(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, Effective Fan Factor and Home/Away Games

            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, EFFECTIVE FAN FACTOR AND HOME/AWAY GAMES

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. they can be no negative assists on the player actually doing the foul....

 

 

 

 

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! Needless to say it fucks things up just as badly when you forget! For this reason opposition coaches are urged to think in realistic terms, play the team, not the coach.....

 

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!