The 1996-7
 Naggaroth Challenge

	Greetings, fellow Blood Bowlers to the first (And Mega! - Steve) 
newsletter of the 2nd NC championship.  Some of the tantalising delights in store 
for the participants and audience of this event:
	Contents:						Page Number:
	Contents							Right Here!
	Editorial							2
	History of the Blood Bowl league 				2-4
	4th Edition and rules						4-10
		Sigurds injury modifier				5
		Incorrect Illegal Procedure				5
		Star Players						5-6
		New Skills						6
		Big Rookie Players					7
		Ally Rules						8-9
		Team List Modifications				9
		Special Hobgoblin Rules				9
		Vampire Teams					9-10
		Star and Big Guy Player Maximums		10
	House rules								11-21
		Who can Star Player's Play for?			11-12
		Star Player Formula by Jervis Johnson		12-13
		Star Player Updates Updated! 			13-15
		New Undead Necromancer Powers 		16-18
		Norse Teams					19
		Final Placement Criteria				19-21
		Sudden Death Throw in				21
		Apothecary Ministrations				21
		Rerolls and use					21
		Allies and restrictions				21
	Registration							21-22
	Discussion Forum							22-23
		Frequently Asked Questions			22
		White Dwarf Articles on Blood Bowl		23
	Wildbulldon							23-24
	The league judiciary						24-25
		Unacceptable Behaviour				24
		Names, Phone Numbers, Email Addresses	25
	Final Comments & A postal Address			25
Editorial - by Stephen Babbage

	G'day.  Been a while hasn't it?  Well, that's because we've all been a little 
busy.  I have a new job working as a youth worker at my church, and many of us 
have been pulling out the stops to make sure we don't fail uni. (For some our 
final year.)  
	But never mind, because in that time we have really made sure that when 
we return to the pitch it will be bigger, better, bloodier and brighter than ever 
before.  Rather than simply have one person (usually me) making all the 
decisions, we now have a juduciary, we call the 'core four' (which contains irony, 
seeing there are five on the panel.)  More about that near the end of the 
newsletter.  Also Jervis Johnson has been busy getting out the loose pre-
thoughts to 4th edition Blood bowl, and we are implementing them for the 
tourney.  They too are found later.  Read them carefully, as they do change the 
3rd edition rules a significant amount.  I myself have decided to return to my 
Dark Elven friends this time around, to reintroduce the Naggoroth Challenge - 
the first competition we played.  I hope to see you before New Starters day, but if 
I don't, have a great pre-season!   

				Steve 'The Git' Babbage

	A Little History Lesson.
December 1993 - I am in  sydney... The first Games Workshop store has 
opened in Pitt St.  I am looking for some miniatures to paint... my eyes fall on the 
2nd Edition teams... I end up walking out with 3 blister packs of the dark elves 
and one of the high elves...
June 1994 - Bored while at the coast (the dark elf miniatures being finished) I 
pick up White dwarf 174 - with the release of Death zone.  I am very interested 
to see the release of 3rd edition Blood bowl - and the miniatures look great!
July 1994 - John Steed happens to mention that he has the Blood bowl set at 
his place borrowed from Nial.  I pick up on it and we play a game - I am hooked.  
I go and buy the set from Dee's Book & Comic shop for the 2nd edition price 
(that is how new the sets were - the stockist didn't even know what prices they 
were supposed to be.)
August 1994 - Paul Floro, hooked also buys a set.  Together we host the first 
tournament - The Naggaroth Challenge.  We still were ironing out how the rules 
worked, and had a lot wrong.  The participants were (in order of final places):
Paul Floro - Reikland Reavers (Human)
John Steed - Hoeth Hot Shots (High Elf)
Nial Moore - Gravestone Grinders (Undead)
Stephen Babbage - Underdark Forest Stalkers  (Dark elf)
Michael Mettam - Gorland Bay Tramplers (Human) (equal 4th)


	The initial challenge allowed any deaths or serious injuries to be healed 
after a match as the challenge provided unlimited free apothecary services.  
Needless to say, from the ashes of the tourney a legacy was born.  The Reikland 
Reavers went on to be undefeated for their first 13 matches!
November 1994 - January 1995 - The Chaos Cup.  Now more certain of the 
rules, the Cup was the tournament allowing more players in on the action.  The 
cup worked well.  Entrants in order of final places:
Paul Floro - Reikland Reavers (Human)
Michael Mettam - Gorland Bay Tramplers (Human)
Stephen Babbage - Underdark Forest Stalkers  (Dark elf)
John Steed - Hoeth Hot Shots (High Elf)
Ian Barons - Welkolisk Miscreants (Skaven)
Nial Moore - Gravestone Grinders (Undead)
Tom Steed  - Buttslayer Bombers (Orc)
Adrien Brooke - Ravocovich Flayers (Undead)
Michael Mason - The Neanderthals (Human)
March 1995 - Bored, I happen to type Blood Bowl in at the internet web browser 
search prompt - I was overjoyed!  I never realised so much stuff was out there.  
Soon after I joined the mailing list, which I am still subscribed to today.  This 
connection (and international fame) brought a whole bunch of new rules to our 
fingertips - and Blood Bowl games. 
June 1995 - The Dungeonbowl / Bludgeonbowl.  Due to the nature of teams 
signing up for the event it was quickly renamed.  seen as perhaps the highlight 
of the leagues so far the Bludgeonbowl saw Paul exit early as he moved to 
cooler climes for employment.  This paved the way for new players.  The new 
rules (Citadel Journals) meant new teams too..
Michael Mettam - The Wind Warriors (Wood elf)
Stephen Babbage - The Orcland Warriors (Orc)
Damien Maier - Shai'Tan's Rampagers (Chaos)
Tom Steed  - Da Green Machine (Orc)
Tom Ciolek - Da Dwarf 'Unters (Orc)
John Steed - Chaos (like I need to say)
Ian Barons - Brotherhood of Osiris (Chaos)
Kai Ryan - The Aces (Human)
Warren Stanley - Unknown (Skaven) 
Adrien Brooke - Unknown II (Human)

June 1995 - Behind the scenes, Paul, Michael and I had joined another league - 
the FA Cup, invited by Stuart Turner - an employee with Dees.  Paul left when 
he went south, but Mick and I faced the Orcish hordes, and although Michael's 
dwarves - the Brick wall failed to really enjoy the moments, my high elves 
(Shadowvale Zephyrs) stormed home to take the trophy!  Yay.



November 1995 - April 1996 - The Mithril Spike Trophy.  This was the first time 
I hadn't been league comissioner, and the fact that Mick Mettam didn't know 
everyone did not help.  The Blood Bowl league with the combined teams from 
the previous leagues flopped a horrible death - the teams only played a few 
matches (in hindsight only really practice ones) before it was postponed.  
However the Mithril Spike with the new teams rocketed to stardom - many new 
coaches finding time to experiment in the new league.  After the aftermath, the 
Horror Rooks ended up defeating the Wind Racers coming from 5th spot to 
clinch the title:
Stephen Babbage - The Horror Rooks (Chaos Dwarves)
John Steed - The Wind Racers (Wood Elf)
Vaughan Greagg - S.F.A. (Human)
Michael Mettam - Anti Orc (Dwarves)
Ian Barons - Der Sewerside Skwod (Goblin)
Kai Ryan - The Aces (Human)
Warren Stanley - Wazza's Skaven (Skaven) 
Nigel Williams - Harlequins (Dark Elf)

Which brings us to the present.  Jervis Johnson has now become part of the 
mailer, meaning that I have direct connection to him at any time!  His new rules 
still buzz the internet, and so we have decided to be among the early to playtest 
them (and of course let Jervis know what we think of them afterward.)

	4th Edition.
	Yes, there is a 4th edition.  Jervis is not leaving Blood Bowl on the back 
burners, but instead updating them as he sees, and even now the studio league 
is playtesting his rules.  The turnaround time on games is 18 months (which is 
consistent as Blood Bowl was only 18 months old when they 'shelved it')  In 
Jervis' words (and I quote)
	It should be obvious that I'm looking forward to having a chance to work 
on the 4th edition rules.  However I would like to say that I'm going to make sure 
that any changes I make will be available to people who own 3rd edition as a 
free 'Update Sheet'.  This will be possible because 4th edition won't be like the 
2nd and 3rd edition which were complete revisions of the game, it'll simply be a 
chance for me to sort out what I see as a couple of problem areas, as well as a 
golden opportunity to 'backfill' the Blood Bowl miniatures range and fill in the 
gaps that are there.
	Hope that sets the record straight.		Jervis

	So by now you must be wondering "what does that mean for the league?".  
Well I'm glad you asked.  We have managed to garner off the 'net the 4th edition 
changes from Jervis' own hand, and I have them (in extremely confusing 
edition).  To solve that, I have compiled them, using as many of Jervis' own 
wordings as possible.
	4th Edition Rules 
(modifying the original Blood Bowl books)
	I want to make clear before I begin that this stuff is all from the letters which Jervis wrote to the 
mailer.  
I will use the following key:

	sentences within *'s = Steve's recommendations which the Naggaroth Challenge will implement.
	sentences within !'s = Jervis' recommendations which we are not implementing (we are refining)

SIGURD'S RULE (modified 'The Injury Table' under 'Knock Downs & Injuries', page 11 of Blood Bowl)

Roll all injuries as normal, counting all the bonuses etc. and consult the [slightly modified] table below:

2-7 Stunned (caption as normal)
8-9 K' od (caption as normal)
10-12 An injury

	If 'An injury' is rolled, then roll a d6 and consult the following table (NO modifiers apply)
1-3 Badly hurt (caption as normal)
4-5 Seriously injured (caption as normal)
6   Dead ! (caption as normal)

ILLICIT ILLEGAL PROCEDURE CALLS (added to 'Moving The Turn Marker', page 7 of Blood Bowl)

	Players calling illegal procedure all the time is extremely irritating.  The challenged team gains 
one re-roll for each incorrect Illegal Procedure call made by the opposing coach.  *This re-roll lasts 
until the end of the half or overtime as normal*.

I'VE GOT MY EYE ON YOU (added to 'Fouls, Or Kicking Players That Are Down', page 25 of Blood 
Bowl)
	You will need a new counter, anything will do, bottle caps, small coins, a bunch of keys etc. but 
the best 'I've Got My Eye On You' marker is a painted referee model.  Once you have set up, place the 
counter beside the pitch.  
	The first time a coach commits a foul, he must hand the "I've Got My Eye On You' counter to the 
opposing coach, who should place it on their re-roll track.  As long as the opposing coach has the counter, 
any of your players that will be sent off if they make a foul and they _don't_ roll a double on the dice, 
instead of only if the _do_ roll a double!
	The opposing coach is allowed to keep hold of the counter until his/her own team commits a foul, 
at which point they must hand it over to their opponent, who can then place it on his/her re-roll track.  In 
addition the counter must be returned to the side of the board (i.e. so that neither coach has it) when a half 
ends or a *successful* illegal procedure call is made against the coach is made against the coach with 
the counter.  In the case of the illegal procedure call the counter is lost, *i.e. placed back beside the pitch* 
in addition to any other effect the call has. 

STAR PLAYERS (modified 'New Star Players', page 6 of Death Zone)
	You are only allowed to include _one_ of each type of Star Player in your team.  !There is no 
upper limit on the total number of Star Players allowed in the team, just so long as they are all different.!  
Ignore the place on the card which tells you which team the Star Player will play for.  Star Players count 
as a player of their race.  So, for example, if Griff Oberwald was hired by a Human team (the only team he 
can play for anyway) he would simply count as one of the team blitzers.
		(See House Rules for Star Player Classification, and Tim Klevas rule for limits.)
	!You cannot use star players if you are using the ally rules, unless the star player wields a 'secret 
weapon' (i.e.  Bomb, Pogo Stick, Ball & Chain, Chainsaw, Poisoned Dagger & Blunderbuss)!
ALWAYS HUNGRY (added to 'Skills', page 10 of Death Zone)
	The player is always ravenously hungry - and what's more he'll eat absolutely anything!  Should a 
player with this skill ever use the Throw Team Mate skill, after he picks up the player to be 
thrown, but before he throws them roll a d6.  On a roll of 1 he attempts to eat the unfortunate player! *If 
the player being dined upon is holding the ball, the ball will scatter as normal, resulting in a turnover.*  
Roll the d6 again, a second one means that he successfully scoffs the other player down, with obviously 
fatal results for the latter. On a roll of 2-6 the other player squirms free and should placed prone in a 
randomly selected adjacent square (if the square is occupied then the original occupant is pushed back and 
knocked over).

BONE-HEAD (added to 'Skills', page 10 of Death Zone)
	Roll a d6 before taking an action for a player with this skill.  On a roll of one they are standing 
around trying to remember what it is they are meant to be doing.  This means that they cannot do 
anything for the turn, and they lose their tackle zone until they managed to roll something other than a 
'one' at the start of a turn.  If a player does roll a one then this causes a turnover!

OFF FOR A BITE (added to 'Skills', page 10 of Death Zone)
	Roll a D6 for _each_ player with this skill each time you want to set up on the pitch.  On a roll of 
4-6 they can be set up as normal, but on a roll of 1-3 they have popped into the crowd the bite the lily-
white neck of an attractive maiden (and who can blame them!), and cannot be used this drive. 

REALLY STUPID (added to 'Skills', page 10 of Death Zone)
	This is treated in exactly the same way as the Bone-Head skill, except that the player can't do 
anything on a roll of 1-3 instead of only a 'one' _unless_ their is a friendly player in an adjacent square 
who is not either a Bone-Head or Really Stupid too. (i.e. if there's a sneaky Goblin next to the Troll, treat 
the Troll as Bone-Headed rather than Really Stupid.!)

TAKE ROOT (added to 'Skills', page 10 of Death Zone)
	Roll a D6 for the player before the match starts.  On a roll of 1-3 the player is slumbering in a 
wood somewhere and misses the match all together!

WILD ANIMAL (added to 'Skills', page 10 of Death Zone)
	A player with this skill tends to get a bit, erm, carried away during a match, and rather lets their 
natural enthusiasm overcome him/her.  Wild animals must take their actions first of all during a turn 
(*or immediately after a secret weapon player that must also go first*); if you take an action with Wild 
Animal, then your opponent can call you for an illegal procedure as normal.  In addition you must roll a 
d6 before taking an action with a player with Wild Animal.  On a roll of 'one' they will go bezerk.  Bezerk 
players immedieately drop the ball if they have it, which causes a turnover at the _end_ of their action.  
The bezerk player will then attempt to block the _nearest_ player - friend or foe - attacking them as if they 
had the Frenzy skill and were blitzing. (i.e. they keep blocking until the victim goes down or or they run 
out of movement).  The bezerk player will always go for an opposing player if there is a choice, but 
otherwise decide randomly who they will go for.  The bezerk move _does_ count as the team's blitz action, 
with the exception that it can be made even if another Wild Animal from the team has already gone 
bezerk and blitzed.  Bezerk wild animals _do_ have to go for it in order to try and knock their victims 
over!  Note that if the player with Wild Animal throws a block at a friendly player, the _opposing_ coach 
makes any decisions for the victim of the Wild Animal's block. 








BIG GUYS (added to 'More Extra Rules' page 3 of Death Zone)

	*Big Guys are shown by having the skill Big Guy.  This skill can be removed with the roll of a 
double.  This then means that they are only able to take Strength skills normally, but a double will enable 
them to choose any skill as normal (except physical abilities unless they already can choose these) * 

	Most Big guys are slow learners and so must earn _double_ the star player points to gain a Star 
player roll.  For example, a rookie Big Guy needs to earn 11 star player points to become 'experienced' and 
gain his/her first roll.

	All Big Guys are limited to taking Strength and General Skills.Rat Ogres can use doubles to gain 
physical abilities and so can Minotaurs

	In addition, Big Guys are _not_ allowed to use doubles on star player rolls to pick skills from 
catagories not normally allowed to them.  Instead a Big Guy can use a double on a star player roll to do 
_one_ of the following:
	a) Add +1 to their strength

	b) Add +1 to his armour value
	
	c) _Remove_ any one skill they do not wish to have any more.

	Note that strength and armour values still can not be improved more than 2 points over their 
starting value, or to greater than 10, no matter what.

	Single race Big Guy teams must be chosen from a single line on the list below (i.e. all Ogres, 
Minotaurs etc.) and cannot take any allied players themselves apart from Star Players of the same race.

	All Big Guys are limited to a maximum quantity of 12, which menas that you cannot have more 
than a 12 man Big Guy squad.
	Vampire and Big Guy teams can employ Wizards - Wizards do not have to be of the same race of 
the team they are funded by.

Qty	Title		Cost	MV   ST   AG   AV

0-12	Minotaur	110,000 5    5    2    8
Skills: Big Guy, Horns, Mighty Blow, Thick Skull, Wild Animal, Always Hungry

0-12	Ogre		120,000 5    5    2    9
Skills: Big Guy, Mighty Blow, Thick Skull, Bone-Head

*0-12	Troll		100,000 4    5    1    9
Skills: Big Guy, Regenerate, Mighty Blow, Really Stupid, Always Hungry*

0-12	Treemen	110,000 2   6   1   10
Skills: Big Guy, Mighty Blow, Stand Firm, Thick Skull, Take Root








ALLY RULES (added to 'More Extra Rules' page 3 of Death Zone)
	Some teams decide in order to improve their game, they should have players form other races.  In 
order to add a player from another race to your team roster, this new recruit is termed an 'ally'.  The 
following rules apply.
	A team can draw allied players from any allied race (table below).  Allied players can be selected 
from the appropriate team list, or be a special weapon wielding star player of the appropriate race.  The 
limits on the number of players allowed in a team should be divided by four !(rounding up)! *(rounding 
down)*.  
For example, an Orc team can normally have up to four Black orcs.  This means that a team selecting 
Black Orc allies could have a quarter of this total (1 Black Orc) in the team.

	If you take an 'allied' player for your team roster, your fan factor is immediately reduced by one 
point to represent fans giving up on the team for hiring 'foreign' players.  Fan factors lost in this way are 
lost for good, and cannot be gotten back if the player leaves or is killed (although you can gain fan factors 
as normal after a match by rolling on the fan factor table or by random event cards).

	A team with a fan factor of one can _try_ and hire allied players if the coach wants.  Pay out the 
money for the player and then roll a D6: 
1-3 = the player is intimidated by the hate mail they recieve and run off (with their hiring fee, the git!);
4-6 = the player sticks it out and remains with the team.  In either case the teams fan factor remains at 
one point. 

	*0. Star Players without special weapons cannot be hired as allies* 

	1. !Only linemen, Big Guys and! 'Secret weapon' star players may be hired as allies.

	2. Every Ally causes the loss of fan factor except:
		a) Big guys do not cause a loss of fan factor, because most fans love to see such players 
on the field.
		b) Chaos teams do not lose Fan Factor for hiring allies.

	3. You are not allowed to buy allies when you create a team.  Every team must play at least one 
game with a starting line-up in order to 'prove' themselves before they can purchase any allies for the 
team.

MIXED RACE TEAMS AND TEAM RE-ROLLS
	Their is no denying that mixed race teams are simply not as efficient and well trained as other 
teams.  To represent this the coach of a mixed race team must roll a d6 for each allied player in his team 
at the start of each half (and at the start of overtime if it occurs).  Each dice that comes up with a 'one' 
reduces the number of team re-rolls the coach has for that period by one.  If a team does not have enough 
team re-rolls to meet the loss, then the opposing team _gains_ re-rolls equal to the shortfall.  For example, 
a team with four allied players and only one re-roll manages to get three ones at the start of a half.  This 
reduces it's re-rolls to none, and gives the opposing team an extra two re-rolls to use for the half!  Note 
that this is especially cruel if you go into overtime, as you are unlikely to have any team re-rolls left to 
give up!









ALLIED TEAMS TABLE

Team		May Ally With
__________________________________
Chaos		Chaos Dwarf, Dark Elf, Goblin, Orc, Skaven, Minotaur, 
		Ogre, *Troll*
Vampire		Chaos, Human
Chaos Dwarf	Chaos, Goblin, Orc, Minotaur
Dark Elf		Chaos, Minotaur, Vampire
Dwarf		Human, !Ogre!
Goblin		Chaos, Skaven, Ogre, Orc
Halfling		Human, Ogre, Treemen, Wood Elf
High Elf		Human, Wood Elf
Human		Dwarf, Halfling, High Elf, Wood Elf, Ogre
Orc		Chaos, Chaos Dwarf, Goblin, Ogre, *Troll*
Skaven		Chaos, Goblin
Undead		Chaos, Dark Elf, Vampire
Wood Elf	Halfling, High Elf, Human, Treemen 


RAT OGRES (added to the 'Skaven Team Roster' Inside back cover of Blood Bowl)
Qty	Title		Cost	MV   ST   AG   AV
0-2     Rat Ogre	130,000 6    5    3    8
Skills: Big Guy, Mighty Blow, Prehensile Tail, Wild Animal

TROLLS (added to the 'Goblin Team Roster' Inside back cover of Death Zone)
Qty	Title		Cost	MV   ST   AG   AV
0-2     Troll           100,000 4    5    1    9
Skills: Big Guy, Regenerate, Mighty Blow, Really Stupid, Always Hungry

BULL CENTAURS (added to the 'Chaos Dwarf Team Roster' back cover of Death Zone)
Qty	Title		Cost	MV   ST   AG   AV
0-2	Bull Centaur	130,000 6    4    2    9
Skills: Big Guy, Sprint, Sure Feet, Thick Skull

HOBGOBLINS (added to 'Chaos Dwarf Blood Bowl Teams', page 26 of Death Zone)

SPECIAL RULES
	Hobgoblin Blood bowl players are noted for their stupidity.  To reflect this the coach of a team 
that includes any hobgoblins must roll a d6 for each hobgoblin player at the start of the match.  On a roll 
of 2-6 the player normally, but on  a roll of one the player is off doing something stupid, with the result 
that he/she may not be used during the first drive of the match.

VAMPIRE TEAMS (added to 'The New Teams', page 25 of Death Zone)
	Vampires are among the most feared of all the Undead creatures in the Old World.  These 
terrifying creatures of the night are incredibly strong and fast, and have a supernatural ability to transfix a 
living opponent to the spot with a withering hypnotic stare.
	Vampires have proved to be singularly unsuccessful at Blood Bowl.  It is true that they are not at 
their best during the hours of daylight, but the true reason is their woeful lack of self control when 
confronted by a stadium full of what (to a vampire at least) is their absolute favourite thing to drink - a 
pint or two of a living creature's nice warm blood!  What this means is that at any given time it is not 
uncommon for the bulk of the vampires in a team to be found in the stands, grabbing a quick bite as it 
were, rather than playing Blood Bowl on the field like they should be doing.  This, of course is excellent 
news to the team playing against the vampires, if slightly less good news for the rival teams fans..
	All vampire teams are coached by a Vampire Lord, a rather more strong-willed and powerful 
member of the vampire race.  Vampire Lords are exceptionally intelligent creatures who thirst for power 
over other races.  All the other players on a vampire team are the Vampire Lord's creation: vampires or 
human thralls.  The vampires were once living creatures, which were almost - but not quite - slain by the 
Vampire Lord and then brought back to life as lesser vampires under the Lord's command.  Vampire 
teams generally also include a number of human thralls; weak willed mortal creatures that are willing to 
serve the Vampire Lord in return for the promise of immortality at some time in the future.

	Vampire Lords are player coaches, and actually take part in the game rather than simply yelling 
at the players (and referee) from the sidelines.  lthough the Vampire Lord represents you, they must still 
be bought for the team, as shown on the team list below.  The team will keep on functioning if the 
Vampire Lord is 'slain', it being assumed that the next in line of the vampires in the team (i.e. the one 
with the highest star player points) will take over.  The vampire that take sover a team immediately loses 
the 'off for a bite' skill (if they still have it) as soon as the old Vampire Lord expires, and it's entry should 
be changed on the roster to show that it is the new Vampire Lord on the team.  Note that since you can 
only have one Vampire Lord per team, the only time you can ever purchase a Vampire Lord for a team is 
when it is first created!  
If for some reason there is no vampire to take over the team when the Vampire Lord dies, then the team 
will disband after the match.

SPECIAL RULES
	Although vampires and Vampire Lords are not considered to be Big Guys as such, they still earn 
star player points at half the rate (!the Undead are such slow learners! *They are too busy achieving world 
domination to practice properly*) and they can use doubles to get rid of their negative 'Off For A Bite' 
skill.  Vampires and Vampire Lords may take skills from the General, Agility and strength catagories.  
Human thralls are treated as human linemen for the purposes of gaining skills etc.

VAMPIRE TEAM LIST (Added to the inside back cover of Death Zone)
	Vampires are among the most feared of all the Undead creatures in the Old World.  These 
terrifying creatures of the night are incrediblystrong and fast, and have a supernatural ability to transfix a 
living opponent to the spot with a withering hypnotic stare. 	Vampires are exceptionally intelligent 
creatures who thirst for power over other races.  This being the case exactyl why they should want to play 
Blood Bowl is by no means certain, especially as their team rarely does very well, but none the less they 
do.

Qty	Title		Cost	MV   ST   AG   AV
1	Vampire Lord	180,000 6    5    4    9
Skills: Block, Dodge, Hypnotic Gaze, Regenerate

0-12	Vampires	110,000 6    4    4    8
Skills: Hypnotic Gaze, Regenerate, Off For A Bite

0-12	Human Thralls	50,000	6    3    3    8
Skills: None

Re-roll counter: 50,000 gold pieces each. 

	*Whew!  That's it!  I'd finally like to say that the only other rule I'd add to this to make it all 
rounded is one I saw on the mailer and was spot on what I was thinking!:*

* TIM KLEVA'S RULE (added to 'New Star Players', page 6 of Death Zone)
	Any team is only allowed to have a Maximum of  2 Big Guys, and a Maximum of 4 Big Guys 
and Star Players combined in total.*  (See also House Rules for the ruling on Allies maximums)
	House Rules

	But that's not all folks! In addition there are a few house rules that I 
thought I'd throw in as well.  However, first I'd like to clarify the 4th edition Star 
player classifications.  You will note that now each player counts as a player 
from some area.  I am wanting to clarify this somewhat.  Here is the list of each 
player, what they are called on the list, who they could play for, who they can 
now play for and what they are now counted as. (Listed by team type)
*
Player					Type	
	Could play for		Now play for (Allies in brackets)
	Counted as
*
Headsplitter				Rat Ogre Blocker
	Skaven			Skaven
	Rat Ogre Big Guy
Hakflem Skuttlespike		Skaven Mutant
	Skaven			Skaven
	Gutter Runner
Horkon Heartripper			Dark Elf Assasin
	Dark Elf			Dark Elf, (Chaos, Undead)
	Dark Elf Lineman
Prince Moranion			High Elf Dragon Prince
	High Elf			High Elf
	Dragon Warrior
Jordell Freshbreeze			Wood Elf Wardancer
	Wood Elf			Wood Elf 
	Wardancer
Deeproot Strongbranch		Treeman Blocker
	Halfling or Wood Elf	Treemen (*or Halflings*)
	Treeman
Count Luthor Von Drakenborg	Vampire
	Human or Undead		Vampire
	Vampire 
Griff Oberwald			Human Blitzer
	Human			Human
	Human Blitzer
Mighty Zug				Human Blocker
	Human			Human
	Human Lineman
Morg 'N' Thorg			Ogre Blocker
	Human,Orc, Goblin, Halfling, Chaos	Ogre	
	Ogre
Bommer Dribblesnot		Goblin Bombardier
	Orc, Goblin			Goblin, (Orc, Chaos, Skaven, Chaos Dwarf)
	Goblin
Fungus the Loon			Goblin
	Orc, Goblin			Goblin, (Orc, Chaos, Skaven, Chaos Dwarf)
	Goblin
Varag Ghoul Chewer		Orc Blitzer
	Orc, Goblin			Orc
	Orc Blitzer
'Ripper' Bolgrot			Troll Blocker
	Orc, Goblin, Chaos		Goblin, Troll
	Troll
Scrappa Sorehead			Goblin
	Orc, Goblin, Chaos		Goblin, (Orc, Chaos, Skaven, Chaos Dwarf)	Goblin
Nobbla Blackwart			Goblin
	Goblin, Orc, Goblin, Chaos    Goblin, (Orc, Chaos, Skaven, Chaos Dwarf)	Goblin
Lord Borak the Despoiler		Chaos Champion
	Chaos				Chaos
	Chaos Warrior
Grashnak Blackhoof		Minotaur Blocker
	Chaos, Chaos Dwarf	Minotaurs
	Minotaur
Hthark the Unstoppable		Chaos Dwarf Bull Centaur
	Chaos Dwarf			Chaos Dwarf
	Bull Centaur
Zzharg Madeye			Chaos Dwarf
	Chaos Dwarf			Chaos Dwarf, (Chaos, Orc)
	Chaos	Dwarf Blocker
The Deathroller			Dwarf War Engine
	Dwarf				Dwarf, (!Human, Nice Norse!) (We will play that the	
	Dwarf Longbeard					Deathroller cannot be allied.)
Grim Ironjaw				Dwarf Dragon Slayer
	Dwarf				Dwarf	
	Dwarf Troll Slayer 	

Now for the Star player updates on prices, using Jervis' rules for calculating 
costs. 
	G'day!  This is going to be a long one.  I am going to type up all the Star players put out by 
Citadel Journal, with the old prices and the new prices, according to Jervis Johnson's ruiles for creating 
star players.  I have streamlined his formula as well, so I'll put that first.
	*Note: my suggestions are NOT added to the new prices I've calculated, they are in square 
brackets.*

	In the table I have some additional costs I personally as a commissioner would add to any player 
created by other coaches (and maybe the star players here).  They are designated by being within 
asterisks.  These prices are from before when Chet & I worked this stuff out by ourselves.  (well, give or 
take a few minor points)

Jervis' Johnson's player costing formula (as paraphrased by Stephen Babbage)

Note: x0k = x0,000 gold pieces, 'boundaries' also 'take away' the same amount of money as they add if 
going from the upper number to the lower number.

Starting  The closest thing on the team list of the teams the price:    player can play for in terms of 
statistics. The same as the starting player.  If it is not a player from the team list, take whatever is closest.

Example:  If it is called a Dryad and has statistics 10  2  4  7 and has Hypnotic Gaze, Block, Dodge, Leap 
and Very Long Legs _and_ plays for Halflings and Wood elves, then the starting player would be a Wood 
elf Wardancer, and the starting price is 120k.  If it is called a Human Catcher then it most likely has a 
starting player of a human catcher, so the starting price is 70k.



Ma:	Each additional point of movement added costs 10k, each subtracted takes off 10k.  Moving the 
player over the barrier of 6 movement (to 7) costs an additional 10k.

St.	Each strength increase costs 30k.  Each decrease takes off 30k.  Moving over the barrier of 3 
strength  (to 4) costs an extra 30k, and moving over the barrier of 6 strength  (to 7) costs an 
	additional 30k again.

Ag:	Each Agility increase costs 20k.  Each agility decrease takes off  20k.

Av:	Each Armour value increase costs 10k, each decrease takes off 10k.  Passing over the boundary of 
7 (to 8) costs and additional 10k.  Passing over the boundary of nine (to 10) costs an extra 10k. 

Skills:  Block costs 30k (maybe 40k), mutations cost 20k, skills cost 20k. *Skills not available to the 
'starting player' without rolling a double cost an additional 10k*
	 *mutations not available to a 'starting player' (wrong team) cost 30k* 

Specials: *All special weapons cost 30k although most of the prices are 'fudged' (in Jervis' words)* (This 
IS added to the new prices quoted below, as I had no other way of working out the prices of them, but they 
are denoted by a question mark.)

Other:	*Each additional team a star player can play for costs an extra 10k* *When creating a starting 
team (i.e. 'rookies' that earns Spp's) each table that the player is able to access (i.e. mutations on 
	doubles, passing, strength or agility) with spp rolls cost 10k after the first one (assumed to be 
General, but not necessarily.)* 

Final	 All cost over 100k is halved. (i.e. a player before this step pricing: costing 140k is now only 
120k) 	 *All fractions are rounded UP to the nearest 10k*	
	 * then add 10k for a 'non official' player*  
Additional:  Then PLAYTEST. (or as Jervis puts it, FUDGE IT!!)


*
Name		Ma St Ag Av Skills		       Old Price  New price
Description		    'Starting player'	    Plays for  (allies in brackets) 		    
*

Star Player Update 1:

Wilhelm Chaney	7  4  3  8  Razor Sharp Claws, Frenzy               120k 130k
Werewolf		    Chaos Warrior	    Humans, Chaos

Edril Sidewinder 8 3  4  7  Block, Dodge, Leap, Catch, Sprint       150k 150k
Wardancer		    Wood elf Wardancer	    Wood Elves

Tuern Redvenom  7  4  4  8  Block, Dodge, Tackle, Pro, Dirty player 140k 170k
Dark Elf Blitzer	    Dark Elf Blitzer	    Dark Elves  

Frank N. Stein  4  5  1  9  Mighty Blow, Stand Firm, Break Tackle, Thick Skull
Human Blocker		    Mummy (Human Lineman)	    Human, Undead    130k 130k

Hoshi Komi      8  3  4  7  Catch, Dodge, Leap			    110k 110k 
Human Catcher		    Human Catcher	    Human


Barik Farblast  4  3  2  9  Block, Tackle, Thickskull, *Bazooka     100k 100k?
Dwarf Longbeard		    Dwarf Longbeard	    Dwarf	

Bilerot Vomit Flesh 4 5 2 9 Foul Appearance, Dirty Player	    120k 120k
Chaos Warrior		    Chaos Warrior	    Chaos

Puggy Baconbreath 6 2  4  6 Right Stuff, Dodge, Stunty, Block, Nerves of Steel
Halfling		    Halfling		    Halflings	 80k  110k 

Withergrasp     5  4  3  9  Tentacles, Two Heads, Prehensile Tail   130k 130k
Chaos Mutant		    Chaos Warrior	    Chaos

Lewdgrip Whiparm 5 4  3  9  Tentacles, Pass, Sure Hands		    130k 130k
Chaos Warrior		    Chaos Warrior	    Chaos

Helmut Wulf	6  3  3  8  *Chainsaw		    		    100k 80k?
Human Lineman		    Human Lineman     Human, (Wood Elf, Vampire, High Elf, Halfling, Dwarf)

'Ripper' Bolgrot 5 3  3  9  *Chainsaw, Thick Skull		    100k 100k?
Orc Lineman		    Orc Lineman		    Orc, (Goblin, Chaos, Chaos Dwarf) 	

Flint Churnblade 4 3  2  9  Block, Tackle, Thick Skull *Chainsaw    100k 100k?
Dwarf Longbeard		    Dwarf Longbeard	    Dwarf, (Human, Nice Norse)	

Hacker Spleenripper 5 4 3 9 *Chainsaw		    		    130k 120k?
Chaos Warrior		    Chaos Warrior	    Chaos, (Nasty Norse)

Update II

Gregor Meissan   7  3  3  8 Catch, Dodge, Diving Catch, Sure Hands  100k 120k 
Human Catcher 		    Human Catcher    Human

Dirty Dan        6  3  3  7 Dodge, Stunty, Dirty Player		   60k  80k
Gobin			    Gobin		    Goblin
(in round brackets is the price if you believe that the price should be given back for Right Stuff, even 
though he has St 3)

Highelm Lyrpade 7  4  3  7  Block, Pass block			    90k 130k
Wood Elf Lineman	    Wood Elf Lineman	    Wood Elf

Wishbone	6  3  2  7  Block, Pro, Regeneration		    60k  90k 
Skeleton		    Undead Skeleton	    Undead

Dorjak Sureclaw 6  4  3  9  Very Long Legs, Claw		    110k 120k
Chaos Mutant		    Chaos Warrior	    Chaos

Gorlmen Goreblade 5 4 3  9  Frenzy, Dauntless			    120k 120k
Chaos Warrior		    Chaos Warrior	    Chaos

Skritter	7  3  3  7  Sure Hands, Pass, Strong Arm, Accurate  100k 110k 
Skaven Thrower		    Skaven Thrower	    Skaven

Rasta Tail Spike 8 3  3  7  Extra arms, Catch			    80k  100k 
Skaven Mutant		    Skaven Linemen	    Skaven

Update III

Slarga Foulstrike 6 3 3  8  Horns, Extra arms, Dirty Player	    100k 100k 
Beastman		    Chaos Beastman	    Chaos

Geargrinder	3  5  2  9  Block, Mighty Blow, Stand Firm	    120k 140k
Orc Cyborc		    Orc Black Orc Blocker      Orc

Skreet		7  4  3  7  Block, Dodge, Leap, Guard		    100k 140k 
Skaven Lineman		    Skaven Lineman	    Skaven

Update IV

Valen Swift	6  3  4  8  Pass, Sure Hands, Safe Throw, Accurate, Hail Mary Pass  160k 130k 
High Elf Phoenix Warrior    High Elf Phoenix Warrior  High elf

Drumgrim Quickstride 6 3 3 8 Sure Hands, Thick Skull, Sprint, Sure Feet
Dwarf Runner		     Dwarf Runner	    Dwarf	    140k 110k 

Zorn Uzkrag	4  4  2  9  Block, Tackle, Thick Skull, Mighty Blow 140k 130k
Chaos Dwarf Lineman	    Chaos Dwarf Blocker    Chaos Dwarf

Clearwater Everglade 7 3 4 7 Pass, Sure Hands, Dump Off, Safe Throw 140k 130k 
Wood Elf Thrower	     Wood Elf Thrower	   Wood Elf	

Jobo Hairyfoot	6  2  3  6  Right Stuff, Dodge, Stunty, Sprint, Sure Feet
Halfing			    Halfling		   Halfling	    60k  80k 

Roxanna Darknail 8 3  4  7  Frenzy, Dodge, Jump Up, Sprint, Leap    160k 130k 
Dark Elf Witch Elf	    Dark Elf Witch Elf     Dark Elf

Gregor Miessen	8  2  3  7  Catch, Dodge, Sure feet, Diving catch, Side step
Human Catcher		    Human Catcher	   Human	    150k 120k

Erik Kantona	7  3  4  8  Dirty Player, Block, Mighty Blow, *Kantona Kick
Human Blitzer		    Human Blitzer	   Human	    150k 150k?

	I _Personally_ (and in fact the prices in the team cost lists support this) believe that the skills 
should be added _after_ the final pricing is worked out, and that they should be 10k per skill, and 20k for 
block.  
	This would make some of the lower stat star players (like Puggy and Dirty Dan) a lot cheaper, 
however in the judiciary we decide to leave the new prices as is.. (so start calculating)

 The next house rule is a suggestion by a very reliable friend on the Blood Bowl 
mailer.  He took pains to point out how the Undead have slowly but surely been 
taken from one of the most viable teams to one of the least viable.  He is not 
suggesting a return to the days of 2+ regeneration, which made the undead too 
powerful, or whining about the affect of IGMEOY (I've Got My Eye On You) and 
Sigurd's Rule on the teams which relied on casualties as tactics.  Here it is, 
which we ARE implementing.

INCREASE IN THE POWER OF  'RAISE THE DEAD'.

    This is the brainchild I came up with this morning :) In short, it stems from a couple mismatches in the 
game - why should a Gutter Runner Zombie have the same stats as an Orc Zombie, for example? - and an 
itching to tweak the rules to get things back in the Undead's favor (or at least back to even).

    Let us assume for the moment that all Zombies on an Undead team were created from general human 
beings (read: "Human Linemen").

    Thus, when a player is turned into a Zombie, he loses 2 points of MA and 1 point of AG, while gaining 
the Regeneration skill.

    All well and good. Now, let's apply this to all manner of players, shall we?

    Thus, a Skaven Zombie becomes 5/3/2/7 (in other words, equivalent to a Skeleton).

    An Orc Zombie becomes 3/3/2/9 (in other words, a slower, better-armored Zombie).

    A Human Zombie, of course, stays the same.

    But then we get to...position players! If you're fortunate enough to kill Mad Max McGee, Human 
Blitzer, you are rewarded with a 5/3/2/8 Zombie (ie., a slightly more-mobile Zombie). If you kill Syltan 
Windrider, Wood Elf Catcher, you are rewarded with a pretty neat guy - 7/2/3/7, and Regeneration to 
boot! 

    Of course, this character really isn't all that great - after all, he's got a ST of 2, and Regeneration, 
whereas a Wight has a ST of 3, and Dodge.
    Old Syltan here won't exactly be picking up Dodge anytime soon in his new form, either (since he can 
now only choose General Skills).

    But interesting things also occur if I manage to knock off good ol' Gard Hain, Black Orc Blocker, too. 
Now I've got a character who looks like this:

    2/4/1/9	Regenerate

    A ST 4 Zombie! Who-hoo! Granted, he'll have to follow Treeman rules for standing up. Granted, this is 
going to be a MAJOR hassle (I would know, I had a Mummy with MA 2 until he got Jump Up). But 
THAT is a worthwhile spell to throw around!

    And so I was thinking about this further...and it logically occured to me that a Beastman Zombie still 
has Horns. And a Storm Vermin with Claw isn't going to lose the Claw when he dies, either.

    Skills, of course, are lost when you become a Zombie. But why should Physical Abilities? After all, the 
Dwarven Zombie *still* has a Thick Skull - it's not a learned ability, after all. Your Big Hand doesn't 
    suddenly cease functioning when you go to pick up the ball.  So now, let's say I manage to kill Hyper 
Cheez E, Skaven Gutter Runner.
    Hyper has been tearing up the league for some time now, and has:

    MA 11*, ST 2, AG 5*, AV 7, Dodge, Catch, Very Long Legs*, MA +1*, AG +1

    Well, Hyper got a little too close to my Mummy last game, and bit the dust. His Apothecary failed, of 
course (but only because he needs to for this example), so I Raise Hyper Cheez E:
     9/2/4/7 Very Long Legs, Regenerate

    Not bad! My very own Gutter Runner! ;)

    Now, according to the original rules, the spell doesn't work on Goblins or Halflings (presumably, 
because they have Stunty). Honestly, I don't why that is, but for the sake of consistency, we'll say that if 
HyperCheese had Stunty, he'd be exempt. Similarly, Big Guys are also exempt.

Finally, we get to the last point:

5.) INCREASE _RAISE_THE_DEAD_. I mean, *REALLY* increase it.

    As Louis Norton has pointed out to me, Halflings and Goblins were probably exempted in the original 
rules because they didn't have enough mass to create a Human-sized Zombie.

    But with these rules, why should that matter? No one's asking for a man-sized Goblin Zombie. A 
Goblin Zombie would simply look like this:

    4/2/2/7	Stunty, Regenerate

    That would be a pretty interesting player. Granted, Stunty would have to carry the Assumed Stunty 
Penalty (+1 to Injury Rolls, passing range modifiers, etc.) And a ST of 2 might limit this player's 
effectiveness.
    But if a Necromancer wants such a player...who am I to say no? :)

    Now, let's get back to Hyper Cheez E, Gutter Runner extraordinaire:

    11/2/5/7	Stunty, Very Long Legs, Dodge, Catch

    Hyper gets blasted by Thrasher von Death, my Wight of Doom, and becomes milquetoast with the 
following flavoring:

    9/2/4/7	Stunty, Very Long Legs, Regenerate

    Now *this*, as I've said, would be a spell worth throwing around!

    Of course, I expect a lot of people will say this is a great idea, and a lot more will be screaming bloody 
murder (doubtless, they're the ones with the Wizards who like to Fireball both my Mummies and 3-4 
feeble Skeletons and Zombies, to boot.) But let's look at the facts, eh?

    In the test league here, we've had 8 players die in 16 games (I'm going to keep repeating this mantra 
until everyone gets it:). Of those, 5 have been either Halflings or Goblins. 1 has been a Hobgoblin, who 
makes an inferior Zombie (4/3/2/7, Regenerate). 1 has been a Human Thrall, who makes for a standard 
Zombie. And another was a Dark Elf Lineman - a pretty decent Zombie at 4/3/3/8 (if you like your cannon 
fodder to have AGs of 3, that is, like I do;).

    Chances are damn good that HyperCheese here is going to be saved by his Apothecary. A nice luxury, I 
might add, denied to my own catcher-types.

    Just to really get the uproarious in an uproar, though, I'm going to ALSO propose the following 
(separately or in combo, doesn't matter):



	A.) RAISE THE DEAD can ALTERNATELY be used once per match on any Undead player 
(either side) who has failed their Regeneration roll after being killed. The magicks are instead directed at 
reanimating the player in its original state (ie., a Raised Mummy is still a Mummy), with the result that 
the player loses all acquired skills and is reduced to 0 SPPs (Peaked Undead should be presumed to have
some physical defect which limits their ability to acquire skills, and thus remain Peaked). In no way may 
the usual standards (3 Mummies, 2 Wights, 8 Zombies, etc) be violated. Vampires are never created in 
this fashion, so a Vampire who is killed stays dead.

(I should note that since Ghouls are not Undead, Ghouls may only be raised as Zombies with 5/3/2/7 stats 
as a base - they may not be Raised in the above manner.)

	B.) RAISE THE DEAD can also be used on larger creatures - Ogres, for example - to create so-
called "Monster Zombies". Reduce the MA of the target by 2, and the AG by 1 (no stat may be reduced 
below 1, as per the Serious Injury rules in DeathZone). All Physical Abilities the creatures normally start 
with - Thick Skull for most, Prehensile Tail for Rat Ogres, etc. - are retained, as are all starting skills - 
Mighty Blow for most, Stand Firm for Treemen, etc., as these skills are not 'learned' but are simply 
natural outgrowths of the creature's enormous bulk.

For those who don't believe me - all Ogres have Mighty Blow. It's not something they all learned. It isn't 
all about a ST of 5, either - if that were the case, every yob who got beaten by a Lineman and two friends 
(ST 3 + 2 Assists = ST 5) would be feeling a lot more pain in the morning - they have Mighty Blow 
because they're large and obtrusive and - well, 'large and obtrusive'! (cf Mummies)

This would make the talk in the book about 'players being horrified as ex-team-mates get up to play 
against them' ring a little bit closer to the truth.
(That oughta get 'em shouting in the aisles...;)

Now, several people are going to say that this takes EVERYTHING off its hinges. Honestly, I haven't 
playtested these rules. I will say the following:

	1.) I've played with Undead for about a year and a half now (after WD 182 cameout). I'm not just 
pining for the days of 2+ Regeneration - I thought that was cheesey as all hell.
	2.) Undead are severely crippled by the lack of a Wizard, and players of skill.  While several 
drawbacks to their game (WD 182 being a direct example, Sigurd's Table being a more well-meaning but 
indirect one) have been forwarded, nothing has ever been done on their behalf.
	3.) In a league with Star Players, these rules probably aren't such a good idea (having 4 Luthors 
is probably enough). If your league plays 2+ for Regeneration, these rules aren't for you, either. Similarly, 
if you haven't adopted Sigurd's Table or messes around with DP, these rules should be out.
	4.) You are only allowed EIGHT Zombies. Praying on making your team by nailing the Orcs' 
Ogre requires you to keep one spot per game open for a fresh corpse (few Necromancers do this now, I'm 
sure). Given the low rate of deaths in this New World Odor (as well as the pounding you'll take playing    
against the Orcs, whether or not the Ogre is alive), and the prevalance of successful Apothecaries, this is 
hardly going to be a common thing.

Now, I tend to think this is a rip-rockin' idea. It would certainly devastate my opponent to see his hulking 
Ogre suddenly lining up on MY side of the pitch (actually, in the league we're going to start, it doesn't 
look like we'll even have any teams which can hire Ogres. But I digress...) Honestly, I don't think 
Regeneration should be tied to the Necromancer, but since we use Suggestion #1, it's rarely such a big 
deal.
And that's my contribution to the carnage. Feast on!

-=-Acerak the Lich King
"The surest way to survive a game of Blood Bowl is to make sure that everyone
 who could possibly kill you is dead." --Engel 'The Exterminator' von Evilstein
Part Five a) and b) are going to be implemented.

It is also important to tone that the new players are priced on the Undead's 
roster (for team rating purposes) as the starting players price -20,000 gold 
pieces.  The player is also given SPP's as the base needed to have any skills 
retained (i.e. Hyper Cheese would cost 80,000 for being a gutter runner, -20,000 
for becoming a zombie but obtaining Regenerate (60,000), and 11 Spp's for 2 
skills.

New Team:  The internet have been throwing around stats for the Norse team, 
after pictures of Alan Morrison's Norse team appeared in White Dwarf.  These 
are the statistics:

The Norse Team:
Qty	Title		Cost		Ma   St   Ag   Av	Player Skill List

0-12	Thralls		50,000		6      3     3     7	General
Skills: Frenzy

0-2	Huscarl		80,000		7      3     3     7	General, Passing
Skills: Nerves of Steel, Sure Hands 

0-4	Bezerkers	120,000		6      4     2      8	General, Strength
Skills:  Frenzy, Dauntless, Mighty Blow

Rerolls: 60,000

There are two types of Norse:  Nice and Nasty. The type of Norse team needs to be decided when the team 
is created (written in team race section).
Nice Norse can Ally with: Humans and Dwarves
Nasty Norse Allies with: Chaos.
Norse cannot have Wizards, they do not get a substitute.

Noone can Ally Norse.

Competition Points:
I have been thinking about the 'best three game' method of working out who is at the top of the ladder, and 
have come to the conclusion that it really only works in Tournaments where there are less than eight 
teams.  As we have about twenty five, I am proposing for the Naggaroth Challenge this year (with the 
'Core four' commissioners) the following formula for the finals order, the team with the highest 
'points' attaining top spot etc.  
	It is messy I know, but it does the following:
	1: Make every game count.  In a league, if a team does not consistently perform, it makes the 
playoffs difficult.  Not only does this new formula do that, it also...
	2: Encourages people to play more games.  Ever had teams on the top who have only played four 
games?  Annoying isn't it?  We also suffer from lethargy in our league, and I hope to start to remedy that 
with it.


	3: Make casualties count.  I often wonder how a team purely devised around casualties feels 
when, although magnificently geared toward what it is good at, comes last in the finals placement simply 
because it has only won by one touchdown each time.  I'm not trying to make the main objectives injuries, 
but our league suffers from 'Namby Pambiness', and if casualties start counting towards points, then 
people won't be so 'nice' to each other.
	4: Keep the emphasis on getting the bladder to the end-zone.

	Sound fantastic?  Well, here it is (a bit messy I know, I apologise)

[(Total Touchdowns For - Total Touchdowns Against) x (3 if positive, 1 if negative)] + 
(Total Casualties For - Total casualties Against) + 
(Number of games played x 2)+ 
(10 per win up to a maximum of 70)

	That's it.

	Scenarios:  Wazza's Skaven team  Beats  Da Dwarf 'Unters 4-0, but sustains 8 casualties and 
only inflicts 2

	Wazza's points:  12 + (-6) + 2 + 10  = 18
Da Dwarf 'Unters points: -4 +   6 +  2 + 0   = 4

Both teams gain in points.

		   Wazza's Skaven team Lose to The Horror Rooks 1-2, but inflict 8 casualties (revenge?) 
and don't sustain any.

            Wazza's points:  -1 + (8)  + 2 + 0  = 9
       Horror Rooks points:   3 + (-8) + 2 + 10 = 7

Note how the close nature of the game is reflected in the points.  In fact, Wazza still gains more points 
than The Horror Rooks, because of the romp with casualties (the fans love it!)

		   Wazza's Skaven team Lose to The Gravestone Grinders 0-2, andare pummeled 4 
casualties,  not inflicting any.

            Wazza's points:  -2 + (-4) + 2 + 0  = -4
       The Grinders points:   6 +   4  + 2 + 10 = 22

	Wazza actually slips down!  The Grinders, on the other hand have a neat lead by a solid 
performance.

	Enough scenarios.  Feel free to stick your own numbers in.  I don't know yet whether Wazza 
should be gaining more points than the Rooks, 
so my numbers are still flexible.  The thing I don't want to have happen is a 
team being uncatchable because of a freak 6-0 win (as was the case with the previous system).

	Draws:  Due to the annoyance of fighting out a whole game, struggling 
through overtime with no-rerolls, only to have a wimpy little elf pair steal victory 
from your grasp, these new rules for finals qualifying should also allow the grasp 
of victory to have a little more edge.

Sudden Death Throw In
	The Sudden death throw-in entails two players from each team 
participating in a 'shoot-out' style climax to games tied at the end of overtime.
	Each coach selects one player to stand in their respective end zones, and 
one player to stand next to each other in the opposing coaches half (the halfway 
line between them).  The coin is then tossed.  The winner starts.  The thrower 
has to make a completed pass to the other player on his team without being 
intercepted.  If this is failed, the ball is given to the other teams player in the 
other endzone who attempts to make a completed pass.  The first team with a 
completed pass wins by one Touchdown.
	Note:  Diving catch, Pass, Accurate may be used by players, but the 
completed pass must be caught in the opposing coaches half.  The catchers 
must be placed next to each other after each throw if they move.  Intercepts are 
able to be made and ster player points for intercepts and the final completed 
pass are retained as normal.  Intercepts are not a win either.  Re-rolls are only 
able to be used if they have not been used in overtime or the second half (i.e. 
STILL left over!)
Apothecary ministrations
	The apothecary can be used at any time, including After the match.  It can 
be used on players in the dugout (who then would return to the reserves) and on 
players of the opposing team (Note there is a minimum fee for this, it is 
50,000gps).

Re-roll Counters and usage
	Reroll counters can be used at any time during the match for things 
including Regeneration, Off for a Bite, Wild animal, Thick Skull, K'Od status, the 
apothecary roll etc.  IT CANNOT BE USED FOR REROLLING IF THE 
REFEREE SPOTS A FOUL.  It also cannot be used on team winnings, fan 
factor, star player rolls etc.

Allies
	No more than four allies and Big Guys may be taken in total (in 
combination with Tim Kleva's rule earlier.)

High Team Ratings
	As team ratings soar, Fan Factor will also rise dramatically.  To curb this 
ascent, once a Fan Factor has reached 10, it is harder to gain extra fan factor.

		Team fan Factor already	Fan Factor roll needed to go up
				1-10			6+  (already standard)
				11-20			7+
				21-30			8+      etc.... 


Registration
	Registrations will be accepted at any time, but it is on a first in first served 
basis.  I am planning in there being at least 20 combatants, so places for some 
teams will be tough.  We already have registered:
			1 Goblin Team (John Steed)
			1 Skaven Team (Ian Barons)
			1 Dark Elf Team (Mine!)
			1 Orc Team (Peter Christensen)
		Another Orc Team (Michael Mason & Darren Rosetta)
Registrations requirements
	Teams must obey all rules, both here, the rulebooks and White Dwarf 182 
(which is available upon request - some rule changes do exist there).  Star 
players may come from the updates, using the new calculated prices which 
follow.  NO MORE THAN FOUR TEAMS OF EACH RACE WILL BE ALLOWED.  
It will be determined on a first in, first served basis.  (It looks like Orcs will fill 
quickly.)
Registration costs:  
		Naggaroth Challenge:	$2.00
		Wildbulldon:			$1.00
Cash Prizes will NOT be awarded, however a miniature will be allowed to be 
purchased to further the Blood Bowl collection of the winner with the takings of 
registration (minus any substantial costs involved in the organisation, such as 
newsletter postage etc.).

Discussion Forum:
	This is where any gripes you may have about the league, any match 
reports you want to type up, anything funny Blood Bowl related, any letters, ads, 
any questions and answers can be posted in the newsletter.  At the moment it is 
nearly empty, but soon it won't be.
	FAQ
	No, it's not an insult, it stands for Frequently Asked Questions.  I am just 
planning on clarifying a few rules.
	Q: Can a player use the blitz option to break out of enemy players to pass 
the ball to their team mate?
	A: No.  The pass action and the Blitz action are two separate actions.  
However the player may blitz out, hand off the ball and then the player who 
recieved the ball (providing they haven't already done anything) may pass. 
(Blood Bowl page 7)
	Q: Does the Dauntless & Frenzy skills require a Dauntless roll each block 
if the previous one was a pushback result?
	A: Yes.  The player makes "an extra block" after each block.  The 
Dauntless roll "only works when the player attempts to block an opponent who is 
stronger than himself"  (Death Zone p10,11)

	Write in with any questions you might have for this column.

	I will now take the time to tell you about the White Dwarf Articles we have 
for new coaches to borrow and read.  They have useful advice, although better 
used as ideas rather than 'The' way to do things.  Just because they are about a 
specific type of team different to yours does not mean that it is of no use to you, 
so you might want to read them all (!?).

Number	Article Name		Comments
174	Death Zone	  		League strategies and spiel about the boxed 
set.
175	'Ere We Go (x3)		Orc team strategies, useful for teams who use 
a bit of passing and a bit of running of the ball.
176	The Killing Field		A match report showing an Orc versus Undead 
game - lots of useful strategies for beat-em-up teams.
177	Block And Tackle		Human recommendations - very different to the 
way Paul Floro ran his team, but definately worth reading.
180	The Small And Short Of It	How to win with Halflings!  This article 
adds a different perspective [yeah! a short one. - Steve] to Blood Bowl.
181	Things That Go Bump 	Another article on how to coach a Pulverise 
style team - with some useful hints specifically for undead coaches
182	Get Da Ref			A Question and Answers article clarifying the 
rules and some modifications, i.e. 4+ rather then 2+ regeneration.
183	Dug Out Of Doom		More Beat-em-up recommendations - as if they 
need it!  If you are planning on going Chaos this article helps to show how to 
deal with Chaos and the 'not too many types of player to choose from' syndrome.

WildBullDon(Yeehah!)
	Yes.  We agree that the Blood Bowl competition flopped.  But that makes 
way for something much better!  The knockout competition of all time!  
WildBullDon!  
	The aim is to have as many teams as possible from the past come back in 
a celebrity match which will see one team become the glorified status of Wild 
Bull Don Champion.  The tournament will operate on a knockout system, 
depending on how many teams enter.  If more than eight teams enter, there will 
also be a knockout for those who lost their first match to determine who will be 
'Wild Bull'.  Teams will be 'seeded' by team rating so the first matches do not 
knock out the favourites.  This tournament will commence on Friday 20th 
December, and run until mid January.

	Any Team May Enter, from any competition EVER!  The idea is that the 
gameplay will be the same for all teams (as per rules you played under, if any 
disputes occur the Core Four will decide a verdict) and that new players bought 
or whatever will be as per the rules of the league the team played under when 
they developed.
 
	Teams already registered (yet unpaid):
Stephen Babbage		Orcland Warriors		(Orc)
John Steed			Hoeth Hotshots   		(High Elf)
Ian Barons			Welkolisk Miscreants	(Skaven)
Paul Floro			Reikland Reavers		(Human)
Michael Mettam		Wind Warriors		(Wood Elf)

	Don't let these teams dominate!  Get yours in and show us how it's done!

The League Juduciary:

	As you can see from this bumper edition, it is quite a task to run such a 
huge competition!  To help cope with this demand, and to make an attempt at all 
points of view being expressed, we have set up a committee to decide what goes 
and what does not.  It will also on an individual basis act as referee for games 
and will be on call for any rules clarifications 24 hours a day - 7 days a week.  
The Blood Bowl AGM was held on the 3rd September to decide the rules for the 
competition (see earlier).  However these new rules are very sketchy and much 
interpretation is needed.  As a result these people on the panel are the 'go to' 
guys for clarification.  We promise not to jump down your throat on anything - 
and everyone on the judiciary is actually a nice guy.  But that is not to say that 
we will be merciful on the pitch - or if anyone is caught cheating in any 
unacceptable manner.  Punishments include fines of both gold pieces and real 
money (token), suspension of players for several matches, suspension of head 
coaches for several matches, and in the worst case scenario expulsion from the 
league.

	Unacceptable behaviour:

Two coaches agreeing to 'have -1 on all injury rolls' or similar wimpy behaviour.

Rerolling dice (with or without rerolls) which cannot be rerolled by the rules of 
	the game.

Incorrectly filling out or modifying one's team roster sheet.

Lending Money!  We have finally decided this is an abuse of team treasuries, 
	and is disqualified from this competition. 


	Enough said.  The positions are:
		                                                        Phone & Email:
President:			Stephen Babbage    (0412 179 104)     
S.Babbage@student.canberra.edu.au

Secretary:     		As above

Chairman:			Paul Floro 		(241 3617) 
F3020789@student.anu.edu.au

Treasurer: 	            	Michael Mettam 	(254 3384) 
M.Mettam@student.canberra.edu.au

League Reporter:		John Steed 		(258 4674) 
J.Steed@student.canberra.edu.au

Players Representative:	Ian Barons 		(241 5776)


	Well, congratuations!  You made it through the newsletter!  I hope you will 
PLEASE keep this for reference during the competition.  All the other newsletters 
will not be as large as this one, but then again you never know!  Now you can go 
back and try to formulate a 4th Edition team.

	There are NO dates for our 'Blood Bowl days' set as yet, but if you 
register, these will be passed to you as soon as possible.  Beware:  For those 
who are going to be playing Blood Bowl for the first time and those who will want 
to meet the other combatants, there will be practice matches as of 22nd 
September! (And probably some kind of practice day thing at the University of 
Canberra, Building 7, Level C Studio as normal.)  Keep you all posted!

  Don't forget Fist in First Served! - Email us your teams, phone us with them, 
show us when you see us or write to me (36 Fitzhardinge Cres. Evatt 2617).

	Nice Dice!  
				Stephen Babbage.

P.S.  Feel free to email us as well, and if you like we will add you to Nagg - the 
chain-mailer of the Naggaroth Challenge. 	  	
Naggaroth Challenge 
Newsletter 1		 September 1996




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