OnLine BloodBowl Enthusiasts' Reference With Assembled League Doctrines (OBERWALD) The Guarding Runt Edition (v1.08 - January 18, 1995) 0.0 ADMINISTRATIVE 0.1 What this document is all about 0.2 How to get a copy of this document 0.3 OBERWALD Supplements 0.4 Legal Stuff 0.5 New This Edition 1.0 NON RULES STUFF 1.1 The Future Of Blood Bowl 1.2 Where To Get Merchandise 2.0 GENERAL 2.1 Actions 2.2 Apothecaries 2.3 Forfeiting a Match 2.4 Fouling 2.5 The Kickoff and Kickoff Table 2.6 Rerolls 2.7 Tournament Prizes 2.8 Turn Overs 2.9 Winnings 3.0 STARS AND BIG GUYS 4.0 SKILLS 5.0 CARDS 6.0 INTERESTING VARIANTS 6.1 Apothecary 6.2 Freebooters 6.3 Injuries and Death 6.4 Passing 6.5 Rerolls 6.6 Star Player Rolls 6.7 Squig Ball Rules 7.0 STATISTICS 7.1 The Block Chart 7.2 The Agility Chart 8.0 BLOOD BOWL WHITE DWARF ARTICLES 9.0 ON LINE RESOURCES 0.0 ADMINISTRATIVE ================== 0.1 What this document is all about ==================================== This document is a collection of "house" and quasi-official rulings for the table top fantasy football game Blood Bowl. It has been produced by fans of the game, and is in no way a list of "official" rulings. Rather, this document reflects the collected net.wisdom, and what works well for the contributors. Where possible, the source is credited with particular points. Those credited as [GWUK] are responses from the Games Workshop (UK) Studio League. Those credited as [WD] come from the FAQ presented in White Dwarf 182. Jervis Johnson, the game's designer, has done us a great favour by looking over a previous edition of the OBERWALD and telling us where we got it right and where I was a blind hobgoblin. I encourage you, wherever you are, to now stand and give Jervis a round of applause, as a show of appreciation. Those points which Jervis has confirmed to be correct are marked [JJ]. Unmarked entries are, for the most part, rules interpretations he could live with, but not necessarily the 'most correct'. Some points appear more than once throughout the document. If a point is applicable to two different topics, it will appear under each heading. The OBERWALD is maintained by Dean Maki. Any changes, comments, etc can be sent to him at dfmaki@makivel.synapse.net. The version number (ie v0.01.1) is broken down as such: v0 - which major revision .01 - which posting (first, second, etc) Corrections from the previous posted edition are marked with a * in the left hand margin. Additions are marked with a &. Reversals from the previous edition are marked with a =>. 0.2 How to get a copy of this document. ======================================== This document will be posted periodically to rec.games.board and BBOWL-L. The current copy of the OBERWALD 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 OBERWALD.TXT QUIT Also, check out the other On Line resources mentioned at the end of this document. & 0.3 OBERWALD Supplements & ======================== & & In addition to this document, there are several OBERWALD & Supplements. This main document covers the 'Vanilla' rules for & Blood Bowl and Death Zone, and suggests some variants. & & The supplements are: & & The Stars: A collection of official and unofficial & Star Players & & Alternate Races: A collection of alternate races created by & coaches on the 'net & & From the Journal: Encapsulated versions of articles appearing & originally in the Citadel Journal & & New Big Uns: Jervis Johnson's new rules for Star Players & and Rookie Big Uns 0.4 Legal Stuff =============== Blood Bowl, Death Zone and other references are trademarks of Games Workshop, and are used without permission. Distribute freely in any form. 0.5 New This Edition ==================== Citadel Journal rules moved to Supplement. A few more points clarified by Jervis. Player Strike and Leap/Diving Tackle clarifications. Non Rules Stuff added 1.0 NON RULES STUFF =================== 1.1 The Future Of Blood Bowl ============================ Blood Bowl has been put on the back burner for the time being due to manpower considerations at Games Workshop. This means that 3rd edition Treeman and Blunderbus players will not be available in stores, nor will a 3rd edition metal Human team. Blood Bowl will still receive support articles from the Citadel Journal. These articles offer new, optional rules. In the past we have seen mixed race teams, new coaches and goblin squig hunters, among others. Be warned, however, that these rules are _strictly_ optional, and may or may not be written with Jervis Johnson's nod of approval. There is talk of a 4th edition of Blood Bowl which will keep the basics of 3rd edition, but clean up some of the problems which have cropped up since 3rd edition was released. It may be that 4th edition may be released in an 'Update Sheet' version for owners of 3rd edition. 1.2 Where To Get Merchandise ============================ Blood Bowl merchandise is still being sold in some stores. However, stock may be drying up, so what you see in the stores may be all that they can get. You can also get Blood Bowl box sets or minatures from Games Workshop Mail Order. 2nd edition Blood Bowl minatures are also available from GWUK Mail Order. To contact GW Mail Order, call: GW Canada: (905)795-8091 FAX: (905)795-2961 GW UK : 011-441-773-713213 There is a GW US number, as well. It should appear in the US version of White Dwarf. If somebody mails it to me, I'll include it in the next version. When ordering from GWUK, you may need a model number or page number from one of their catalogs. GWUK Mail Order may be able to provide you a catalog for a small fee. Alternatively, you can try the following WWW page: http://www.cs.utk.edu/~cowell/min/bb/bb.html This site contains scanned images of all of the old Blood Bowl minatures from the GWUK catalog. 2.0 GENERAL =========== Blood Bowl articles and rules appearing in GW Mail Order and Citadel Journal are strictly optional and are not necessarily endorsed by Jervis Johnson. Blood Bowl teams live in a world governed by a six sided die. For most player actions, an unmodified roll of "1" is always a failure; an unmodified roll of "6" is always a success. [An exception is Hypnotic Gaze against an AG 6 player, which will never succeed since the target's AG must be EXCEEDED on d6.] [JJ] Players may intercept throw ins if the ball crosses the player's square. [GWUK] Pass Block may be used for this. Only one player per team may attempt an interception. If successful, this does not count as an Interception for Star Player Points. Goblin fanatic collapses cause turnovers. [GWUK] This may be rerolled. If a Deathroller is knocked over, roll against AV 10. If you penetrate and kill the driver, the Deathroller is not repaired. Any other result (including not penetrating the armour) removes the machine from the game, but it will return next match. [GWUK] Players with 26 SPPs are still considered position players; they do not count against the 4 stars you may hire, but they do count against limits like 2 mummies or 4 blitzers. [GWUK] No Star Player Points are awarded if a player is injured on a failed Dodge or Go For It. [WD] [JJ] When a player is pushed back into the stands, roll only on the Injury table. If this results in a Badly Hurt, Serious Injury or Death, then award Star Player Points to whoever knocked this player into the crowd. [WD] You can trade or sell Special Play Cards to your opponent. [JJ] You are under no obligation to play all your Special Play Cards. You can accept a cash donation (bribe) for not playing a Special Play Card. Such transactions are not necessarily binding! [JJ] Either player involved in a hand off may make the hand off action. This means that a player may take a hand off from a player who has been "Mindblow"-ed and a player with Blunderbuss may accecpt the handoff and still fire that turn. [JJ] The blocker must choose wether or not to follow up before making the armour roll against his victim. [JJ] The blocker must choose wether or not to follow up before making the scatter roll when blocking the ball carrier. [JJ] Only one skill may be used to modify any die roll. eg. If you have Dirty Player and Mighty Blow, you must choose which one you are using before you make your foul action. [WD] [JJ] Gaining control of a bouncing or scattering ball is a CATCH roll. The Catch skill will allow a reroll, Sure Hands will not. [JJ] Failing to Pick Up The Ball ends your turn immediately, regardless of where the ball scatters and who finally may end up holding it. [JJ] & The moving team attempting and failing to Catch a bouncing ball will & end the turn if, after all the bouncing is done, the moving team is not & in possession of the ball. [JJ] A player is not obligated to pick up the ball if he enters its square. If the player choses not to pick up the ball, it will scatter. [JJ] A player is not obligated to try to catch a bouncing ball. If the player choses not to catch the ball, it will scatter. [JJ] You may only freeboot players or coaches who would normally play for your team. A third Highelf Lion Warrior, a fifth Star Player or a second wizard or apothecary won't normally play for your team, and thus cannot be freebooted. [JJ] Players contribute their list price for Team Rating purposes, even if this is not the price actually paid. [JJ] The accumulated Star Player Points for a non-star player who has been Peaked still contribute to team rating. [JJ] You do not need to make a dodge roll when you follow up after any kind of block, including a Blitz or Frenzy. [JJ] Even though the hand off is a 'free action' which may be taken at 'any time during your turn' you cannot hand off when the ball carrier is about to be hit by a Diving Tackle, or as the ball carrier is falling down. [JJ] A coin toss is made again at the beginning of Overtime. If playing multiple sudden death overtimes, a coin toss is made at the start of each odd numbered overtime. [JJ] All players take up one square, regardless of the size of their base, either when standing or when prone. Chaos Dwarves hire normal wizards, not alchemists. AG 7 or higher has no advantage over AG 6 on the Agility table. As a house rule, you may wish to extend the upper limit. i.e AG 7 has base 0+, etc. [JJ] Only "pure" interceptions count for Star Player Points. Catching innaccurate passes throw by your opponent or flubbed catches do not earn points. [JJ] 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. [JJ] Knocking down the Death Roller and removing it from the game does not award the blocker with a Casualty. [JJ] Non Treeman players with less than 3 MA roll to get up in the same manner as Treeman players. [JJ] 2.1 Actions =========== The following are considered 'Actions' in Blood Bowl: Move: The player moves any number of squares less than or equal to his MA, with two optional Go For Its. Block: The player throws a block on an adjacent opponent. Blitz: The player moves any number of squares less than or equal to his MA (with two optional Go For Its and may make one block during the move at the cost of 1 MA. May not be used by more than one player per team per turn. Pass: The player moves any number of squares less than or equal to his MA (with two optional Go For Its). At the end of the move, the player throws the ball. May not be used by more than one player per team per turn. Foul: The player moves any number of squares less than or equal to his MA (with two optional Go For Its). At the end of the move, the player fouls a downed opponent. May not be used by more than one player per team per turn. Coaches must declare what kind of action each player is making as the player is activated. [JJ] Players may not perform more than one action per turn. The Bomber throwing his bombs does not count as your Pass Action for the turn. [JJ] 2.2 Apothecaries ================ Apothecaries cannot save players from crowd injuries. They are not crazy enough to fight off a Blood Bowl crowd to save _anybody_. [JJ] (Dammit Jim! I'm a _doctor_, not a riot squad!) Apothecaries can prevent Injured in Practice, but are then unavailable for the match. [GWUK] You may not reroll the Apothecary roll. You can sell the services of your Apothecary to your opponent. Undead players still may not use an Apothecary, even in this manner. The Apothecary must be used immediately after the injury he is healing is inflicted. You cannot save your Apothecary until the end of the game and then choose which injury you wish to heal. [JJ] Apothecaries may heal injuries of players and coaching staff. However, & Apothecaries may not heal injuries suffered by themselves.[JJ] Apothecaries can only deal with one niggling injury. If a player is missing a game because of two or more niggling injuries, the Apothecary cannot help him. [JJ] 2.3 Forfeiting a Match ====================== There are no set rules on how to handle the case when a coach decides not to finish a game he started. Your league should feel free to use any or all of the following. - Forfeit all winnings for this match - Lose d6 Fan Factor, up to half current Fan Factor - Pitch Invasion! All players on forfeiting team take an injury roll (no armour roll required) as irate fans take out their frustrations. Apothecaries may not heal any injuries, and players may not regenerate. - Pitch Invasion! All coaches on forfeiting team take an injury roll (no armour roll required) as above. - Roll 2d6 for each player and coach on the team. On a 2 or a 12 the player or coach quits the team in disgust. Do NOT be gentle. The game, after all, is called _BLOOD_Bowl. Having said that, however, you should allow a team which cannot field three players to forfeit without penalty. They have suffered enough. It should be noted that Jervis Johnson simply didn't allow teams in the studio league to forfiet, as the team would have been ripped apart in the ensuing riot! 2.4 Fouling =========== Blatant fouls aren't called after you get the ref. [JJ] You may argue the call on a blatant foul. [JJ] You may go for it to commit a foul. [JJ] Bonuses for assists while fouling affect only the armour roll, not the injury roll. Mighty Blow and Dirty Player affect both armour and injury rolls, and give their plusses in addition to the +1 to penetrate armour. [JJ] 2.5 The Kickoff and Kickoff Table ================================= Coaches must field 11 players for each kickoff if they are able, or all available players if fewer than 11 are able to make the kickoff. Eleven is the sacred number of Nuffle, and shall never be compromised unless unpreventable by circumstances. [JJ] On the kickoff, place the ball in the target square. Roll on the kickoff table. Scatter the ball the appropriate number of squares. Handle bounces, touchbacks, catch attempts. Begin the first turn (or Blitz turn). [JJ] If an opponent kicks to you to start the half, then pit traps or burst ball on the ball carrier on your second turn, you receive a new kickoff. Move your turn counter to turn 3. Your opponent's next turn is turn 3 (not 2). [GWUK] If a ball bounces out of bounds or into the other half because a player failed to catch the kickoff, this is a touchback. [JJ] Players on the bench may be hurt in a pitch invasion. [GWUK] You may not reroll any rolls from the Kickoff Table. [JJ] 2.6 Rerolls =========== A coach may use rerolls during his opponent's turn for his own player's actions. [GWUK] Halfling Chefs will steal team rerolls, then trophy rerolls, but not leader rerolls. [GWUK] Trophy rerolls don't add to team rating. [JJ] Unused 2nd half rerolls can be used in overtime. [JJ] Rerolls contribute their list price for Team Rating purposes, not the actual price paid. [JJ] Any of the following may be rerolled: Block Dodge Go For It Pass Catch Pick Up Ball Armour Roll Injury Roll Dauntless Leap Fanatic Collapse Intercept Diving Tackle Hypnotic Gaze Illegal Procedure Goblin Fanatic Exhaustion Starting the Chainsaw Lighting a Bomb The following may NOT be rerolled: Apothecary Wizard Argue the Call Kickoff Table Ball Scatter Fan Throw Ins Pre Match rolls Post Match Rolls Regenerate Thick Skull Shadowing Pro Safe Throw Injury Roll by Fans Goblin Fanatic Direction 2.7 Tournament Prizes ===================== The wizard from the Dungeonbowl prize adds to your team rating. [JJ] Said wizard is subject to a better offer or any sideline incidents, but is replaced next game. [GWUK] Tournament prize money is awarded in addition to normal winnings. [GWUK] Trophy rerolls don't add to team rating. [JJ] Tournament prizes may be Robbed!, but not used for Kidnap Rival Coach. They may also be part of a (very) Large Donation. [GWUK] 2.8 Turn Overs ============== The following will cause a Turn Over: [JJ] Hitting the four minute time limit Getting caught on Illegal Procedure and not spending a Reroll or successfully arguing the call Failing on an attempt to pick up the ball Failing on a Go For It Falling down on a Block attempt Falling down on a Dodge attempt Getting caught Fouling (doubles on Armour Roll) and not successfully arguing the call Touchdown Scored Throwing a pass which, after all the bouncing is done, is not caught by a member of your team. The Ball Carrier on the moving team is knocked down for ANY reason. The Ball Carrier on the moving team drops the ball for ANY reason. A Ball and Chain fanatic collapses. [GWUK] Many special play cards will cause a Turn Over. The coach has activated all his players and does not wish to play a Special Play Card The coach declares his turn over. A Bombardier knocks over a player on his own team. 2.9 Winnings ============ For purposes of Robbed! or Large Donation, winnings include Demo Game and tournament prizes, but not Will, Merchandising, #1 with a Bullet. [GWUK] 3.0 STARS AND BIG GUYS ======================= If you are using Star Players from sources other than the Blood Bowl or Death Zone boxes, multiple copies of a single star player on the same team should cost extra. For Tuern Redvenom, the first costs 150,000, the second costs 300,000, the third costs 450,000, the fourth costs 600,000. [GWUK] The Star Player Points printed on the Star Player Cards are for flavour only. The do not count towards your team rating. [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. 4.0 SKILLS =========== 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] Hail Mary Pass may not be used in a blizzard. [JJ] Stunties may throw or be thrown for Short passes in a blizzard, even though they are treated as Long. [JJ] Non-stunty players with the right stuff take a two-band range penalty for the throw (short becomes long bomb, etc.) [GWUK] Spikes physical ability may not be taken multiple times. [JJ] Spikes may not raise a player's armour value above 10. [JJ] A player may who has gained two points of MA will not receive an extra +1 MA if he gains the physical skill Very Long Legs. [JJ] No characteristic may be permanently increased by more than 2. [JJ] Sure feet may be used more than once a turn, but only once per extra square entered. Strong arm _does not_ allow dump offs in the short range band. [JJ] You may Pass Block a Dump Off. You may not go for it on a pass block. [JJ] Diving Tackle may only be used on your opponents turn, and only once per turn per player with Diving Tackle. [WD] [JJ] You may not Diving Tackle on an opponent's Pass Block action, Shadow, or when, on your turn, you push an opposing player into the tackle zone of one of your players with Diving Tackle. [JJ] A diving tackle which causes a push back _does not_ allow a player to frenzy. [JJ] It is a turnover if a diving tackle strips the ball from an opponent. [JJ] A diving tackle _may not_ be a multiple block. [JJ] A player may multiple block, then frenzy against one of the targets. [GWUK] 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 other player. [JJ] Players may give assists to a multiple block. Each player may give one assist only, and a player in the tackle zone of two targets may not assist against either. [JJ] A player may not be pushed back into a square occupied by another player with stand firm. This is still a push back for strip ball purposes. [GWUK] For league play, players with Regeneration regenerate on a 4+. [WD] [JJ] Undead players may not regenerate if their Necromancer has left the game for any reason. [WD] [JJ] Undead players playing for other teams cannot regenerate. [JJ] Trolls, Snow Trolls, Vampires and players who have gained the mutation Regenerate do not need a Necromancer to regenerate. [JJ] Players may regenerate from injured in practice. [JJ] Pro may be used to reroll armour rolls which don't penetrate or unsatisfactory injury rolls. [GWUK] Pro cannot be used to reroll an injury by the fans. Dauntless may be used to match the sum strength of the targets of a Multiple Block in a nasty combination of skills. [JJ] The bonus for horns may be applied after any bonuses for dauntless. [GWUK] Dauntless must be rolled before each block, including subsequent blocks thrown by a Frenzying player. [BB] A player may only Frenzy or continue a Frenzy if a PUSH BACK result is rolled on the block dice. If a block results in a No Result (both down result/both have block) the Frenzy stops. [BB] A player may Frenzy against an opponent who has Stand Firm. [JJ] A Frenzying player with Horns will receive a +1 on his ST when blitzing if he moves at least one square before his first block roll and makes a follow up move. i.e. the player will not gain the +1 on extra blocks against a player with Stand Firm. [JJ] A player is not obligated to, but may Go For It to continue a Frenzy. Second (and third) Go For Its are optional. [JJ] A player holding a running Chainsaw may not use Frenzy. The Chainsaw adds +3 when its weilder is fouling or assisting in a foul. A coach with multiple Ball and Chain fanatics on the field must move all fanatics before activating any other player on his team. You cannot be called for Illegal Procedure if you have an unmoved fanatic and the only models you have moved are fanatics. [JJ] For added mayhem, you may want to move multiple fanatics 'simultaneously'. Pick a facing for each fanatic. Roll for direction for each. Pick a facing for each one's second step. Roll for direction for each, etc. A player may only Strip Ball if a PUSH BACK result is rolled on the block dice. If a block results in a No Result (both down result/both have block) the blocked player holds onto the ball. [JJ] A Stripped Ball scatters from the square the into which the blocked player is pushed. [JJ] The blocker must choose wether or not to follow up before the ball scatters due to the Strip Ball skill. [JJ] Strip ball will knock the ball loose from a player with Stand Firm if a Push Back result is rolled. [JJ] A player with Blundebuss may accecpt a hand off and still fire that turn. [JJ] You may Shadow a player who has used Leap. Your player will enter the square the opponent's player had occupied before the Leap. & Leap does not 'ignore tacklezones'. It is simply made with no modifiers & to the die roll whatsoever. & You may Diving Tackle a player who has used Leap to enter your player's & tackle zone, providing he did not start the leap in that player's & tackle zone. Diving Tackle and Dump Off may be used by the blitzed player when Is It A TD? is played. Even though the hand off is a 'free action' which may be taken at 'any time during your turn' you cannot hand off when the ball carrier is about to be hit by a Diving Tackle. [JJ] If the ball carrier has Dump Off and is about to be hit by a Diving Tackle, he may attempt a quick pass. This counts as the passing action for the coach's turn, but will not result in a turnover if the ball is not caught. [JJ] Players who have gained the physical skill Stunty suffer a +1 on the injury dice in the same manner as halflings and goblins. [JJ] Stunty should be limited to players with ST 2 or lower. [JJ] Piling On is a lengthy and methodical process which ends the player's action. You may not, therefore Jump Up or spend 3 MA to stand up a player when he has used Pile On as part of his Blitz action. [JJ] The following is an unofficial skill. Poison Wind Globe (Secret Weapon) - Penalty Roll 9+. This secret weapon is thrown like a pass, and uses your pass action for the turn. The globe will shatter in the square it lands in (no scatter). Players in the square hit are knocked over on a 3+, and in adjacent squares on a 5+. During rainstorms or blizzards, subtract 1 from the rolls. Only one globe may be thrown between kickoffs. Used by this player: Marg Plaguewind Skaven 7 3 3 7 Poison Wind Globe, Strong Arm 80K The following is a semi-official skill from Citadel Journal #9 Kantona Kick - Penalty Roll 9+ on each kick. Instead of making a block, use Kantona Kick against an adjacent opponent (or the crowd). Roll a 1 die block: Player Crowd Defender Down defender down, +3 Opponent loses armour roll 1 Fan Factor Push Back kicker down no effect Attacker Down kicker injured kicker beaten by crowd (no armour roll) with Mighty Blow. Used by this player: Erik Kantona Human 7 3 4 8 Block, Mighty Blow, Dirty Player 150K Kantona Kick 5.0 CARDS ========== The earliest a special play card may be played is immediately after both coaches decide wether or not to use the Apothecary to heal any Niggling Injuries. Eye of the Eagle may be intercepted. [JJ] Eye of the Eagle won't make a Hail Mary accurate. [JJ] A player may not benefit from multiple magic helmets. [GWUK]. If you're feeling silly, allow a player with Two Heads to be the only exception. Magic Hand of Jark Longarm will intercept a safe throw, but not a hail mary pass. [GWUK] Players may regenerate from Injured in Practice. [GWUK] Apothecaries can prevent Injured in Practice, but are then unavailable for the match. [GWUK] Blatant fouls aren't called after you get the ref. [GWUK] You may argue the call on a blatant foul. [GWUK] For purposes of Robbed! or Large Donation, winnings include Demo Game and tournament prizes, but not Will, Merchandising, or #1 with a Bullet. [GWUK] The card Duh, Where Am I? is poorly worded. It should be played after a player is knocked down and armour is NOT penetrated. The dazed player on the receiving end of a Duh, Where Am I? may be stood up and take an action on the turn he is knocked down. A player may take a handoff from a player who has been "Mindblow"-ed. The accumulated Star Player Points for a non-star player who has been Peaked still contribute to team rating. [JJ] You may use a Special Offer in an attempt to hire a player of another race. If you fail to hire this player, the Special Offer is lost. Players hired through a Special Offer or That Kid's Got Talent contribute their list price for Team Rating purposes, not the price actually paid. [JJ] Diving Tackle or Dump Off may be used by the blitzed player when Is It A TD is played. If a player using a Sewer Map enters the field in an occupied square the occupying player is pushed back, as if hif from the square indicated by the second scatter roll. & Blood Bowl negotiators are not very bright. If the a calls a Player & Strike and you have no money in the treasury, they will play the match & anyway. 6.0 INTERESTING VARIANTS ======================== This section is dedicated to "house rules" used by some leagues. These "house rules" do not fall within the specific word of the rules, and some break them outright, but all may offer your league a little spice. Many of these have not had much testing. 6.1 Apothecary ============== An unused Apothecary may heal a Serious Injury after the game, but Death must be healed immediately after the injury roll. An unused Apothecary may attempt to remove a Niggling Injury permanently. This is a dangerous operation and the player will miss time for rehabilitation. After the match, roll a d6. On a 1, the injury is permanent and may never be removed. On a 2-5 the operation is ineffective. On a 6 the Niggling Injury is removed permanently. Regardless of the die roll, the player will miss 1 game. 6.2 Freebooters =============== Allow teams to freeboot extra Apothecaries before playing a particularly nasty opponent. After a match, a coach may hire a player he freebooted for the player's list price. The original "freeboot fee" is lost. A coach may freeboot a freebooter which played for his team previously. If this player is not a Star Player, the regular "freeboot fee" is charged, plus 1,000 gold coins for each Star Player Point earned. 6.3 Injuries and Death ====================== Allow only "natural" 11s and 12s on the injury roll to result in Serious Injury or Death. Injury rolls which are modified to 11+ will result in a Badly Hurt result. 6.4 Passing =========== Range penalties for passing increase the target number for an accurate pass, instead of subtracting from the result. This will make a Long Bomb fumble as often as a Quick Pass. All other modifiers affect the die roll. An inaccurate throw will scatter once for each range band it has travelled. An inaccurate Quick Pass will scatter 1 square, an inaccurate Long Bomb will scatter 4. 6.5 Rerolls =========== Rerolls can be used for absolutely _any_ roll, including coach rolls, fan rolls, and ball scatter. For added tension, rerolls may not be used in Overtime. 6.6 Star Player Rolls ===================== Add 10,000 to the listed cost for a player for each Star Player Roll he has gained. This is used for Team Rating purposes only; you do not have to pay it. Subtract 5,000 from the listed cost for each Niggling Injury a player has suffered. Subtract 10,000 from the listed cost for each stat reduction a player has sufferd. This is used for Team Rating purposes only; you do not get reimbursed. 6.7 Squig Ball Rules ==================== In this popular variant, the ball is a live Squig. An unatended 'ball' will wander around the field at the start of each turn. Roll for scatter three times. The squig will never wander out of bounds. When the squig and a player occupy the same square, roll under the players AG or ST. If you fail the player must make an armour roll. Falling down due to 'squig bite' does not cause a turn over unless this prevents a necessary action to continue your turn (i.e. catching a pass/hand off etc.) Injury rolls from 'squig bite' are at -1 to the die roll. 7.0 STATISTICS ============== 7.1 The Block Chart =================== This chart shows the percentage chance for results on a variety of different blocks using a varitey of different skills. [From Dan Becker] Results Skills AD Attacker Down BL = Block BD Both Down DO = Dodge PB Defender Push Back TA = Tackle DD Defender Down NR No result Streng. Defender (skills) Diff./ Attack. (none) (BL) (DO) (BLDO) BL Dice (skill) AD BD PB DD AD PB DD NR AD BD PB DD AD PB DD NR < 2x 3D (none) 42 1 54 3 70 26 3 0 42 1 57 1 70 29 1 0 (BL) 42 0 54 4 42 26 3 28 42 0 57 1 42 29 1 28 (TA) 42 1 54 3 70 26 3 0 42 1 54 3 70 26 3 0 (BLTA) 42 0 54 4 42 26 3 28 42 0 54 4 42 26 3 28 < 2D (none) 31 14 44 11 44 44 11 0 31 14 53 3 44 53 3 0 (BL) 31 0 44 25 31 44 11 14 31 0 53 17 31 53 3 14 (TA) 31 14 44 11 44 44 11 0 31 14 44 11 44 44 11 0 (BLTA) 31 0 44 25 31 44 11 14 31 0 44 25 31 44 11 14 = 1 (none) 17 17 33 33 33 33 33 0 17 17 50 17 33 50 17 0 (BL) 17 0 33 50 17 33 33 17 17 0 50 33 17 50 17 17 (TA) 17 17 33 33 33 33 33 0 17 17 33 33 33 33 33 0 (BLTA) 17 0 33 50 17 33 33 17 17 0 33 50 17 33 33 17 > 2A (none) 3 8 33 56 11 33 56 0 3 8 58 31 11 58 31 0 (BL) 3 0 33 64 3 33 56 8 3 0 58 39 3 58 31 8 (TA) 3 8 33 56 11 33 56 0 3 8 33 56 11 33 56 0 (BLTA) 3 0 33 64 3 33 56 8 3 0 33 64 3 33 56 8 > 2x 3A (none) 1 3 26 70 4 26 70 0 1 3 54 42 1 54 42 3 (BL) 1 0 26 74 1 26 70 3 1 0 54 45 1 54 42 3 (TA) 1 3 26 70 4 26 70 0 1 3 26 70 1 26 70 3 (BLTA) 1 0 26 74 1 26 70 3 1 0 26 74 1 26 70 3 AD BD PB DD AD PB DD NR AD BD PB DD AD PB DD NR 7.2 The Agility Chart ===================== This chart compares AG 4 against AG 3 with a Reroll Skill (Sure Hands, Catch, etc...) Success with Action Ag3+Skill AG 4 Quick Pass, Pick up ball/ 89% 83% Dodge/Catch (no Tacklezone) Short Pass, Pick up ball/ 75% 67% Dodge/Catch (1 Tacklezone) Longpass, Pick up ball/ 56% 50% Dodge/Catch (2 Tacklezones) Longbomb, Pick up ball/ 31% 33% Dodge/Catch (3 Tacklezones) Intercept 8.0 BLOOD BOWL WHITE DWARF ARTICLES ==================================== This section lists the issues of White Dwarf magazine which contain Blood Bowl articles. It appears as if Games Workshop has stopped producing new Blood Bowl material, so don't expect any more White Dwarf appearances. I believe the issue numbers refer to the US edition. Issue Topic of Article --------------------------------------------------------- #172 Intro article on the release of Blood Bowl #173 Game report: Humans vs. Orks #174 Intro article on the release of Death Zone #175 How to run an Ork team #176 Game report: Orks vs. Undead #177 How to run a Human team #180 How to run a Halfling team #181 How to run an Undead team #182 Blood Bowl FAQ #183 How to run a Chaos team 9.0 ONLINE RESOURCES ===================== Blood Bowl is discussed on rec.games.board, and to a lesser extent on rec.games.miniature. There is a mailing list discussing Blood Bowl called BBOWL-L. To join the mailing list, send a message to MORG@makivel.synapse.net with the following in the body of your message: subscribe BBOWL-L [your real name] quit If you prefer a digest format, send the following: subscribe BBOWL-L-DIGEST [your real name] quit There is also a Blood Bowl archive being set up at the MORG. To access the MORG, send a message to MORG@makivel.synapse.net with the following in the body of your message: GET filename quit You can get a list of all the files in the MORG by sending a GET INDEX command in the body of your message. WARNING!!! The MORG is still in testing, so may be unreliable. Finally, check out these WEB pages: http://biochem.dental.upenn.edu/Mosaic/bill/bludbowl.html http://www.dtek.chalmers.se/~d2patrik/bb.html http://www.cs.helsinki.fi/~marjola/BB.html http://137.229.18.142 http://www.cs.utk.edu/~cowell/min/bb/bb.html http://www.teleport.com:80/~matasar/bb.shtml