OBERWALD SUPPLEMENT No 3

			   From The Journal


0.0 Administrative

1.0 Mixed Race Teams (Allies)

2.0 Rookie Big Guys

3.0 Chaos Daemon Rules

4.0 Norse Teams

5.0 Coaches


0.0 ADMINISTRATIVE
==================

    0.1  What this document is all about
    ====================================
 
	  This document is a collection of alternate rules for Blood Bowl
	  which were originally presented in the Citadel Journal and Blood
	  Bowl Update Sheets provided by Games Workshop Mail Order

	  Articles in the Citadel Journal and Update Sheets are unofficial
	  and may or may not be presented with the nod of approval from 
	  Jervis Johnson.

	  This list is maintained by Dean Maki.  Corrections should be sent 
	  to him at dfmaki@makivel.synapse.net.


    0.2  How to get a copy of this document.
    ========================================

	 This document will be posted periodically to rec.games.board and 
	 BBOWL-L, along side the OBERWALD (On-Line BloodBowl Enthusiasts'
	 Reference With Assembled League Doctrines).

	 The current copy of this OBERWALD SUPPLEMENT is also kept at the MORG 
	 (Mail Order Retrieval Gizmo).  Send a message to
	 MORG@makivel.synapse.net with the following in the body of your
	 message:
			   
			   GET JOURNAL.TXT
			   QUIT


   1.0  Mixed Race Teams (Allies)
   ==============================

     Each team is allowed a total of two (2) players from other races.  A
     player of another race costs 50% more than his list price.  Star 
     Players and Rookie Big Guys cannot be bought unless already allowed.
 
     These players contribute their list price for Team Rating purposes, not
     the price actually paid.
 
     Team          May Hire
 
     Chaos Dwarf:  1 Chaos, 1 Goblin, 1 Orc
     Chaos      :  1 Chaos Dwarf, 1 Dark Elf, 1 Skaven, Undead (6+)
     Dark Elf   :  2 Chaos
     Dwarf      :  Halfling (4+), 2 Human, 2 Norse
     Goblin     :  Chaos Dwarf (6+), 2 Orc
     Halfling   :  Dwarf (6+), 2 Human, 2 Wood Elf
     High Elf   :  Human (4+), 2 Wood Elf
     Human      :  2 Dwarf, 2 Halfling, 2 Norse, High Elf (4+), Wood Elf (4+)
     Norse      :  2 Human, 2 Dwarf
     Orc        :  Chaos Dwarf (4+)
     Skaven     :  2 Chaos, Undead (6+)
     Undead     :  Chaos (6+), Skaven (6+)
     Wood Elf   :  Halfling (6+), 2 High Elf, 1 Human  
 
     If you attempt to hire from a race which has a number in parenthesis,
     you must roll that number or higher on a d6.  If you do so, you may
     purchase this player.  Otherwise you must wait for five (5) games 
     before you may try again.  You do not lose any money if you fail, but
     you do lose any special play cards used in the attempt.

     You can trade for a player from another race.  You must pay 50% of the
     player's list cost for 'arbitration'.
 
     If you trade a player with 26 or more Star Player Points to a team of
     another race, you lose one Fan Factor. (The 'Gretzky Rule')
 
 
     1.1 Goblin and Skaven Mixed Teams
     =================================

       Num  Position     MA ST AG AV   Cost    Skills          Skill Picks
       ----------------------------------------------------------------------
       0-6  Goblin        6  2  3  7   40,000  Dodge, Stunty   Agility
						Right Stuff  
       0-6  Lineman       7  3  3  7   50,000                  Gen, Phys
       0-2  Storm Vermin  7  3  3  8   90,000  Block           Gen, Phys, Str
       0-2  Gutter Runner 9  2  4  7   80,000  Dodge           Gen, Agil, Phys
							  
       Reroll:  60,000
 
	A Goblin/Skaven mixed team may buy any player or Star available 
	to Skaven or Goblin teams except:  Varag Ghoulchewer, Fungus the
	Loon, Morg'n'Thorg and Bommer Dribblesnot.
 
	After every touchdown or end of half, roll a d6 for each player 
	on the team.  On a one, the player will remain in the dugout, 
	refusing to play with players of the other race.
 
	Whenever a skill roll for a Goblin comes up doubles, the Goblin 
	may take a Physical Ability instead of a skill.
 
	It is suggested that your league allow only 1 Goblin/Skaven team 
	for every seven other teams.


   2.0 Rookie Big Guys
   ===================
     [From Star Player Updates 2 and 3 and adaptations]

     Rookie Big Guys, as presented in Blood Bowl Star Player Updates II and 
     III, count as unpeaked star players on your roster (ie. one of four 
     stars you may hire).  [GWUK]

     It is _highly_ recommended that Treemen not be allowed to take agility
     skills, even if doubles is rolled.  [JJ]

     Big guys with throw teammate and strong arm may throw halflings and 
     goblins with the right stuff for long bomb ranges.  [GWUK]

     Big guys _may_ throw teammate using hail mary pass.  [JJ]

     All big guys take up one square, either when standing or when prone.
     [JJ]

     Treemen with 3 or more MA can stand up using 3 MA without rolling.

     Unpeaked monster players are given below.  All have access to Strength
     skills, but not General, Passing or Agility skills, unless "doubles"
     are rolled on a Star Player Roll.  Minotaurs and Rat Ogres may gain
     Physical Abilities on a "doubles" roll.  

     The first list of Rookie Big Uns below are from the Star Player Updates
     released by GW mail order and Citadel Journal.  These were created by 
     GW mail order without play testing or input from Jervis Johnson.  Jervis 
     himself considers them a mistake, and does not play with them.  
     
     The second list below are adaptations or creations by various members on 
     the 'net.

     Jervis has written a 'discussion paper' for  his own, new rules for rookie
     Bigs.  They are included in a separate document.


 SEMI OFFICIAL

 Player         Cost   MV ST AG AV  SKILLS                 Play For
 ------------------------------------------------------------------------     
 Minotaur      130,000  5  6  2  9  Horns                 Chaos, Chaos Dwarf
 Ogre          140,000  5  6  2 10  Thick Skull, Block    Human, Orc, Chaos
							      Goblin
 Rat Ogre      120,000  6  5  3  9  None                  Skaven
 Treeman       140,000  2  6  1 10  Stand Firm, TSkull    Wood Elf, Halfling
 Troll         120,000  4  6  1 10  Regenerate            Orc, Goblin, Chaos

 
 UNOFFICIAL

 Player         Cost   MV ST AG AV  SKILLS                 Play For
 ------------------------------------------------------------------------     
 Bull Centaur  140,000  6  5  2 10  Sure Feet, Block,     Chaos Dwarf
				       Thick Skull
 Snow Troll    110,000  4  6  1  9  Regenerate            Norse
 Ulfwerner     110,000  6  4  3  8  Razor Sharp Claws     Norse
					Woof Woof -1-
 Vampire       130,000  6  4  3  9  Regenerate, HGaze     Human, Undead
&Zombie Ogre   170,000  4  6  1 10  Regenerate,           Undead
					Mighty Blow
    
    -1- See the section on Norse Teams (6.0) for a description of Woof Woof.

    Be warned that the unofficial Big Uns, for the most part, may not have had
    very much play testing.  They are all subject to future modification or
    deletion.


3.0 CHAOS DAEMON RULES
======================
     [From Citadel Journal]
 
     A Chaos team must be dedicated to one of the four major Chaos powers
     when created.  Chaos teams which wish to use Daemons must have a 
     wizard on their staff.  The Daemons will disappear if the wizard is
     killed or leaves without being replaced before the next game.
 
     All Daemons except the Bloodthirsterhave a Daemonic Aura.  The Aura
     prevents all modifiers from being applied to armour rolls against the
     Daemon.
 
     Minor Daemons are dispelled if badly hurt, seriously injured or killed.
     Greater Daemons are dispelled if seriously injured or killed.  Remove
     dispelled Daemons from your roster.
 
     Greater Daemons have penalty rolls, like secret weapons and fill a Star
     Player slot on your roster.
 
     NURGLE
     0-2  Plaguebearers   120K   6 4 3 7  Horns, Foul Appearance
     Great Unclean One    230K   3 7 1 9  Foul Apearance, Multi Block, Thick
     (Penalty 9+)                         Skull, Pile On, Stand Firm
					  Steam of Corruption
 
	STEAM OF CORRUPTION: Replaces block of blitz action.  Place lightning
	 bolt template from Daemon.  Players half or more under must make an
	 dodge roll or fall and take armour rolls.  Players do not actually
	 leave their squares.
 
 
     KHORNE
     0-2  Bloodletters    130K   6 5 3 7  Frenzy
     Bloodthirster        240K   6 8 3 10 Block, Break Tackle, Dirty Player
     (Penatly 8+)                         Mighty Blow, Chaos Armour
 
 
     SLAANESH
     0-2  Deamonettes     110K   6 3 4 7  Claw, Hypnotic Gaze
     Keeper of Secrets    230K   6 7 3 9  Block, Claw, Extra Arms, Horns,
     (Penalty 8+)                         Mighty Blow, Aura of Slaanesh
 
	AURA OF SLAANESH:  Within the daemon's tackle zone, any attempted
	 action fails horribly unless preceeded by a successful base AG roll.
 
 
     TZEENTCH
     0-2  Pink Horrors    120K   6 3 3 7  Big Hand, Stunty
	  Blue Horrors    ----   6 2 3 6  Big Hand, Stunty
     Lord of Change       240K   6 7 4 9  Jump Up, Leap, Pass Block, Leader
     (Penalty 7+)                         Random Event
 
     Pink Horrors aren't dispelled, but are replaced by two Blue Horrors,
     one in the Pink's square, the other D6 in a random direction.  Blue
     Horrors may not gain SPPs, and if both are dispelled, the pink is
     dispelled.  Otherwise the Pink Horror returns next game as the Blues
     merge.  If the second Blue is the 12th player on the pitch, roll D6.
     On a 1-3 one is sent off for the match.
 
	 RANDOM EVENT:  The Lord of Change may draw a Random Event at any 
	  kickoff for which he is on the field.  It is played as normal so
	  long as the daemon is on the field, and discarded if the daemon is
	  sent off, dispelled or banished.


4.0 NORSE TEAMS
===============
      [From Citadel Journal #10]
 
      The Norse are northern humans, with their own special abilities.
      Sweltering Heat affects Norsemen on a 1 or 2, but a Blizzard only
      trips them up on a 1, and they may attempt long passes.
 
       Num   Position   MA ST AG AV   Cost    Skills        Skill Picks
       ----------------------------------------------------------------------
       0-12  Thrall      6  3  3  7   50,000  Block         General
       0-2   Throwers    6  3  3  7   70,000  Block, Pass   General, Passing
       0-2   Huscarl     6  3  3  7   70,000  Block, Daunt  General, Strength
       0-2   Berzerker   7  4  3  8  120,000  Block, Frenz  General, Strength
						Jump Up
       Reroll:  60,000
 
       The following are Star Players who will play for Norse teams:
 
       Wolfhowl Blackscar   Norse      6 4 3 7 Block, Frenzy, Jump Up,    160K
						  Dauntless Mighty Blow   
       
       Icepelt Hammerblow   Snow Troll 4 6 1 9 Regen, Block, M Blow       160K
       
       Urik Wuulfson        Ulfwerner  7 4 4 8 Block, Dodge, Frenzy,      170K
						  Razor Sharp Claws
						  Woof Woof
 
       Woof Woof:  Skeletons destroyed by this player may not regenerate.  
		   The player is placed in reserves box for the remainder of
		   the match.  
 
		   If a Treeman is on the pitch, roll D6 before taking an 
		   action with this player.  On a 1, the player moves towards
		   the Treeman.  If the player is adjacent to a Treeman, roll
		   a D6.  On a 1, the player may take no further action that
		   turn.
 
 
5.0 COACHES
===========
     [From Citadel Journal #10]
 
     A team may hire coaches to train players and teach them skills without
     SPPs.  The players are still limited to seven skill or statistic gains
     and peaked players may not be taught.  The coaches come in three levels
     of ability, with a class of skills that they teach and a favourite
     skill.  A team may not start with a coach.
 
     Coaches count as assistant coaches for Brilliant Coaching rolls.
 
     Retired players may only become assistant coaches, not coaches.
 
     The three levels of ability are Experts (50,000gp), Old-Timers (100,000)
     and Ex-Players (150,000).  
      
     The four areas of expertise are Fouling (General Skills), Blocking 
     (Strength), Passing (Passing) and Catching (Agility).  You may only hire 
     one coach from each area of expertise, and only if a player on your basic 
     team roster may normally receive those skils taught by that coach.  
 
     Coaches may be used once after each match.  Select a player and name a
     skill from the coach's area of expertise.  Roll 2D6 and apply all 
     modifiers.  On a 11 or 12, the player gains the skill.
 
     MODIFIERS: +2  Coach is an Ex-Player
		+1  Coach is an Old Timer
		+1  Coach is teaching his favourite skill
		-2  Player normally cannot learn that skill
 
 
     Availability:  
	 Fouling Coach (General)   All but Halflings and Goblins
	 Blocking Coach (Strength) Dwarf, Human, Skaven, Orc, Undead, Chaos,
				       Chaos Dwarf
	 Passing Coach (Passing)   All but Undead, Halfling, Goblin, Chaos,
				       Chaos Dwarf
	 Catching Coach (Agility)  All but Dwarf, Orc, Chaos, Chaos Dwarf,
 
 
     Favourite Skills:  Expert           Old-Timer        Ex-Player
     ----------------------------------------------------------------------
	    Fouling     Block            Dirty Player     Tackle
	    Blocking    Mighty Blow      Guard            Break Tackle
	    Passing     Pass             Safe Throw       Accurate
	    Catching    Catch            Sure Feet        Diving Catch