OBERWALD SUPPLEMENT No 1 ALTERNATE RACES v1.04 0.0 ADMINISTRATIVE 0.1 What this document is all about 0.2 How to get a copy of this document. 0.3 New this edition 1.0 MONGRELMEN 2.0 SNOTLINGS 3.0 SLANN 4.0 ALPHA COMPLEX BLOOD BOWL 5.0 SUPER HALFLINGS 6.0 THE ORIGINAL NORSEMEN 7.0 TYRANID 8.0 NIPPON 9.0 FIMIR 10.0 GNOMES 0.0 ADMINISTRATIVE ================== 0.1 What this document is all about ==================================== This document is a collection of alternate races for Blood Bowl which are floating around the net. Many of them are untested and some are created as a joke. The decision of which is which is left as an excercise for the reader. This list is maintained by Dean Maki. Submissions or corrections should be sent to him at email@example.com. 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 RACES.TXT QUIT 0.3 New this edition ===================== Gnomes and Fimir (from Sigurd Garshol) Nipponeese (From Jarrod Coad) 1.0 MONGRELMEN (From Chet Zeshonski) ============== A number of years ago, a friend of mine was looking for alternate races to play in 2nd edition Blood Bowl. Well, it occured to me the other week that I could mess around with the rules a bit and try to come up with something a little similar, however warped. I know people have often complained that several skills never get picked (particularly among the Physical Abilities), so I gave the matter some thought and came up with the "Mongrelmen". Please note that there is nothing official about this; furthermore, these rules haven't even been playtested. Anyone who wishes to do so is encouraged to, and I'd be more than interested in hearing the results. A number of "potential/possible" benefits and penalties for the race were toyed with, and I have decided to include ALL of them. Whether this makes for a playable race or not - I don't know. That's what you people (who I KNOW love new races, Star Players, etc., etc., etc.:) are going to tell me! Any section marked with an asterisk (*) indicates an optional rule that needs serious playtesting to see how it affects the race as a whole. I'm not sure the whole thing is comPLETEly balanced, but I'd caution against throwing out all the penalties to tes the race. Anyway, without further ado - here they are... MONGRELMEN ~~~~~~~~~~ History - Ages ago, the great primal force that is Chaos swept out of the North, corrupting the souls of all it encountered. All, that is, except for the strange race now known as the Mongrelmen. By some strange twist of fate, these humans were not completely corrupted by the Invasion of Chaos. However, a mark was left upon the people who survived "intact." Strange mutations began to develop with alarming frequency. Children were often born with strange abnormalities - dog-faced, lobster-clawed, even rat-tailed. The people survived, however, and have since devoted their lives to battling Chaos and all its forces (they've also developed a lot of even stranger mutations!). Player List ~~~~~~~~~~~ Qty Title Cost MA ST AG AV Skills ~~~ ~~~~~ ~~~~ ~~ ~~ ~~ ~~ ~~~~~~ 0-16 Mongrelman 70,000 6 3 3 8 Special Rerolls: 60,000 gold pieces each Every Mongrelman starts with one randomly selected mutation (see below). Special Rules ~~~~~~~~~~~~~ Mongrelmen often develop strange mutations, as has been noted. However, due to their (ironically) chaotic metabolism, such mutations are exceedingly random. To represent these two facts, any Mongrelman who rolls doubles for a skill is allowed to roll on the Mutations Table below. 1: Big Hand 5: Horns 9: Regeneration 13: Thick Skull 2: Claw 6: Hypnotic Gaze 10: Spikes 14: Two Heads 3: Extra Arms 7: Prehensile Tail 11: Stunty 15: Very Long Legs 4: Foul Appearance 8: Razor Sharp Fangs 12: Tentacles 16: Choose For the second (and any successive) mutations, a roll of 16 (Choose) or a mutation already possessed by the player allows the coach to choose any mutation. Skill Rolls ~~~~~~~~~~~ * Mongrelmen may normally choose General Skills only. Due to their highly warped nature, a player who rolls doubles for a skill may not automatically choose a skill. Instead, he must roll a d6 and consult the following table: 1-3: May choose a Skill from any category. 4-6: Most roll a Mutation. Mongrelmen who roll stat increases (MA+1, ST+1) may keep these without rolling, as these increases are physical mutations of a different nature. Thus, a Coach who rolls (6,6) for a skill may take ST+1 or a Mutation (randomly rolled). If the Coach rolls (6,6) or (2,2) and wishes to choose Dodge, for example, he must roll 3 or less on the chart above to do so. Apothecaries ~~~~~~~~~~~~ * Due to their highly irregular physical nature (and penchants for misplaced hearts and the like), Mongrelmen are more difficult to heal than most races. To reflect this, any Apothecary trying to heal a Mongrel player succeeds on a roll of 3+ rather than 2+. Wizards ~~~~~~~ * Mongrelmen cannot hire normal Wizards. Rather, they have their own practitioners of magic, called Warpers (or "Channelers," as they are know to the Mongrelmen themselves). These truly odd specimens are capable of warping (or, more accurately, "channeling") the Taint of Chaos out of the Warper and into the world. Mongrelmen may hire a Warper at any time during team creation or the season, and he costs 150,000 gold crowns. A Mongrelman team with a Warper on it is allowed to choose 1 extra Magic Item card per game to reflect the Warper's control of the Taint of Chaos. Choose the team's Special Play cards normally, and then set aside the Warper's Magic Item card (note, then, that Mongrel teams with a Warper *are* allowed to circumvent the usual limit of 1 Magic Item card per game). If the Warper is injured in any way or otherwise made unavailable for the game (a "Better Offer" card, for example), the Magic Item card is returned to the deck if it has not been used already (thus, it is very important to set aside the Warper's card - preferably, under the Warper's model). The Fans ~~~~~~~~ * Because Mongrelmen are so - well, UGLY - and few in number, they rely largely on fan support from other races. However, because these fans are so fickle, Mongrelmen must subtract an additional -1 from their Fan Factor roll after every match, in addition to any other modifiers which may apply. Mixed Race Teams ~~~~~~~~~~~~~~~~ Mongrelmen, due to their ugly and bizarre nature, must fight a lot of prejudice on the Blood Bowl field. A Mongrel team may hire Human players, but must first roll a 6 to do so (using the Mixed Race rules from Citadel Journal No. 7). Humans may hire Mongrel players, but must similarly roll a 6 to do so (this is because the players will often not want the Mongrel player on the team). 2.0 SNOTLINGS (From Dan Kast) ============= (I thought the 2nd ed. Snotlings were so much fun, I brought them back.) Snotling (Cost 20,000) MA 6, ST 1, AG 3, AV 5, Dodge, Right Stuff, Stunty A Snotling may select Agility skills (if he lives long enough). SPECIAL RULES Snotlings are MUCH smaller than Goblins and Halflings; therefore, they may be thrown without the normal one-band range penalty (ie., they can be thrown up to Long Bomb! distances). However, this also means that they have trouble handling the ball. They cannot pass (although they may hand-off), nor can they ever attempt to intercept the ball. When a Snotling catches the ball, roll a die. On a 4-6, he is just fine; on a 1-3, the Snotling is knocked over and the ball scatters from his square (and if he is in the End Zone, a touchdown is not scored). Snotlings usually do not have their own teams (although if you want to play one, the cost of re-rolls is 40,000). Any Chaotic team (see above) can hire up to 4 Snotlings.
3.0 SLANN (From Dan Kast) ========= The Slann are an ancient race who once roamed the stuff of Chaos in their marvelous silver spaceships. But no longer -- the Slann have long since degenerated and the technological marvels they once produced are now a thing of the past. So low have they sunk into barbarity that they even (shudder) play Blood Bowl. How uncivilized can you get?! Qty. Type Cost MA ST AG AV Skills Skill Picks 0-12 Lineman 80,000 6 3 3 9 Leap General 0-4 Catcher 90,000 7 2 4 8 Leap, Catch General, Agility 0-4 Blitzer 110,000 7 3 3 9 Leap, Block General, Agility Re-rolls: 70,000 4.0 ALPHA COMPLEX BLOOD BOWL (From Dean Maki) ============================ *************** ATTENTION CITIZENS *************** Your Friend The Computer had invented a new game for your enjoyment. This new game is so fun and exhilarating that only a Commie Mutant Traitor would not sign up immediately to play. You and your fellow players are instructed to carry a ball over the opposing team's goal line. You must also use any means to prevent the opposing team from crossing your goal line with the ball. Your health is secondary to the enjoyment of the game. The Computer likes it that way. You do too, right Citizen? No Clearance MA ST AG AV Skills Skill Picks Cost ------------------------------------------------------------------- 0-12 RED 6 3 3 8 None General 50,000 0-2 ORANGE 7 3 3 8 Block General 70,000 0-2 YELLOW 8 3 3 8 Catch General,Agility 80,000 0-2 YELLOW 6 3 3 8 Pass, General,Passing 80,000 Sure Hands Rerolls: 70,000 Notes: Alpha Complex Blood Bowl teams may not use an apothecary. Alpha Complex teams may not hire players from other races, nor may other races hire Alpha Complex Players. On a Doubles skill roll, the team member must choose from the R&D Skill set Each player starts with 5 clones. If a player dies, the next clone will be activated and placed in the Reserves Box. If at any time a player has amassed 5 Treason Points more than he has Commendation Points, he will be terminated and replaced with his next clone in line. This clone has all the skills and memories as the previous player, but no Treason or Commendation points. The following will earn Treason Points: Fumbling the Ball : 1TP Throwing an Inaccurate Pass : 1TP Failing to Catch the ball : 1TP Entering a Zone you are not cleared for : 2TP Choosing a skill you normally cannot have : 1TP On field when TD scored against you : 1TP Falling for any reason : 1TP Failing to pick up the ball : 1TP Getting Injured : 1TP Failing to return R&D Equipment : 2TP Failing to use issued R&D Equipment : 1TP Dropping the Ball : 1TP Performing an action not cleared for: 2TP Causing someone to miss a game : 1TP Getting ejected : 1TP Awarded MVP : 2TP The following will earn Commendation Points: Scoring a Touchdown : 1CP Catching the Ball : 1CP Completed Pass : 1CP Knocking an opposing player down : 1CP On field when TD scored for team : 1CP Causing an Injury : 1CP Awarded MVP : 2CP Other Notes: The ball is Security Clearance ORANGE. Getting control of the ball if you are not ORANGE or greater earns you 2 Treason Points. The Endzone is Security Clearance YELLOW. The BLITZ action is Security Clearance ORANGE. The PASS action is Security Clearance YELLOW. The FOUL action is Security Clearance GREEN. When entering the End Zone, roll 2 dice. On a result of 2, The Computer has determined that the square entered into is Security Clearance ULTRA- VIOLET. The Player will be terminated (and the next clone activated) and a Touchdown will not be awarded. Scatter the ball. The Security Clearance of that square will revert back to Yellow after the corpse is removed. R&D Skill Set When using any of the R&D Skills, roll a D6. On a roll of 1, the device blows up, knocking the player to the ground. Roll for armour. This causes a turn over and may not be rerolled. The player will gain 2 Treason Points, but the device will be replaced for the next game. Pogo-Shoes: The player may Leap, as per the skill. He may also Go For It four times. The shoes are rather clumsy, and as such, the player suffers a -1 when dodging and has his base MA reduced by 1. Drill: This power assisted hand drill gives a +1 bonus when rolling for armour and injury rolls on any blocks, or any fouls the player is involved in. If the player is knocked down, he suffers a +1 on his armour and injury rolls. Steam Powered Epoxy Gloves: A boiler unit is strapped to the back of the player, with conduits leading to a pair of gloves. The steam heats up the Epoxy disks on the gloves. This allows the player to pick up or catch the ball on a 2+, regardless of tacklezones. The player may never voluntarily give up the ball. If he is knocked over while carrying the ball, he will land on the ball, causing it to burst. Eject the player for Delay of Game and kick off the ball again. If the player scores a Touch Down, roll a D6. On a 1-3 the dissolving solution does not remove the Epoxy, and the player cannot let go of the ball. A replacement ball is used, and the player must sit out the rest of the game. Ballzooka: This device allows a player to make an accurate pass to any square on the board. The player may not move or otherwise take another action during the turn. Unfortunately, its front is identical to its back. When using this device, roll a D6. On a 1-3, the ball fly backwards. Further unfortunately, the Ballzooka is aimed by looking through the device. If the ball is sent backwards, it will hit the operator in the face, injuring him. Do not roll for armour, go right to the injury table. Slippery Suit: An energy pack is used to hyper-excite silicate molecules across a full body jump suit. This makes the wearer virtually ungrabbable. The player may ignore tacklezones when dodging, and the Tackle skill may not be used against this player. The suit also makes it impossible to pickup or catch the ball, or get a good grip on an opponent. Therefore the wearer of this suit has no tackle zones, and may not block or foul or assist in a block or foul. Hydraulic Boot: The player gains the skill Kick and has a +2 bonus when committing a foul instead of the normal +1. The player's base movement is reduced by 3 due to the size of the foot wear. Turtle Shell Battle Armour: The wearer of this devastating piece of gear has his AV raised to 10 and ST raised to 5 and gains the skill Block. His movement, however is reduced to 1, and he may not Go For It. If the player is ever knocked over, he may not get up without assistance. (He may roll over if he was stunned.) To stand up, the player needs assistance from players with a combined ST of 17 or more. These players may not do anything else during the turn they are helping the downed player. 5.0 SUPER HALFLINGS (From Chet Zeshonski) =================== Super Halflings have the exact same stats as their "normal" cousins, but have access to General skills, and cost 10,000 more. If your league uses Super Halflings, then ALL halflings should be Super; mixing Super and "normal" halflings is not advised. 6.0 THE ORIGINAL NORSEMEN (From Jacob Jonsson) ========================= Num Position MA ST AG AV Cost Skills Skill Picks ---------------------------------------------------------------------- 0-16 Lineman 6 3 3 8 50,000 None General 0-4 Blockers 5 4 2 9 90,000 None General, Strength 0-2 Berzerker 7 4 3 8 120,000 Frenzy, General, Strength Thick Skull Rerolls: 70,000 Norse teams may hire rookie or star Ogres. They may also hire as allies: Dwarves (6+ roll), 1 Halfling or 1 Human. Norse players may be hired as allies by Dwarves (6+ roll), Halflings (6+ roll) and Humans (1 player). 7.0 TYRANID (From Tom McCarthy) =========== Num Position MA ST AG AV Cost Skills Skill Picks --------------------------------------------------------------------------- 0-4 Tyranid 7 4 3 8 110,000 None General 0-6 Genestealer 7 3 2 8 80,000 Extra Arms General Mighty Blow Hypnotic Gaze 0-1 Magus 6 3 3 7 60,000 Sure Hands General, Passing Hypnogic Gaze Agility 0-12 Hybrids 6 3 2 7 30,000 None General 0-4 Squigs 5 2 3 7 30,000 Dodge, Stunty Agility Mutation to match model 0-4 Hunter-Slayer 6 2 3 7 30,000 Dodge, Stunty Agility BIGUNS Zoat 5 5 2 8 110,000 Sure Feet, Strength Thick Skull Carnifex 4 6 1 10 160,000 Claw, Thick Skull Strength Stand Firm Razor Sharp Claws Rerolls: 70,000 Biguns count against the total of four star players Tyranids may not ally with anyone The Carnifex may not catch or carry the ball. If the ball is in the possession of a Carnifex, it will burst. If a Carnifex trys to throw a teammate, he must first make an unmodified armour roll to see if the little guy is injured. Tyranid players do not acquire Star Player Points. Star Player Points are gained by the entire team as one through the hive mind. Skills are acquired with levels based upon twelve times the normal: 0-60 SPPs No skills. 61-122 1 Skill/player. 121-130 3 Skills/player etc... 8.0 NIPPON (From Jarrod Coad) =========== No. Player MV ST AG AV Skills Skill Picks Cost ------------------------------------------------------------------------ 0-2 Samurai 6 3 3 9 Block Strength, General 80,000 0-16 Ashigaru 6 3 3 8 None General 60,000 0-2 Thrower 6 3 3 8 Sure Hands,Pass General, Passing 70,000 0-2 Ninja 8 3 4 7 Dodge, Catch General, Agility 100,000 REROLLS: 60,000 May hire Apothecaries and Wizards. SPECIAL RULES Samurai may not use Foul actions, as this is deemed dishonorable by the Bushido Code. SENSEI (Cost 50,000) A sensei will allow the players on a Nippon BBowl team to be trained in the fabled Martial Arts...once per game, a player on the Nippon team may use Mighty Blow, Hypnotic Gaze - a nerve pinch version - and Leap - the player does not need to have these skills, and the same player does not have to use all the skills. The Sensei allows all three skills to be used once each during the match The Nippon may also have a SHINTO PRIEST - instead of a Wizard - (with thanks to Gavain Sweetman) SHINTO PRIEST (Cost 200,000) The shinto priest acts as a normal wizard except that they have an additional spell "Call Kami spirit". The spirit will take possession of a Samurai, if more than one the coach chooses which will get the spirit. Possession by a Kami spirit gives the Samauri exceptional vitality and endurance which is represented by +1 ST and MV. However, spirits have their own associated skills, which are randomly determined roll d6: 1-2 Evil Kami - player can foul and gains Dirty Player. 3-4 Good Kami - player gains Sprint and Sure Feet 5-6 Berzerker Kami - player gains Frenzy A Samurai possessed by an Evil Kami must foul if he has a downed player in his tackle zone at any point during his move - from either team - but does not gain any SPP's for doing so. If a Samurai possessed by an Evil Kami fouls anyone during the possession, he must roll on the Serious Injury table to see what injury he commits on his own person to atone for the dishonour. The spirit can be summoned at any time but the possession will only last until the next kick-off. The Nippon call all Freebooters RONIN - the masterless grey warriors - and do not respect them, feeling they have no honour. If Freebooters are used in a game by the Nippon team, all Samurai have armour and injury rolls made by them on opposing players reduced by one. However, if Freebooters are used by the opponent, all armour and injury rolls made on the Freebooters by Samurai are increased by one. If both sides use Freebooters, the Samurai make rolls as normal... STAR PLAYERS Oroku Saki - Samurai Star Player MV 6 ST 4 AG 3 AV 10 Block Dodge Mighty Blow Leader - 180 000 Hamato Sarami - Ninja Star MV 9 ST 3 AG 4 AV 8 Dodge, Catch, Leap, Sure Hands - 170 000 WhisperingWindHeraldsYourDeath - Ninja Star MV 8 ST 3 AG 4 AV 7 Dodge, Catch, Throwing Stars* - 170000 Throwing Stars - New Skill Penalty Roll 10+ (if 10,11,12 is rolled , ninja is sent off) A player with the Throwing Star skill has a supply of Poisoned shuriken that allow him to make a one die block against any player - no matter what their strength - within range of a Quick Pass but not actually in an adjacent square. If a Opponent Down is rolled, this is resolved as normal; Both Down - opponent goes down, ninja must make agility roll - if failed, a star slips out of his sleeve and rolls to the feet of the Referee - ninja sent off as if a penalty roll was failed; Skull - ninja must make agility roll, as above, but if failed the ninja has poisoned himself and must make armour and injury rolls to see what happens when he hits the ground. NIPPON BIG'UN Temples in Nippon are guarded by statues of ancient Samurai warriors that will come to 'life' when the temple is threatened. By twisting the animating spell a little, a few priests have managed to change 'the temple' to 'the team'. The Temple Statue follows all the same rules as the Samurai position players - ie will not foul; if playing on team with Ronin (Freebooters) same rules appy as Samurai... Nippon Big'Un - Temple Statue - STAR PLAYER MV 4 ST 6 AG 2 AV 9 Block, Thick Skull, Stand Firm - 190 000 Rookie Temple Statue MV 4 ST 5 AG 2 AV 9 Thick Skull, Block - 150 000 Please send comments or suggestions to firstname.lastname@example.org 9.0 FIMIR (From Sigurd Garshol) ========== "Through the choking Mists they came, the One-eyed and thrice accursed Demon-spawn known to Man as the Fimir. They came to raid our Homes and steal our Daughters. And none could stand against their Might." Adiomus of Boehmenbad No. Player MV ST AG AV Skills Skill Picks Cost --------------------------------------------------------------------------- 0-12 Fimir Shearl 5 3 2 8 General 30,000 0-6 Fimir Fimm 5 4 2 9 Block, MBlow General, Strength 100,000 0-2 Lesser Demons 6 3 4 7* Dodge, Wings General, Agility 100,000 SPECIAL RULES Due to incredibly poor depth vision, Fimir double all negative range modifiers when making a pass. In addition, all ranges are treated as being one band longer than measured (see Halflings) Fimir Magic Special Rules The Team may hire either a Dirach Wizard (150k) or a Meargh Hag Queen (300k). A Dirach may either generate the fog described below, or cast a normal spell. The fog seeps in on the field just before the players set up. The fog allows the Fimir to ignore their normal Passing Restrictions, and imposes the same penalty to all Non-Fimir Players. The fog may be generated at the start of the drive before both teams set up, provided the weather is Nice. The fog disappears if a 4+ is rolled on a D6 after each drive, or the weather changes to anything other than Nice. Only one Fog may be generated each match. A Meargh Hag Queen can generate fog AND cast a spell as an ordinary wizard. Demon Special Rules If you have a Dirach or a Meargh you may purchase Lesser Demons as players. If you have a Meargh, you may purchase Greater Demons as players. All Demons have a special armour value: The opponent does not add any modifiers to his armour roll. Injured Demons never suffer any permanent injuries, but are temporarilly banished from the Mortal Plane. The may be resummoned at some expence. Badly Hurt: resummon in the next Make Purchase Phase buy paying 25% of original cost. Seriously injured: Resummon in the Make Purchases Phase AFTER the FOLLOWING match by paying 50% of original cost. Killed: Sorry, but the demon is banished for a so long time that he counts as dead. A Demon that is not resummoned at the designated time, is lost. Demons retain any skills/increases obtained when resummoned. A Demon fitted with Magic helmet loses his special ability of ignoring Armour modifiers. Note that Demons assosciating with Fimir are non-Chaotic. They are merely considered Evil... Special Physical Ability: Wings. This player may Leap as described under the skill LEAP. There are some exceptions. The Leap allways succeeds on a 2+. If the roll to leap was a natural 6, the leap only costs 1 square of movement. It is impossible to use WINGS during a Blizzard, and Pouring rain imposes a -1 modifier to the roll. Fimir Star Player Shrang Highcrag -Fimir Fimm Noble 5 5 3 9 Block; Mighty Blow; Break Tackle; Leader 160k Greater Demon Starplayer Hjrkkakk, The Dark Disembowler 6 6 3 9* Block; Mighty Blow; Horns; Prehensile Tail; 220k Work in progress. Please send comments or suggestions to: email@example.com 10.0 GNOMES (From Sigurd Garshol) =========== No. Player MV ST AG AV Skills Skill Picks Cost --------------------------------------------------------------------------- 0-16 Gnomes 6 3 3 7 Stunty General 40,000 0-2 Blitzers 6 3 3 7 Stunty, Block General, Strength 70,000 0-4 Runners 7 2 3 6 Dodge, Stunty, General, Agility 60,000 Sure Hands REROLLS: 50,000 SPECIAL RULES: Gnomes suffer under the same rules as Halflings and Goblins regarding Passing and Injuries. Magic: Gnomes does not have the same limitations to their magic as Dwarfs do. They may hire "normal" Wizards. As an option (in place of a wizard) they may go for the Trickster (same price). The Trickster is used at the start of the match. The Trickster allows the Team to take an extra number of Dirty Tricks. Roll a D6: 1: No Extra Dirty Trick 2-5: 1 Extra Dirty Trick 6: 2 Extra Dirty Tricks Make this roll after the ordinary Special Play-cards roll. Starplayers: Hercules D'Chantaux -Gnomish Blitzer 7 4 3 7 Stunty; Block; Dodge; Guard. Cost: 120k Jarek Thunnelswype -Gnomish Runner 8 2 4 6 Dodge; Leap; Nerves of Steel; Sprint; Stunty; Sure Hands Cost: 130k Brognil the "Mental" -Gnome 6 3 3 7 Special: Chainsaw Insane. Cost: 70k Insane: When an action is declared for an an insane player, roll a D6. On a roll of 2+ the player is used as normal. On a roll of 1, the player goes absolutely bananas. The player. Stand the player up if it is lying down. If it has the ball, it is immediately dropped (Does not count as a turnover: See the Turnover Rules) Move the player D6 squares in a straight line dictated by the scatter template, ignoring all tackle-zones. If another player is standing in the way, the Insane player will throw a block at the opposing player, pushing him out of the way if possible, and will then strive to complete it's move. This may mean blocking several players. Prone or Stunned are Pushed Back, out of the way if possible. No assists are counted for these blocks. If the player has a functional Weapon that can be used in place of a block, it will use these. If the opponent of the insane player is removed from the board, the Insane player may continue his move. Note that the player will only block players that actually stand in a square he is supposed to enter. Work in progress. Please send comments or suggestions to: firstname.lastname@example.org OBERWALD SUPLEMENT No 2 THE STARS v0.07 0.0 ADMINISTATIVE ================== This document is a collection of star players for Blood Bowl. Many of the players are unofficial. Some are converted from earlier editions of Blood Bowl. Others are submitted by coaches who built up a rookie to the point that they feel he deserves the title 'STAR'. This list is maintained by Dean Maki. Submissions or corrections should be sent to him at email@example.com. This list is posted periodically as a suplement to the OBERWALD (On-Line BloodBowl Enthusiast's Reference With Assembled League Doctrines) to rec.games.board and BBOWL-L. You can also obtain from the MORG (Mail Order Retrieval Gizmo) by sending a message to MORG@makivel.synapse.net with the following in the body of your message: GET STARS.TXT QUIT 0.1 SUBMISSION POLICY ===================== All submissions must be sent to firstname.lastname@example.org. When sending in a submission, try to follow the format used in this listing for easy cut-and-paste. Please use the legends at the end of the list for skill and race names. If your star player comes with a skill or ability which is not normally available in Blood Bowl, please send a description along with the star. The maintainer reserves the right to refuse any submission which does not measure up to his particular idea of 'Star Player'. This is a very subjective thing, but good guidelines are: 1. You can't make the star easily from existing basic players. (i.e. Lots of Doubles Rolls) 2. The player has at least one stat increase. Most 'Shmoes With Just a Bunch of Skillls' will be rejected. For example, a High Elf Pheonix Warrior (Thrower) with normal stats but skills: Pass, Safe Throw, Sure Hands, Hail Mary Pass, Strong Arm, Dump Off though formidable, will be rejected. 1.0 THE STARS ============= This list is best viewed using mono spaced fonts. New entries marked with a +. Name Race M S A A Skills Plays $ V T G V For From Zzharg Madeye CD 5 3 2 9 Blk, Tkl, TSkl, Blun CD 100K DZ Hthark the Unstoppable BC 6 6 2 10 Blk, BTkl, Spr, SFt, TSkl CD 180K DZ Xtall Ironhand HG 6 3 4 7 Leap, DPlr, SHnd, SBll CD 120K NT Zorn Uzkrag CD 4 4 2 9 Blk, Tkl, TSkl, MBlw CD 140K CJ Trabore Despoiler CD 4 3 2 9 Blk, Tkl, TSkl, Dlss, DTkl CD 120K NT Gard Kharg the Slaughterer CD 4 3 3 9 Blk, Tkl, TSkl, MBlw, Gard, CD 170K NT JUp, PiOn Bellow Thunderslam MN 5 6 2 9 Blk, Horn, MBlw, SBll CD/CH 180K 2e Grashnak Blackhoof MN 6 6 3 9 Horn, MBlw, TSkl CD/CH 160K DZ Wilhelm Chaney WW 7 4 3 8 Frnz, RClw, CH 120K UP Dorjak Sureclaw CH 6 4 3 9 Claw, LLeg CH 110K UP Galem Goreblade CH 5 4 3 9 Dlss, Frnz CH 120K UP Wormhowl Greyscar CH 5 4 3 9 Blk, MBlw CH 140K 2e Slarga Foulstrike BM 6 3 3 8 Horn, XArm, DPlr CH 100K UP Dieter Hammerlash CH 5 4 2 9 Blk, Ctch, PBlk CH 130K NT Lewdgrip Whiparm CH 5 4 3 9 Pass, SHnd, Tent CH 130K UP Lord Borak the Despoiler CH 5 5 3 9 Blk, DPlr, Ldr, MBlw CH 160K DZ Bilerot Vomitflesh CH 4 5 2 9 DPlr, FApr CH 120K UP Doubledrool CH 5 4 3 9 Tent, 2Hed, Tail CH 110K UP Hacker Spleenripper CH 5 4 3 9 Saw CH 130K UP Fang Spiketail BM 7 3 3 8 LLeg, XArm, Blk CH 100K NT + Derek the Dork BM 6 3 4 8 Horn SHnd, NofS, Ctch, PBlk CH 130K NT + Rascally Ron BM 7 3 3 8 Horn, BHnd, SArm, Hail CH 140K NT Eoarn Harokon DE 6 3 4 8 Ddge, SThw, NofS DE 100K 2e Petro D'Arvill DE 6 3 4 8 Kick, NofS, Ddge DE 100K 2e Hawthorn Tullaris DE 7 3 4 8 Blk, MBlw, Ctch, Spr DE 140K 2e Odium Khan DE 6 3 4 8 Blk, SBll, TSkl DE 110K 2e Asperon Thorn DE 8 3 4 7 Ctch, Leap, NofS DE 110K 2e Moravis Curfew DE 6 3 4 8 Pass, SThw, Ddge, Hail DE 110K 2e Tuern Redvenom -1- DE 7 4 4 8 DPlr, Tkl, Blk, Ddge, Pro DE 170K UP Horkon Heartripper DE 6 3 4 8 Ddge, Leap, Shad, Dagr DE 120K DZ Roxanna Darknail DE 8 3 5 7 Frnz, Ddge, Leap, JUp, Spr DE 160K CJ Haric Silverthorn DE 7 3 4 9 Blk, Leap, Gard, DTkl, Helm DE 170K NT Keyan Shadowspit DE 7 3 5 8 Blk, Frnz, Ddge, JUp, DTkl, DE 180K NT Helm Pick' Seamsunder DW 3 5 2 9 Blk, MBlw, Tkl, TSkl DW 130K 2e Bardin Ironglove DW 3 4 2 9 Blk, MBlw, TSkl, Tkl DW 110K 2e Stuka Schmidtt DW 5 3 2 8 Pass, TSkl, SHnd, Hail DW 110K 2e Granite Rivalblade DW 4 4 2 9 Blk, Tkl, TSkl DW 100K 2e Grimwold Grimbreath DW 6 5 3 9 Blk, Leap, MBlw, TSkl DW 170K 2e Barik Farblast DW 4 3 2 9 Blk, Tkl, TSkl, Blun DW 100K UP Flint Churnblade DW 4 3 2 9 Blk, Tkl, TSkl, Saw DW 100K UP Grim Ironjaw DW 5 4 3 8 Blk, Dlss, Frnz, MBlw, TSkl DW 150K DZ The Deathroller DW 4 7 1 10 MBlw, MBlk, SFrm DW 160K DZ Drumgrim Quickstride DW 6 3 3 8 SHnd, TSkl, Spr, SFt DW 140K CJ Devin Headbanger DW 5 3 3 9 Blk, TSkl, Dlss, MBlk, SBll DW 120K NT Gibbon the Winded DW 6 3 3 8 SHnd, Pass, NofS, Hail Tskl DW 110K NT Haden Blockbuster DW 4 4 2 9 Blk, Tkl, TSkl, Gard, SFrm DW 160K NT Ddge, Dlss, SFt Goldtooth Flowingbeard DW 6 3 3 8 SHnd, TSkl, Blk, Ddge, DTkl DW 150K NT Dlss Axebreaker Jones DW 4 3 2 9 Blk, JUp, NofS, PiOn, Tkl DW 110K 2e TSkl Spiky Norman GB 6 2 3 7 Ddge, Pro, RStf, Stnt, TSkl GB/OC 60K 2e Garbage Throttlesnot GB 6 2 3 7 Ctch, Ddge, Leap, RStf, Stnt GB/OC 60K 2e Dirty Dan GB 6 3 3 7 Ddge, Stnt, DPlr GB/OC 60K UP Bommer Dribblesnot GB 6 2 3 7 Acc, Ddge, Bomb GB/OC 80K DZ Scrappa Sorehaed GB 6 2 3 7 Ddge, RStf, Pogo GB/OC 60K BB Fungus the Loon GB 4 2 3 7 B&C GB/OC 60K DZ +Nobbla Blackwart GB 6 2 3 7 Ddge, Frnz, RStf, Saw GB/OC 80K BB +Dee Eff GB 6 2 3 8 Ddge, Stnt, RStf, Dlss, MBlk GB/OC 90K NT Blk, Helm Gazooga GB 6 2 4 7 Ddge, Stnt, RStf, Dlss, DTkl GB/OC 90K NT DCtc Knee-high Strider HL 6 2 4 6 SHnd, Leap, Ddge, Stnt, RStf HL 80K NT Ernald Spiritburner HL 5 3 3 6 Blk, Ddge, MBlw, (Stnt) TSkl HL 80K 2e Puggy Baconbreath HL 6 2 4 6 Blk, Ddge, NofS, Stnt, RStf HL/HU 80K UP Jobo Hairyfoot HL 6 3 3 6 (RStf) Ddge, (Stnt) Spr, SFt HL 60K CJ + Bongo Potbelly HL 5 4 3 6 Ddge, (Stnt) Side, DTkl, SFt HL 90K NT + Bolman Gamgee HL 5 2 5 6 Ddge, RSf, Stnt, SArm, SFt HL 100K NT Warmglow Windaloo HL 6 2 4 6 Ctch, DCtc, Ddge, Pro, RStf, HL 80K CJ Stnt Soaren Hightower HE 6 3 4 8 Acc, Ddge, Pass, Hail, Pro HE 130K 2e Ibrahim Golddawn HE 9 3 4 7 Ctch, JUp, Spr, Leap HE 130K 2e Valen Swift HE 6 3 4 8 Pass, SHnd, SThw, Acc, Hail HE 160K CJ Vallen Swyft HE 6 3 4 8 Pass, SArm, Ddge, Leap HE 150K 2e Luarn Proudbrow HE 6 3 5 8 PBlk, Tkl HE 110K 2e Prince Moranion HE 7 4 4 8 Blk, Dlss HE 140K DZ Angus Swiftfeet HE 9 3 6 7 Blk, Ctch HE 170K NT Carthas Moonbeam HE 7 3 5 8 Blk, Gard, Leap, PBlk HE 160K NT + Eaeren Wyrmsbane HE 7 5 4 8 Blk, MBlw, SFrm, Pro, Ddge HE 180k NT Hawkfire HU 6 3 3 8 NofS, Pass, SHnd HU 80K 2e Ziggi Abschuss HU 6 3 3 8 PBlk, Blk HU 80K 2e Miessen HU 8 2 3 7 Ctch, Ddge, Leap, Spr HU 90K 2e Ritter Von Baum HU 6 3 3 8 Tkl, SBal, Spr HU 80K 2e Jacob von Altdorf HU 6 3 3 8 Pass, SHnd, Acc, SArm HU 90K 2e Siggi The Boot Schuster HU 6 3 3 8 Kick, NofS HU 70K 2e Big'Gunn Shonn HU 8 2 3 7 Ctch, Ddge, NofS, Pass, Blk HU 110K 2e Griff Oberwald HU 8 4 4 8 Ddge, Blk, Leap, Spr, SFt HU 180K BB Mighty Zug HU 4 5 2 9 Blk, MBlw HU 120K DZ Gregor Meissan HU 7 3 3 8 Ctch, Ddge, DCtc, SHnd HU 100K UP Hoshi Komi HU 8 3 4 7 Ctch, Ddge, Leap HU 110K UP Helmut Wulf HU 6 3 3 8 Saw HU 100K UP Frank N Stein HU 4 5 1 9 MBlw, SFrm, BTkl, TSkl HU/UD 130K UP Griegor Miessen HU 8 2 3 7 Ctch, Ddge, SFt, DCct, Side HU 150K CJ Erik Kantona HU 7 3 4 8 DPlr, Blk, MBlw, Kant HU 150K CJ 'Epoxy' Ginhart HU 9 2 3 8 Ctch, Blk, NofS, Ddge, Helm HU 120K NT + Swifty Murdoch HU 10 2 3 7 Ctch, Ddge, Leap, Spr, SFt HU 130k NT Wolfhowl Blacscar NO 6 4 3 7 Blk, Frnz, JUp, Dlss, MBlw NO 160K CJ Icepelt Hammerblow ST 4 6 1 9 Rgen, Blk, MBlw NO 160K CJ Ulrik Wuulfson UL 7 4 4 8 Blk, Ddge, Frnz, Fang, Woof NO 170K CJ Morg'N'THorg OG 6 6 3 10 Blk, MBlw, TSkl, TTM HU/OC 190K BB GB/CH Hak Demoncutter OC 5 3 3 9 Tkl, TSkl, Hail OC 80K 2e Urfrik Skullhack OC 4 4 2 9 Spr, PBlk, Ctch OC 90K 2e Krug Painspear OC 6 4 3 9 Blk, Leap, Spr OC 130K 2e Rip Sorepain OC 4 4 3 9 Blk OC 120K 2e Harg Vainkill OC 5 3 3 8 Ddge, Hail,NofS, Pass,Shnd OC 110K 2e Gorflem Rot-Breath OC 6 3 3 9 Blk, Ctch, MBlw, TSkl OC 140K 2e Kolath Head-Ripper OC 5 4 2 9 Blk, MBlw, Spr, TSkl OC 140K 2e Greaser Geargrinder OC 3 5 2 9 Blk, MBlw, SFrm OC/GB/CD 120K UP Urgoth 'Ripper' Bolgrot OC 5 3 3 9 Saw, TSkl OC 100K UP Varag Ghoul-Chewer OC 6 4 3 9 Blk, JUp, Ldr, MBlw, Pro OC/GB 160K DZ Krag Kneebreaker OC 6 3 3 9 Blk, Dlss, DTkl, SHnd OC/GB 120K NT Dick Buttkick OC 4 4 2 9 Blk, Gard, Pro, DTkl OC 150K NT Ripper'Bolgrot TR 4 6 1 10 MBlw, Rgen, TTM OC/GB/CH 150K DZ Headripper RO 6 6 3 9 MBlw, Tail SV 160K DZ Chainfist RO 6 5 4 10 Gard, MBlw, Helm SV 190K NT Marg Plaguewind SV 7 3 3 7 PWG, SArm SV 80K NT Split Tendoncutter SV 8 3 3 9 Blk, Ddge, Leap, Pro, SHnd SV 150K 2e Rasta Tailspike SV 8 3 3 7 Ctch, XArm SV 80K UP Hakflem Skuttlespike SV 9 3 4 7 Ddge, XArm, Tail, 2Hed SV 130K DZ Breet Braingulper SV 7 3 3 7 Pass, SHnd, Acc, Pro SV 90K 1e Skrag the Unclean SV 7 3 3 7 Pro, FApr SV 70K 1e Shisk Four-Arms SV 9 2 4 7 Ctch, XArm, Ddge SV 110K 1e Slart Smash-Rip SV 4 4 3 9 Blk, RClw, SV 120K 1e Skritter SV 7 3 3 7 SHnd, Pass, SArm, Acc SV 100K UP Skreet -2- SV 7 4 3 7 Blk, Ddge, Leap, Gard SV 140K UP + Gonzo Sam SV 10 2 5 7 Ddge,Ctch, LLeg, PBlk SV 140K NT + Cluny Scourgetail SV 9 2 5 7 Ddge, Stnt, RStf, Ctch Rgen SV 160K NT The Hand SV 6 3 3 7 BHnd, SHnd, Pass, Acc, NofS SK 100K NT SFrm Voluptua DY 6 3 4 7 Shad, Gaze HL/WE 100K NT Deeproot Strongbranch TM 2 7 1 10 Blk, MBlw, SFrm, TSkl, TTM HL/WE 180K DZ Limber Lumber TM 2 6 1 10 Blk, SFrm, TSkl, JUp HL/WE 190K NT Ramtut III MY 4 6 1 9 Blk, MBlw, Rgen, Spr UD 150K 2e Count Luthor Von VM 6 5 4 9 Blk, Ddge, Gaze, Rgen UD/HU 180K DZ Drakenbord Wishbone SK 6 3 2 7 Blk, Pro, Rgen UD 60K UP Spiny Norman WI 6 3 4 8 Blk, Ddge, Rgen, PBlk UD 140K NT Jim Plunkwood WE 7 3 4 7 Pass, NofS, SArm, Doff WE 120K NT Rot Wilder WE 7 3 4 7 Blk, Ddge, Leap WE 110K NT Sweetwind WE 8 3 4 7 Ddge, SFt WE 100K NT Pierrot Rainforest WE 7 3 4 7 Kick, Tol WE 80K 2e Dolfar Longstride WE 7 3 4 7 Ddge, Kick, PBlk WE 100K 2e Eldril Sidewinder WE 8 3 4 7 Blk, Ddge, Leap, Ctch, Spr WE 150K UP Jordell Freshbreeze WE 8 3 5 7 Blk, DCtc, Ddge, Leap, Step WE 150K DZ Highelm Lyprade -3- WE 7 4 3 7 Blk, PBlk WE 90K UP Clearwater Everglade WE 7 3 4 7 Pass, SHnd, DOff, SThw WE 140K CJ Eldrake Surefire WE 7 3 5 7 Pass, Acc, Leap, SThw WE 150K NT ============================================================================= L E G E N D RACES/TEAMS: ~~~~~~~~~~~ ~~~~~~~~~~~~ BC - Bull Cenraur HG - Hobgoblin SK - Skeleton BM - Beastman HL - Halfling ST - Snow Troll CD - Chaos Dwarf HU - Human SV - Skaven CH - Chaos MN - Minataur TM - Treeman DE - Dark Elf MY - Mummy TR - Troll DY - Dryad NO - Norse UL - Ulfwerner GB - Goblin OC - Orc VM - Vampire DW - Dwarf OG - Ogre WE - Wood Elf HE - Highelf RO - Rat Ogre WI - Wight WW - Werewolf SKILLS: ~~~~~~~ 2Hed - 2 Heads Gard - Guard RClw - Razor Sharp Claws Acc - Accurate Gaze - Hypnotic Gaze Rgen - Regeneration B&C - Ball and Chain Hail - Hail Mary Pass RStf - Right Stuff Blk - Block Helm - Magic Helmet SArm - Strong Arm BHnd - Big Hand Horn - Horns Saw - Chainsaw Blun - Blundrebuss JUp - Jump Up SBll - Strip Ball Bomb - Bombardier Kant - Kantona Kick SFrm - Stand Firm BTkl - Break Tackle Kick - Kick SFt - Sure Feet Claw - Claw Ldr - Leader Shad - Shadow Ctch - Catch Leap - Leap SHnd - Sure Hands Dagr - Poisoned Dagger LLeg - Long Legs Side - Side Step DCtc - Diving Catch MBlk - Multiple Block Spr - Sprint Ddge - Dodge MBlw - Mighty Blow SThw - Safe Throw Dlss - Dauntless NofS - Nerves of Steel Stnt - Stunty DOff - Dump Off Pass - Pass Tail - Prehensile Tail DPlr - Dirty Player PBlk - Pass Block Tent - Tentacles DTkl - Diving Tackle PiOn - Pile On Tkl - Tackle Fang - Razor Sharp Fangs Pogo - Pogo Stick TSkl - Thick Skull FApr - Foul Appearance Pro - Pro TTM - Throw Team Mate Frnz - Frenzy PWG - Poisoned Wind Globe Woof - Woof Woof XArm - Extra Arms 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 seriously kicker beaten by crowd injured (no armour roll) with Mighty Blow. Poisoned 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. 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. FROM ~~~~ BB, DZ - Blood Bowl (BB) box set or Death Zone (DZ) expansion. These are the only Official players. All others, including the Blood Bowl Updates and Citadel Journal players are Optional. CJ, UP - Citadel Journal (CJ) or Blood Bowl Updates (UP). The Next Best Thing(tm) to Official. 1e, 2e - Converted from 1st or 2nd edition Blood Bowl. Quite Unofficial. NT - The 'Net'. Very Unofficial. NOTES ~~~~~ -1- Price adjusted slightly upwards from published price of 150,000. -2- Price adjusted drastically from published price of 100,000 -3- Many people think Highelm Lyprade should be AG 4 and ST 3. YMMV 2.0 CONTRIBUTORS (In no particular order) ================ Dean Maki Tom McCarthy Jim Bell Rudi Jetz Graham Estey Paul Smerek Mike Schilder Craig Walker Sean Migneault Jason I. Gilham Quahog25@aol.com JA Chapman Michael Baker Any ommisions are due to honest oversight. Please send in any corrections. 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 email@example.com. 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