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