the injury roll.
An
unused apothecary may attempt to permanently cure a niggling injury. After
the match roll a d6. On a 1 the injury is permanent an may never be removed.
On a 2-5 the operation is ineffective. On a 6 the operation is success and
the niggling injury is removed permanently. Regardless of the roll, the player
will miss the next game.
Apothecaries may be used on a Daemon.
17
- FAN FACTOR
Just
to Clarify any confusion - Rolling a one for fan factor during the post match
sequence is not an automatic failure, (it would mean a -1 for your fan factor),
eg if you won the match you get a +1 and the roll of 1 MAY be modified. This
means that if you win a match your fan factor cannot go down, unless of course
it is effected by a Special Play.
Games are now either Home or Away. If two sides have not before met work out
which stadium the game is played at randomly. After the first match between
the teams alternate games at the teams respective home stadiums.
We here at the HBBL have implemetned something called EFFECTIVE FAN FACTOR.
Effective Fan Factor (EFF) is a more accurate way to represent the number
of ech teams fans that have turned out for the game. Fan factor is still used
as part of this equation. To work out both teams EFF for the game:
1- roll for the gate as usual, but roll an extra D6 for the home team and
one less D6 for the away team, (unless the game is in neutral territory (a
final, perhaps....))
2 - record both coaches rolls, then add them together.
3 - Calculate the percentage of each teams fans that have come through the
gate and convert it to EFF. This is not as hard as it sounds, dummy....
-------------take your teams number of fans through gate
-------------divide them by total number of fans through gate
-------------multiply this by 10
-------------and there you have it, your EFF for this match, simply drop off
all those pesky numbers beyond the first decimal point....
EFF is used where you previously used Fan Factor during the game. I think
you'll agree it is a much more accurate system.
NOTE: Although a stadium may never hold more than its capacity (see stadiums,
below), EFF is still worked out on the total rolled if it is higher than stadium
capacity, as it is representative of the percentage of each teams fans that
turned out. In this case record the gate as the stadium maximum.
18
- FOULS
Committing
a foul ends a players (not coaches) turn.
Blatant
fouls aren't called after you 'get the ref'.
You
may argue the call on a blatant foul.
You may go for it to commit a foul.
Bonuses
for assists while fouling effect only the armour roll. Players assisting with
chainsaw are +3 not +1. Other than this skills, physical abilities and traits
possessed by assisting players are not counted - they only get +1. However
'Guard may be used to assist - assists count as per blocking, that is, you
cannot assist a foul if you are in an opponents tackle zone.
19
- KICKOFF
Coaches
must field 11 players if they are able, or all available players if this number
is less than 11. They may not be called for illegal procedure on this, but
you may politely remind your opponent......
On
the kickoff place the ball in chosen square, roll for kickoff, scatter ball,
handle touchbacks, catch attempts, then begin first turn.If the ball bounces
out because a player failed to catch it on the kickoff then it is a touchback.
20
- RE-ROLLS
A coach may not use rerolls during his opponents turns for anything!!
Halfing
chefs steal team rerolls, then trophy rerolls, but not leader rerolls.
Unused
2nd half rerolls may be used in overtime.
Rerolls
contribute list price to team rating, not the actual price paid.
Leader
rolls and rerolls gained from kickoff table and cards may be used in the second
half if your team has been 'doom and gloomed'.You may use your 2nd half rerolls
in overtime if you have been 'doom and gloomed' as 'doom and gloom' does not
carry over into it.
You
may not re-roll unsatisfactory armour rolls, injury rolls, casualty or apothecary
rolls or spell rolls.
You
may not use left over re-rolls during the post match sequence - remember that
they represent how well trained your team is......
21
- TURN OVERS
(This
should cover them all, I hope......)
Failing
to pick up the ball, regardless of who ends up with it after scatter.
Failing
on a go for it.
Falling
down on a block.
Falling
down on a leap.
Falling
down on a dodge.
Getting
caught fouling and not successfully arguing the call.
Touchdown
scored.
Throwing
a pass, which after all the scattering and bouncing is done, is not caught
by a member of your team, or is caught but has gone into the crowd and come
back.
The
ball carrier is knocked down for any reason.
The
ball carrier drops the ball for any reason.
The
coach has activated all his players and does not wish to use a special play.
The
coach declares his turn over.
A
bombardier or poison wind globadier or fanatic or player with crossbow pistol
knocks over a player on his own team.
NOTES:
Ball and chain users collapsing due to exhaustion do not cause a turn over.
They are considered crazy by the rest of the team, and indeed the entire Blood
Bowl world, and it is expected that they fall over and grievously hurt themselves,
or at the least wear themselves out rather quickly, so no one really cares,
uh, unless that thing is heading towards their head....
Stink
Bombs do not cause a turnover unless the ball carrier goes down.
A
player on the moving team falling over as a result of a special play or wizard
action is NOT A TURNOVER unless that player is the ball carrier, or the players
actions come under anything already listed here as causing a turnover - this
may be contrary to the wording of some special plays.
Also
note that failing to catch a bouncing ball is not a turnover.
22
- GENERAL / SKILLS
(Concerning
oversights and rare occurences)
If a coach does not not have three players to
start the drive, but he (for some reason) has players in the reserves box,
or off in the crowd that make the number up to three, then play may continue.
You
may push a player back onto the ball, even if there is another empty square.
An
interception may not be made in a square adjacent to the thrower.
Fouling
or using a secret weapon requires
one square of movement, same as a block. But do not follow up after chainsaw
or dagger or foul.
You
may intentionally throw or hand off into the crowd.
No
star player points are awarded if a player is injured on a failed dodge or
go for it. However it counts as casualty for the team
as far as casualties for and against go. Healed players also count
in the casualties for and against, and points are awarded for these as usual.
If
a player is pushed back into the crowd star player points are awarded to the
player who pushed him. But skills such as mighty blow etc are not counted,
as the crowd is presumed to cause the injury.
Either
player involved in a hand off may make the action as part of their turn. But
regardless of who makes it only opponents in the receivers tackle zone effect
the roll. Roll is always on the agility of the player receiving the ball.
Blocker
must choose whether or not to follow up before armour roll and before ball
scatters.
Gaining
control of bouncing or scattered balls is a catch roll. Catch skill allows
a re-roll, sure hands does not.
A
player is not obligated to pick up the ball if he enters its square, nor does
he have to catch a bouncing ball. In both cases the ball scatters one square.
You
cannot hand off if the carrier is about to be hit by a diving tackle, or if
he is falling down.
All
players take up one square, regardless of the size of base, either standing
or prone,
Only 'pure' interceptions count for star player points. Innaccurate passes
and dropped catches do not count.
Non
Treeman players with less than 3 MA roll to get up in the same manner as Treeman
players.
Throwing
projectile weapons does not count as your throw for the turn. But they are
the players action, and you may not continue moving after throwing something.
Treemen
with movement 3 or more can stand up as normal.
Big
guys with throw team mate and strong arm MAY throw stunty players with right
stuff for long bomb range.
Hail
mary pass may not be used in blizzard.
Stunties may be thrown for short passes in blizzard, even though they are
treated as long.
Non-stunty
players with right stuff suffer two band range penalty for the throw.
Spikes
ability may not be taken multiple times.
A
player who has gained +2 MA will not gain any more by getting long legs physical
ability.
No
characteristic may be permanently increased by more than two.
No characteristic may be reduced below one.
Strong
arm does not allow dump offs in the short band range.
You
may pass block a dump off.You may not go for it on a pass block.
You
may not pass block a hand off.
You
may not pass block any projectile weapon.
Diving
tackle may only be used in your opponents turn.
You
may not diving tackle an opponents pass block or shadow.
A
diving tackle which causes a push back does not allow a frenzy.
A
diving tackle may not be a multiple block.
A
player may multiple block and then frenzy against one of the targets.
Targets
of a multiple block must fill squares through which one may draw an unbroken
path, but do not require each and every player to be directly adjacent to
each and every player.
Players
may assist multiple blocks. But a player in the tackle zones of both targets
may not.
A
player may not be pushed back into a square occupied by a player with stand
firm. This is still a push back for strip ball purposes.
For
league play, players regenerate on a 4+.Undead players may not regenerate
if their necromancer has left the game for any reason.
Undead
players playing for other teams cannot regenerate. However, Trolls, Vampires
and non undead players who have regenerate do not need a necromancer to regenerate.
Pro
may not be used to reroll unsatisfactory armour or injury rolls, and not for
crowd inflicted injuries.
The
bonus for horns may be applied after any bonuses for dauntless.
A
frenzy ceases on a both down, even if the two combatants have block.
A
player may frenzy against a player with stand firm.
Players
may go for it to continue frenzying.
A
player using a running chainsaw may not frenzy.
Strip
ball does not work if it is both down/both have block.
A
player with a blunderbuss may accept (it is the other players action) a hand
off and still fire.
You
may shadow a player who has used leap. Your player will enter the square he
was in before he leapt. if you have leap you may use it and continue shadowing.
Rules
for leap are in death zone, and the ones in BBH handbook should be ignored.
You
may diving tackle a player who has used leap, providing he did not start the
leap in that players tackle zone.
If
the ball carrier has dump off and is about to be hit by a diving tackle then
he may attempt a quick pass. This counts as the teams passing action for the
turn.
Players
who have gained the physical ability stunty suffer a +1 on the injury table,
and a -1 on the range ruler, eg long pass becomes long bomb, short pass becomes
long pass.
Stunty
should be limited to players with strength two or lower.
Stunties
ignore tackle zones, but not modifiers such as prehensile tail.
Piling
on is a lengthy and methodical process. You may not, therefore, jump up or
spend 3 MA to stand a player up when he has used pile on as part of his blitz
action.
If
the randomly selected MVP is dead you may re-roll the selection.
If the mvp is peaked or a star you may not re-roll the selection.
IT IS NOT a completion or interception if the ball has taouched the ground.
Throw-ins
may not be intercepted
23 - SPECIAL PLAYS
Ok,
so we are not using the cards anymore. We now use the special play rules in
BBM 2 (with the only exception being the roll for number of special plays
- D6 roll, 1 = no SP, 2-5 = one SP, 6 = two SP)........ hopefully these extra
rules below will still help, we'll iron out any problems gradually....
If
several 'cards' are played in succession, a later card may override an earlier
one. For example, Bribe the Ref can give an automatic penalty after a foul,
while another Bribe the Ref can stop any penalty. If played in this order,
no penalty would apply, whereas if played in the reverse order a penalty would
be awarded.
Likewise,
a Get The Ref result will override previous played cards concerning fouling
- and the other way around.
Pit
Trap does not course a turnover since no player is knocked over. If the player
was holding the ball, it may be necessary to move the the turn counter of
the team about to kick.
Eye
of the eagle may not be intercepted.
Eye of the eagle won't make a hail mary pass accurate.
A
player may not benefit from two magic helmets unless he has two heads.
Magic
hand of Jark Longarm will intercept a throw,
but not a hail mary pass.
Players
may regenerate from injured in practice.
Apothecaries
may prevent 'injured in practice', but are then unavailable for the game.
Blatant
fouls aren't called after you 'get the ref'.
You
may argue the call on a blatant foul.
A
player may take a hand off from a player who has been 'Mindblow'ed.
SPP
for a player who has 'Peaked' still contribute to team rating.
You
can trade or sell your SPC to your opponent.
You
don't have to play your cards.
You can accept a bribe for not playing a card.
Special
play cards which have wording such as 'player automatically fails his roll'
allow for a skill or team reroll to be used. However this second roll will
automatically fail as well.
24
- FREEBOOTERS
Apothecaries
and wizards may be freebooted.After the match the coach may hire a player
he freebooted. The original fee is lost.
A
coach may freeboot a player he has previously freebooted, +1000 for each star
player point the player has earned.
25
- REVISED VAMPIRE TEAM LIST AND RULES
Okay
here is a revised Vampire team list, use instead of the one in BBM 1:
0
-1 vampire lord 6 5 4 9 regen, hg, block, dodge 180,000
0
-1 greater vampire (count) 6 4 4 9 regen, hg, block, 150,000
0
- 6 vampires 6 4 4 8 regen, hg, ofab 110,000
0
- 6 lesser vampires 6 4 3 8 regen, ofab 90,000
0
- 12 thralls 6 3 3 7 50,000
0
- 2 ghouls 7 3 3 7 dodge 70,000 re rolls 50,000
VAMPIRE
SPECIAL RULES
A Vampire Lord is the creator of the team,
and the "leader" of this Vampiric army. He has a strong second-in-command,
the Greater Vampire (basically a count), who has mastered his bloodlust and
has risen far above his brethren. Beneath the Greater Vampire there are two
Vampires - stronger than the mindless Lesser Vampires, but lacking yet the
discipline of the Greater Vampire. Finally, there are the Lesser Vampires
- humans (generally) recently turned to the paths of undeath. Not yet fully
able to cope with this change in their state, they are incredibly strong,
incredibly brutal - and completely blood-crazy.
Death without Regeneration causes a chain
reaction among the levels:
If the Vampire Lord dies, the Greater
Vampire becomes the new Lord. He gains +1 ST, and his listed cost increases
20K (he is also listed on the team sheet as the new Lord.)
The Greater Vampire's death (or rise
to the level of Lord) means that the Vampire with the most SPP's will rise
to the rank of Greater Vampire (if the Lord so chooses). He will gain 1 point
of AV (AV 10 maximum), and will lose Off For A Bite if he has not already
done so. His listed cost is increased 20K, and he is also listed on the sheet
as a Greater Vampire.
Death of a Vampire (or his rise to the
level of Greater Vampire) allows the Lesser Vampire with the most SPPs to
rise to the rank of full-fledged Vampire(if the Lord so chooses). He gains
a point of AG, and his listed cost will increase 20K (he is also listed on
the sheet as a Vampire.)
If the Lord chooses not to take advantage
of the option to advance a lower vamp immediately, the opportunity is wasted.
Changes are not made until after the game, however.
Ghouls and Thralls do not advance in
this way, as they are not actually members of the Vampiric hierarchy.
Skill Selection
All Vampires are able to select from the
General, Strength, and Agility skill categories as normal (they will also
gain MA, AG, or ST on the usual rolls on the table.) A Vampire or Lesser Vampire
who has rolled doubles is allowed to lose Off For A Bite.
Vampires may "trade in" their
skill roll to lose Off For A Bite from the time they gain Star Player Status (3rd skill roll, 51 SPPs).
To "trade in" the roll, the Vampire simply does not roll the dice
for his third skill (or 4th, or 5th, etc.) Instead, he loses OFAB, having
gained some level of mastery over his bloodlust (and furthering himself on
the path to Greater Vampire status.)
Ghouls and Thralls progress as per any
normal player
Special
Rules
'Bleeding'
As can be seen, 2 Vampires (the Lord
and the Greater Vampire) will be on the field if at all possible. If a Vampire
is unable to take the field due to OFAB, the Vampire Lord may 'bleed' a Thrall
for that Vampire, allowing him to take the field for this drive.
A Thrall who has been bled in such a
matter is severely depleted of energy and lifeblood, and must miss the rest
of the match. Place him in the Dead & Injured box.
Lesser Vampires may not bleed Thralls -
their bloodlust is far too uncontrollable, and they rush off into the stands
to find nourishment.
Ghouls may not be bled, as Vampires find
their tainted blood far too foul (and hence useless) for consumption.
Make a note of any Thralls that have
been bled during their career - a bled Thrall has the ability to become a
Lesser Vampire after he is slain.
Apothecaries
Vampire teams may not hire Apothecaries.
Thralls are promised eternal un-life in exchange for their aid in this lifetime.
This is a lie, of course - the Thralls' only real use is to provide nourishment
for wayward Vampires when needed.
Vampire teams may not hire standard Wizards,
either. Instead, a Vampire Lord can create a new Lesser Vampire out of a fallen
opponent!
To cast this spell, the following requirements must be met:
--The Vampire Lord must not be Knocked
Out (or worse- like dead or kidnapped)
--The opponent must have been slain by
a Vampire (any kind) on the team.
--The opponent must be a non-Big Guy,
no-Li'l 'Un player.
--The opponent must have been alive (ie.,
not Undead.)
--The Vampire team must have at least
one open Lesser Vampire slot.
As long as these conditions are met, the spell
may be cast. The target is Raised and gains +1 ST. He loses all skills earned
in his past life except for physical abilities and stat upgrades. If the player
had any Niggling Injuries or stat reductions, these are kept as well (they
are physical defects of the body and are thus not repaired by the spell.)
He gains the skills of Regeneration and Off For A Bite, and becomes a Lesser
Vampire on the team's roster.
The player's new cost is calculated by
using the player's current base cost, modified by any stat mods or physical
skills. Any physical abilities above whatever the player normally starts with
are worth 20K apiece.
The Lord does not actually have to pay
any money, this simply affects team rating.
Players raised in this matter are treated
just like any other Lesser Vampire, and may ascend to the ultimate rank of
Vampire Lord as well.
Alternately, this spell can be cast on
slain Thralls who have been bled at least once in their (living) careers.
The Thrall need not have been killed by a Vampire in order to be subject to
the spell.
The 'Jack Crow' Rule
No matter how damaged a Vampire Lord
becomes - no matter how much pain they play through, or how much the strains
of time and field have ravaged their bodies - no Vampire Lord may ever be
retired. They must be killed permanently to remove them from the roster and
begin the process of ascension for the other Vampires (they will not leave
willingly!)
Similarly, Greater Vampires must suffer
death, not a stat reduction or a niggling injury to be removed from the squad.
26
- OVERTIME
There
will be no overtime in games, except in finals and knockout fixtures. In the
event of a tied game both teams receive only d6 times 10,000 winnings.
27
- SUBMISSION OF RESULTS AFTER GAME
Please
keep careful track of casualties, who scored etc.
Although I enjoy compiling the stats it becomes hard when dealing with
coaches who cannot keep their teamsheets legible. Stats are a great aspect
of the league, and it would be a shame if they were inaccurate due to coaches
not properly recording the actions of their player.
A
Short match report would be appreciated.
Remember
to keep your team sheet in a safe place, where th commissioner can find it,
after you have finished you game.
28
- MUTATIONS
Chaos
and Skaven players who roll doubles are not allowed to choose their mutations.
Random tables are provided.
Mutations
are, by their very nature, chaotic. To represent this, any player choosing
to take a mutation for their player must roll on one of the following three
tables:
GENERAL Roll Result: 1Foul Appearance, 2 Hypnotic Gaze,
3 Prehensile Tail, 4 Regeneration, 5 Thick Skull, 6 Choose any mutation from
this table.
STRENGTH Roll Result: 1Claw, 2 Horns, 3 Razor Sharp
Claws, 4 Spikes, 5 Tentacles, 6 Choose any mutation from this table.
AGILITY Roll Result: 1 Big Hand, 2 Extra Arms, 3 Stunty(must
be str 2 - roll again if not), 4 Two Heads, 5 Very Long Legs, 6 Choose any
mutation from this table.
Roll again if player already has that mutation.
29
- NEW RULES FOR RAISING THE DEAD
Raise
the Dead. The rules for the Necromancer's "Raise the Dead" ability
have been changed.
Any
player except a Big Guy may now be raised as a Zombie (there are no more limitations
on raising dead Halflings or Goblins). However, not all Zombies are created
equal - a Black Orc Zombie can be expected to be stronger (but slower) than
a Gutter Runner Zombie, for example.
The
rules for Raising The Dead are simple - any player raised keeps the stats
he had when he was alive, with the following modifications:
The
player suffers a -2 MA (MA 1 minimum).The player suffers a -1 AG (AG 1 minimum).The
player loses all skills gained in life, EXCEPT Physical Abilities, TRAITS
and stat upgrades.Any Peaked player who is slain and then Raised is still
considered Peaked. Any player with stat downgrades or Niggling Injuries keeps
these as well, since these are physical limitations of the body (and thus
linger on after death.)
For
every Physical Ability or stat upgrade the player keeps above his starting
stats, he is given enough SPPs to keep that many skills (so a Chaos Beastman
with Claw and AG +1 who is raised keeps two extra skills, and thus starts
as a 4/3/3/8/Horns, Claw, Regenerate Zombie with 11 SPPs.)
The
price of any Raised Zombie will be the player's basic cost, MINUS 20,000 Gold
Crowns. All regular Zombies may take General skills normally, and other areas
on a roll of doubles (but Skaven and Chaos Zombies may no longer take Physical
Mutations.)
Alternately,
a Necromancer may use Raise The Dead to "resurrect" a Mummy, Wight,
Zombie, or Skeleton which has died and failed its Regeneration roll.
To
do this, the following rules apply:
The
player loses all skills except those they start with normally (Mighty Blow
for Mummies, Block for Wights).The player keeps all Niggling Injuries, stat
downgrades, and stat upgrades they had in their first (un-)life. For every
stat upgrade kept, the player is given enough SPPs to attain that number of
skill rolls (so a Mummy with Block, Pro, and ST +1 becomes a 3/6/1/9/Mighty
Blow, Regenerate Mummy with 6 SPPs).Any Peaked player Resurrected in this
fashion is still Peaked.The player keeps the usual starting price. Note that
a Necromancer may not Raise a dead player AND Resurrect a player in the same
game (the spell may only be cast once, no matter the application.
30
- NEW PROCEDURE FOR STANDING UP PRONE PLAYERS
Coaches
should stand up their prone players at the beginning of each turn. This obviously does not activate them, but
if they are not stood up (or rolled over) at the beginning of the turn then
must stay in that position for the remainder of the turn, although stuns
may be turned over at any time!!!! (Ok the opposition coach can allow
it, and it is encouraged to play fair and friendly games; we are all friends
remember!)
Although it is a little unpopular, players may 'fox' their opponent and play
dead, but this is lame lame lame.
It
is helpful if both coaches pay close attention to which players have stood
up, so they are not used incorrectly during the turn. This is very important,
and this whole method falls to pieces if you don't. Two sample methods: record
on a scrap of paper who stood up, or a second option is face all those miniatures
in a certain, different, direction than your other players.
The reason that we have this rule is so that a coach has a chance to stand
all players up in his turn, no matter how good or bad a turn he has. It improves
the game, stopping walkover touchdowns caused when the first player that a
coach uses fails an action and causes a turnover while 5 or 6 of his team-mates
remain helpless on the ground!
I
cannot stress enough that this a totally free action, and comes before everything
else in the turn, including things that must be done first, like fanatics
and wild animal, and special plays.
Note also that you do not have to declare 'Jump up' until you choose to take
an action with any player who has it, for the sake of simplicity....
31 - WERE TEAM
(these guys are too tough. they may not be taken until we fix the balance)
Were teams are made up of veteran Lycanthropes with a passion for blood bowl.
These individuals have great control over their condition, and remain in their
Were form for the entire game.
Werewolf (8) - 6 3 3 7 Frenzy (gen, str)
70,000
Wererat (4) - 7 3 3 7 Frenzy (gen)
80,000
Werecat (2) - 6 3 4 7 Frenzy, Razor
Sharp Claws (gen, ag) 90,000
Werebear (4) - 5 4 2 8 Frenzy (gen,
str) 100,000
Re-Rolls - 70,000
Were players count as little Big Guys.
If a Were player rolls doubles for a skill roll then they must (unless the result is 10 or 12, ie plus one movement or plus one
strength) roll on a special Were table to determine if they get one of
the physical abilities or traits available to their type. The exception to
this is if they already have the Wild Animal trait, in which case they may
choose to remove it and not make a roll.
Werewolf (D6 roll) -
1 = Razor Sharp (Fangs or Claws), 2 = Thick Skull, 3 = Regeneration, 4 = Dauntless,
5 = Wild Animal, 6 = May take any
skill or a trait available to them that is not
on this table.
Wererat (D6) -
1 = Razor Sharp (Fangs or Claws), 2 = Regeneration, 3 = Wild Animal,
4, 5, 6 = May take any skill or a trait available to them that is not on this table.
Werecat (D6) -
1 = Regeneration, 2 = Wild Animal, 3, 4, 5, 6 = May take any skill or a trait
available to them that is not on
this table.
Werebear (D6) -
1 = Razor Sharp (Fangs or Claws), 2 = Thick Skull, 3 = Regeneration, 4 = Dauntless,
5 = Wild Animal, 6 = May take any skill or a trait available to them that
is not on this table.
Allies - none
32 - EXPANDED SEASONAL EVENTS TABLE
This is an expansion of the 'Premier Team Seasonal Events Table' from Blod
Bowl magazine. We decided that it did not contain enough different events,
and that there was too much chance of something really bad, or on the other
hand, really good happening. This expanded D66 table includes a great deal
of lesser events which have more moderate results than those on the original
2D6 table.
I think to further randomise this coaches should roll a D6 to see if they
have a quite week, on a 1 or 2 they do, so only roll on the seasonal events
table if you get 3+....
11 - Star Player Assassination. Your star player is the subject of an assassination
attempt. Roll on the serious injury table for the player, apothecary may not
be used for 'dead' result.
12 - Boozy Night Out. One of your players was involved in a tavern brawl.
Randomly select a player from your squad and roll a serious injury for them.
13 - Player Denounces Coach. One of your players has publicly denounced your
coaching methods, and stated that he no longer wants to play in your team!
You have no choice but to fire this randomly selected player. To make matters
worse he can be signed for usual price by a rival side -if more than one side
is eligible then coaches must bid for the player.
14 - Fans Hate Player. Your fans really hate one of your players, whenever
you play this randomly selected player your effective fan factor counts as
being one less.
15 - Player Fined For Misconduct. A randomly selected player from your squad
has been fined D4 times 10,000 for
misconduct by the governing body. He may not play again until this fine is
paid.
16 - Hangover. Your team foolishly go out wenching the night before your next
match. Your whole team counts as being boneheaded for the first half, as they
try to shake off the effects of their big night out.
21 - Failed Assassination Attempt. An assassination attempt on one of your
players has failed, but due to the poison still in his system the randomly
selected player has -1 to his strength for the next match.
22 - Fatigue. The season is taking it toll on this randomly selected player,
and they must miss next match
23 - Jilted ex-lover attacks this random player in a local tavern. Due to
injuries sustained in the assualt player misses next match
24 - A random player on your team is 'hired' by a wizard to go off on a quest.
He misses next game, unless he is a halfling, in which case he misses the
rest of the season because it is a particularly long and arduous quest which
will see him save the world from an evil malignant force.
25 - Bad Press -1 fan factor permanently
26 - I am the greatest. Two of your players are having an ongoing dispute.
They will not take the field together again for the next D3 matches.
31 - Your team sponsor is unhappy, they withdraw D6 times 10,000 GC from their
promised sponsorship deal - so cough up, even if you have spent it!!
32 - One of your players has got himself
nasty gambling habit. Pay his bookie D4 times 10,000 immediately or
he will be knee capped, which will permanently reduce his movement by one.
He will miss the next game
33 - Your stadium was trashed by the away fans during your last home game.
Repairs cost you D3 times 10,000.
34 - The visiting team totally wreck the away teams changing rooms at your
stadium. Repairs cost you D3 times 10,000
35 - A journalist threatens to blow the lid on a secret love affair that one
of your players is having with a cheerleader. Pay him D3 times 10,000 GC or
the randomly selected player is chased out of town by his in-laws and must
miss next game. In addition the teams fan factor is permanently reduced by
one if you don't pay up.
36 - A local government committee has offered you a grant of D4 times 10,000
GC to make improvements to your facilities. You may spend this money however
you wish.
41 - Your sponsor is extremely happy with your teams performance so far this
season. They give you a bonus of D6 times 10,000 GC.
42 - Place a Bet. A dodgy bookie has approached you and next match you may
use money from your treasury to place a bet on yourself, or your opponent.
You get back double if you win the bet.
43 - You hired a team of pickpockets and petty crooks who happen to be ardent
supporters of your club to follow you to your last away game. They looted
D6 times 10,000 GC worth of stuff from the home team's town, but demand half
of it as payment.
44 - Media Hype. Add one to your Fan Factor permanently.
45 - You spot a great young player playing in the minor leagues. You may add
any player type from your list (no allies) for half listed price.
46 - A veteran Bloob Bowl coach offers his services for an intensive training
camp for your team. If you can afford to pay his fee of 50,000 GC he trains
your team for a few days, and his methods seem to pay off. Add one Re-Roll
to your team permanently.
51 - A travelling Apothecary who is a fan of your team offers his services
for the next match for just 10,000 GC.
52 - Form Reversal. A randomly selected player from your side who has 'Peaked'
has had a reversal of form, he's playing with the vitality and gusto of a
rookie!! This Player no longer counts as being peaked.
53 - In The Zone. A randomly selected player from your side is 'In The Zone'
currently, and playing like a Pro. This player may use use the Pro skill for
the next D3 matches.
54 - Strange Drugs. An apothecary friend of yours has invented some 'Pep up'
pills and offers them to your team for free as a trial. The pills have a marvellous
effect to begin with, but soon leave the players feeling run down and drowsy.
for the first half of your next game all your players have one extra movement
than usual and have the dauntless trait. Unfortunately in the second half
they revert to normal, and temporarliy pick up the bone head trait.
55 - One of your players witnessed a crime, and dobs in the perpetrator to
the authorities. As luck would have it, the offender is a randomly selected
player from your next opponent. The authorities catch up him the offender
just prior to the start of the encounter with your side, and he must miss
that game while undergoing questioning (torture?). Roll a D6 for the player,
on a 1-3 he is found innocent and returns to play next game, but on a 4-6
he is found guilty and must miss a second game doing time for his crime.
56 - In The Wars. A randimly selected player from your side is highjacked
by a local mercenary group for a quick campaign. He misses next game, but
may gain an mvp to represent the experience he gained in battle.
61 - You start an Old Worldwide chainstore selling your team's merchandise.
After every match you may roll an a D6 for every point of fan factor that
you have. For every result of '6' you get 10,000 GC. If you get this result
and already have a team store then roll a D6, if you get a 1 then due to bad
management all your stores have been closed down, 2 - 5 = your business enterprise is rolling along nicely,
6 = your team store is growing into giant enterprise, you can now recieve
10,000 GC for every result of 5 or
6.
62 - You have been offered 100,000 GC by an anonymous source to lose your
next match. However if you do lose the match you fan factor is automatically
reduced by one.
63 - A wizard who happens to be fan of your side has been giving your team
a course of magic pills, They all gain one movement and the sure feet skill
for the next game only.
64 - Your rigorous training schedule is beginning to pay off. Your side gains
an extra Re-Roll permanently.
65 - Transfer Bid. You may place a transfer bid on a player from another team.
Your bid must be at least 5000 GC higher than the player list price. The opposing
team may counter bid.
66 - Assassination attempt. You may attempt to assassinate a player from a
another side.
For 40,000 GC the Assassins guild will carry out this dirty task on any player
from any other team. You must pay up whether the player is killed or not.
The target must roll on the serious injury table. Apothecary may not be used
for 'dead' result, but may be for serious injury.
33 - SPONSORSHIP
All premier league teams have a sponsorship deal of 400,000 per season. This
money may be spent on anything, at any time, but may not be stolen through
‘special plays’, as it safely looked after by the sponsor - teams merely draw
on these funds as they need them.
34 - SQUADS (Extended Player
Lists for Coaches)
Coaches may have more than 16 players in their squad - half again the allotted
amount of position players, one of each ally available to them (though if
more than two are in a starting line-up the team will be subject to mixed
team rules for that game), and any amount of stars (remember that they take
the place of a position player now!). A coach may not have more than their
allotted number of secret weapons, or more than one of the same star.
Before each match coaches must select the 16 players who will play in that
match, using the normal alloted no. of each position player they are allowed),
if for some reason it turns out that one of those players cannot take the
field due to some mysterious circumstance then he or she may not be replaced
by another member of the squad.
35 - EXTENDED HANDICAP TABLE
The handicap table has been expanded, to take into account the meeting of
teams with a team rating difference well over one hundred:
difference bonus cards bonus
mvps
0 - 10
0
0
11 - 20
1
0
21 - 30
1
1
31 -50
2
1
51 - 75
2
2
76 - 100 3
2
101 - 150 3
3
151 - 200 4
3
200 - 250 4
4
251 - 300 5
4
301 - 400 5
5
401 - 500 6
5
501 - 600 6
6
36 - EXTENDED MATCH WINNINGS TABLE
(apologies for crappy tables, may fix lay out one day)
The Gate 0 - 99 100 – 125 126 – 150 151 - 175
176 – 200 201 - 251 251 - 300
0 - 15,000 +1
+0 +0 +0 +0 +0 +0
15,001 - 30,000 +2 +1
+0
+0 +0 +0
+0
30,001 - 45,000 +3
+2 +1 +0 +0 +0 +0
45,001 - 60,000 +4
+3 +2 +1 +0 +0 +0
60,001 - 75,000 +5
+4 +3 +2 +1 +0 +0
75,001 - 100,000 +6 +5
+4 +3 +2
+1 +0
100,001 - 125,000 +7 +6 +5 +4 +3 +2 +1
125,001 - 150,000 +8 +7 +6 +5 +4 +3 +2
301 – 350 351 - 400 401 - 450 451 - 500 501 - 600 601 - 700 701
- 800
0 - 15,000 +0
+0 +0 +0
+0 +0 +0
15,001 - 30,000 +0 +0
+0 +0
+0 +0 +0
30,001 - 45,000 +0
+0
+0 +0
+0 +0 +0
45,001 - 60,000 +0
+0 +0 +0
+0 +0 +0
60,001 - 75,000 +0
+0 +0 +0
+0 +0 +0
75,001 - 100,000 +0 +0 +0 +0 +0 +0 +0
100,001 - 125,000 +0 +0 +0 +0 +0 +0 +0
125,001 - 150,000 +1 +0 +0 +0 +0 +0 +0
37 - CHANGES TO SERIOUS INJURY CHANGE
The Dreadful 60's have changed slightly, beware the new breed of Stupid (well
ok, even more stupid) Blood Bowl players:
61: Smashed Ankle -Player may no
longer 'go for it', and loses 'sure feet' and 'sprint' if they have them.
62: Smashed Hip -1 MA
63: Smashed Collar Bone -1 ST
64: Broken Neck -1AG
65: Serious Concussion - Player gains
'Bone-headed' Trait.
66: Fractured Skull -1 AV
Note that player still misses next game as before.
38 – HOME OR AWAY?
Teams must now maintain a home stadium…………..
Teams begin with a basic stadium that can seat 30,000. This is basically a
grassy hill either side of the ground, and a ramshackle grandstand if they’re
lucky. By expending 10,000 gold a team can upgrade their facilities to seat
a further 10,000, up to a capacity of 100,000. After this figure is reached
it costs 20,000 gold to add a further 10,000 up to a capacity of 150,000. The worth of a team’s stadium must be recorded,
as it contributes to team rating.
As well as upgrading seating capabilities, teams may make other improvements
to their grounds:
(Adding these improvements
will cost money that does not count towards your team rating.)
STADIUM
IMPROVEMENTS -
Cost: 200,000 gp:
Pitch Re-Surface – Soft Surface
-1 to armor rolls when knocked down, as the pitch has
been re-surfaced with beautiful soft grass that cushions the players fall
Pitch Re-Surface – Hard Surface
+1 to armor rolls when knocked down, as the pitch has
been hardened to make it almost rock-like.
Pitch
Re-Surface – Loose Surface
Makes the field very dangerous for quick
cuts and fancy moves, –1 for
dodging and leaping, going for it fails on 1 and 2
Wider field*
Add a row of squares to both sidelines
Narrower field*
Subtract a row of squares from both sideline
Longer field*
Add a row of squares to each end of the field
Shorter field*
subtract a row
of squares from each end of the field
Underground
With the help of a friendly wizard you move underground.
No weather rolls
Mountain Top Location
As above, but the wiz moved you up in the world! In
addition to normal weather rolls it is always very windy. If you roll very
windy then double its effects.
Monster Moat
There is a moat around you pitch filled with nasty monsters!! All players
pushed off the field into the moat have +1 to the injury roll
Feel free to come up with your own stadium improvement ideas.....
* means that it can be taken twice
Any of these things may be reversed, but it costs the same price, of course!