OnLine BloodBowl Enthusiasts’ Reference With Assembled League Doctrines

(OBERWALD)

The 2002 Living Handbook Edition (v1.3)

(v4.53          31 August 2002)

This is based on Oberwald v1.09 by Dean Maki and versions for Blood Bowl Edition 3 and 4 edited by Brian Horton with assistance from Gary Moriarty, Steve Lalancette and the other gurus on Blood Bowl Central and TalkBloodbowl.com.

Comments and suggestions can be sent to mhorton@vision.net.au

 

This edition is based on The Living Rule Book v1.3 found at

http://games-workshop.com/Warhammerworld/bloodbowl/l_rule_bbok_a.htm

 


TABLE OF CONTENTS

1 ADMINISTRATIVE.......................

2 ACTIONS and MOVEMENTS..

2.1 Actions

2.2 Turnovers

2.3 Block....

2.4 Catch...

2.5 Dodge...

2.6 Fouling

2.7 Go For It.......................

2.8 Hand-Off................

2.9 Interception....................

2.10 Knock Downs........

2.11 Pass.....

2.12 Picking up the ball.....................

2.13 Push Back..........

2.14 Scattering the ball..

2.15 Standing up................

2.16 Throw-in.................

2.17 Turns

3 GENERAL....

3.1 Apothecaries.................

3.2 Dice rolls.........

3.3 Fan Factor.....

3.4 Forfeits.....................

3.5 Freebooters...................

3.6 Handicaps.....................

3.7 Illegal Procedure.....................

3.8 Injuries.....................

3.9 The Kickoff and Kickoff Table........

3.10 Overtime

3.11 Player Size.............

3.12 Rerolls.....................

3.13 Star Player Points (SPPs).........

3.14 Wizards..

4.0 SECRET WEAPONS AND STAR PLAYERS..........................

4.1 Star Players...

4.2 Secret Weapons.

4.3 Player size.............

4.4 Blunderbuss.................

4.5 Bomber.....................

4.6 Chainsaw.....................

4.7 Death Roller......

4.8 Fanatics

4.9 Pogo Stick.........

4.10 Poisoned Dagger.....

5.0 SKILLS, TRAITS AND RACIAL CHARACTERISTICS................

5.1 Introduction...............

5.2 Reaction skills........

5.3 Always Hungry (racial characteristic)...........

5.4 Bonehead (racial characteristic)...........

5.5 Catch.

5.6 Claw (physical trait).......

5.7 Dauntless (general trait).......

5.8 Dirty Player......

5.9 Diving Catch.......

5.10 Diving Tackle.....

5.11 Dump-Off..............

5.12 Extra Arms (physical trait).......

5.13 Foul Appearance (physical trait).......

5.14 Frenzy (general trait).......

5.15 Guard

5.16 Hail Mary Pass.....................

5.17 Horns (physical trait).......

5.18 Hypnotic Gaze (racial characteristic)...........

5.19 Kick...

5.20 Jump Up (agility trait).......

5.21 Leader (general trait).......

5.22 Leap...

5.23 Mighty Blow.........

5.24 Multiple Block........

5.25 Nerves of Steel (general trait).......

5.26 Pass Block........

5.27 Piling On...............

5.28 Prehensile Tail (physical trait).......

5.29 Pro.....

5.30 Razor Sharp Fangs/Claws (physical trait).......

5.31 Really Stupid (racial characteristic)...........

5.32 Regeneration (racial characteristic)...........

5.33 Right Stuff and Throw Team Mate (racial characteristics).........

5.34 Safe Throw......

5.35 Shadowing.....................

5.36 Side Step............

5.37 Spikes (physical trait).......

5.38 Stand Firm (strength trait).......

5.39 Strip Ball...........

5.40 Strong Arm (passing trait).......

5.41 Stunty (racial characteristic)...........

5.42 Sure Feet............

5.43 Sure Hands.......

5.44 Take Root (racial characteristic)...........

5.45 Tentacles (physical trait).......

5.46 Throw Team Mate (racial characteristic)...........

5.47 Very Long Legs (physical trait).......

5.48 Wild Animal (racial characteristic)...........

6.0 HANDICAPS TABLE.............

6.1 General.....................

7.0 BIG GUYS

7.1 General.....................

7.2 Pro skill used for Big Guys negative trait roll.....................

7.3 Big Guy Progression..................

7.4 Player size.............


1 ADMINISTRATIVE

Refer to the rule books first. This document is not intended to replace the rule books, but is a supplement used as a guide when the rules are not clear. The rule books have been updated by the 2001 Blood Bowl Rules Review Committee (BBRC) and compiled as the Living Handbook at the following website

http://games-workshop.com/Warhammerworld/bloodbowl/l_rule_bbok_a.htm

Where a page number is given it refers to the Living Rule Book v1.3

Some points appear more than once throughout the document. If a point is applicable to two different topics, it appears under each heading or a cross-reference is given.

Many leagues have used different interpretations for some rules or have introduced variants to the rules. Where the existing rules are relatively clear, or rulings have been obtained from an official source, or the majority of leagues agree, it is shown as the “official” ruling.

Common variants may be listed after the official version as -

Var (a) ……….

Var (b) ………, etc.

Where there is no clear ruling from the books and no consensus among leagues, a range of alternatives may be listed as

Alt (a) ……….

Alt (b) ………., etc.

Not all possible variants and alternatives have been listed. Variants that are clearly not in accordance with the rules are only shown if they are in common use, or are more consistent with most other rules, or have particular merit in simplifying or improving the game. The editor has tried to avoid excessive bias but prefers rules that are consistent, simple and favour skill over blind luck. Leagues that use this document as a basis for their rules should first decide which of the possible alternatives they prefer and which variants (if any) they will use.

Note that almost all rules can be varied but it is easier for all players if everyone is aware that they are using a variant that may not be recognised by other leagues.

Many variants arose in Blood Bowl 3rd Edition or after the release of Edition 4 and have only been retained here if they should still apply in the revised edition.

In addition to this document there is an OBERWALD supplement containing unofficial rules.

The latest OBERWALD for those who wish to continue playing Edition 3 is v2.06 and for Edition 4 is v4.21.

The version has been completely revised with corrections on almost every page since the previous version based on the 2001 Rules Revision.

 


2 ACTIONS and MOVEMENTS

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 (p9), with two optional Go For Its.

Block:  The player throws a block on an adjacent opponent (p10). The only movement permitted is a follow-up and frenzy if applicable.

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 (p10). 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 (p13), or a player (p23). Only one player per team per turn may pass. Throwing a team-mate is a Pass.

Hand-Off: 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 hands off the ball (p20). Only one player per team per turn may hand off.

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 (p24). The player doesn’t have to spend 1 MA to reach the victim; he only has to get next to him. May not be used by more than one player per team per turn.

Bomb:  A Bombardier may throw a bomb instead of taking any other action (p30). Several bomb throwers make take this action in a team turn.

Start Chainsaw: A player with a chainsaw may attempt to start it instead of taking any other action (p31).

Players may not perform more than one action per turn.

It is not a turnover to fail to complete a specified action. For example after declaring a pass action, the player decides not to risk throwing the ball.

Coaches must declare what kind of action each player is making as the player is activated. Even if this rule is not strictly enforced, it is essential that the coach make it clear which player is currently carrying out an action. If a coach has stated that a player will carry out an action limited to one per turn, then even if the player does not complete the Blitz, Pass, Handoff or Foul, no other player can attempt the same action in that team turn.

Although a coach must declare if a player is making a Blitz, the coach does not need to specify the target of the Blitz until the block is being made. It is not an illegal procedure to fail to declare an action, but it will be treated as a Move.

 

2.2 Turnovers

The following will cause a Turnover:

1. Getting caught on Illegal Procedure and not either spending a Reroll or successfully arguing the call (p8).

2. A player on the moving team is knocked down or falls over, unless the situation comes under a specific rule that states that it is not a turnover and the player was not holding the ball (p8).

3. Throwing a pass which, after all the bouncing is done, is not caught by a member of your team (p8 & p14). Use of the Blunderbuss is considered to be a ‘pass’ (p32).

3a. Fumbling a pass even if it is caught by  the passing player’s team (p22).

4. Failing in an attempt to pick up the ball regardless of where the ball scatters or who may finally end up holding the ball (p4 & p9).

Var (a) It is only a turnover if the moving team attempts to pick up and does not end up with the ball when it is done scattering.

5. Touchdown scored (p8).

6. Hitting the four-minute time limit (if it is being used) (p8). Most leagues do not enforce a time limit.

7. Getting sent off for fouling (p24).

No other events cause a turnover, although a team’s turn will end if the coach has activated all his players, or if the coach declares his turn over.

It is not a turnover if a player on the moving team attempts to catch a scattering ball and the team does not end up in possession of the ball (for example after blitzing over the ball carrier and the ball scattering over a group of players).

It is not a turnover to fail to complete a specified action. For example after declaring a pass action, the player requires a reroll to pick up the ball and decides not to risk throwing it.

 

2.3 Block

See also Push Back

You may not voluntarily block your own players (p10).

The blocker must choose whether or not to follow up before making the armour roll against his victim (p11).

The blocker must choose whether or not to follow up before making the scatter roll when blocking the ball carrier (p11).

The armour/injury roll must be made before the scatter roll. If the player is injured badly enough to leave the field, then the ball (after bouncing off other players) could come to rest in that square now that it is left empty.

You do not need to make a dodge roll when you follow up after any kind of block, including a Blitz or Frenzy (p11).

The follow up is free even in a Blitz, since the 1 MA has already been paid for when making the Block (p11).

A player may “assist” a team-mate if that player is adjacent to the opposing player, but not in the tackle zone of any other opponent (p21). Players with the Guard skill may assist even if they are in the tackle zone of an opponent. Note that players may assist even if they have lost their tackle zone (e.g. due to hypnotic gaze), although they have lost the ability to prevent opposing players assisting.

To assist against a multiple block, a player must be adjacent to the attacker but not in any other opposing player’s tackle zone and not part of the multiple block group. To assist a team-mate making a multiple block, a player must be next to only one of the attacked players (unless the assisting player has the Guard skill) and no other player from the opposing team.

 

2.4 Catch

If the moving team was not originally in possession of the ball, then it is not a turnover to fail to catch the ball when it scatters or is thrown in by the crowd. If the moving team originally had possession, then it will be a turnover if they are not in possession after all the bouncing is done.

The section headed ‘Turnovers’ (p14) is part of the section on Throwing the Football and only applies to a Pass by the moving team. It does not mean that a turnover occurs after dropping a ball dislodged by a Blitz action - these can bounce around, fail to be caught and end on the ground or back in possession of the opponent without causing a turnover.

If the ball scatters onto a player they must attempt to catch it (p14).

Var (a) A player is not required to catch a scattering ball.

The Catch skill can be used to catch a moving ball, including passes, bouncing balls and any other moving ball. Sure hands can be used to pick up a ball lying on the ground.

The player carrying the ball cannot catch anything else (even if he has extra arms).

Var (a) Players with extra arms may catch bombs, etc. while holding the ball and throwing.

 

2.5 Dodge

No Star Player Points are awarded if a player is injured on a failed Dodge or Go For It (p39).

No modifiers to armour or injury (mighty blow, etc.) apply to a failed dodge, except for modifiers that always apply to the dodging player, such as +1 to injury for Goblins, Halflings etc.

If a player fails a dodge and does not have Stand Firm (p37), the player falls over in the square they were dodging to.

Var (a)            The player who fails a dodge does not leave the square from which the dodge attempt was made.

 

2.6 Fouling

Players may not assist a foul if they are in the tackle zone of an opposing player. Opposing players in the fouler’s tackle zone can assist against the foul (giving -1 to the armour roll) if they are not standing in the tackle zone of another player from the fouler’s team. Guard skill does not make any difference. Defending players must be next to the player fouling, not necessarily next to the victim.

Var (a) Dirty player counts when assisting fouls in the same way Guard does for assisting blocks.

A lone player fouling gets +1 to the armour roll. A player in a tackle zone still gets the +1 for fouling, then work out assists for either side.

Bonuses for assists while fouling affect only the armour roll, not the injury roll. Dirty Player affects only armour or injury, not both.

Mighty Blow, Claw and Razor Sharp claws do not modify the armour roll when fouling.

IGMEOY (I’ve Got My Eye On You)

A model (representing the Ref) is placed in the middle of one side of the board at the start of each half facing the middle of the pitch (i.e. not facing either team end). When a team commits a foul, the model is turned to face that side to indicate that the Ref has his eye on the team that last fouled (or the Ref is placed close to that teams dugout). A player on the team which the Ref is not watching is ejected on a roll of 6 on a D6. If the Ref has his eye on that team, any player that commits a Foul will be ejected if the coach of the fouled player rolls 4+ on a D6.

If one team ‘Gets the Ref’, then continue to use the Ref model as usual. The team that has got the ref will not have players sent off, but the other team can take advantage of the periods when the Ref is not watching them.

Var (a) As above but with sliding scale 12345654321. On the first foul of the half, the ref sends off on 6, but the counter moves towards the fouler, so next time he is sent off on 5+, then 4+, etc. However, if the other team fouls, the counter moves back one space the other way.

If a player holding the ball is sent off (e.g. for fouling) the ball scatters from where the player was standing when the send-off occurred, not from the sidelines as the player leaves the field.

 

2.7 Go For It

Roll for armour (and injury) when a player falls over after a failed go-for-it.

No Star Player Points are awarded if a player is injured on a failed dodge or go-for-it.

The player failing a go-for-it falls over in the square they were moving to.

Var (a) The player falls over in the square they were moving from (if using the Dodge variant where a similar rule applies).

 

2.8 Hand-Off

The hand-off must occur at the end of a player’s action.

You may not intentionally throw or hand off the ball into the crowd.

A team may only perform one pass and one hand-off per team turn.

Pass Block may not be used against a hand-off

 

2.9 Interception

To be able to make an interception, the player must be between the player who threw the ball and the player who is to receive it, and part of the plastic ruler must pass over at least part of the intercepting player’s base (p22). Because bases may vary in size and shape use a standard round base when checking for interceptions. See also Player Size in section 3.

Only "pure" interceptions count for Star Player Points, i.e. those made using an interception roll whether or not the pass was accurate. Catching inaccurate passes after they have scattered or catching bouncing balls after the intended receiver dropped the ball does not earn an interception, despite the reference (p14) to jumping around yelling “interception”.

Order of events:

Alt (a)  Declare the pass action to a specified receiver; move Pass Block players; declare interceptions; roll for the throw; if it is not a fumble then roll for the intercept; if it is not intercepted then roll for the catch.

Alt (b)  Declare the pass action to a specified receiver; move Pass Block players; declare interceptions; roll for the intercept; if it is not intercepted then roll for the throw; if it is not a fumble then roll for the catch.

Players may not intercept throw-ins.

 

2.10 Knock Downs

If a player carrying the ball is knocked over, they drop the ball from the square in which they end up (and it scatters once from that square), not the square they were in when hit. If they are pushed into the crowd, then the crowd throws the ball in.

Roll for armour and injury before scattering the ball.

If a player on the moving team falls over for any reason, then a turnover occurs (p18) except for events that specifically state that a turnover does not occur unless the player was holding the ball. Piling On, Diving Catch and Diving Tackle do not cause turnovers for the player using the skill.

 

2.11 Pass

Measure the distance from the centre of each square. If the range is on the boundary between two types of pass, then the longer of the two ranges must be used (p6).

Alt (a)  Range penalties increase the target number, they don’t subtract from the dice. As a result, they do not make a long bomb fumble any more often than a quick pass. Other modifiers (e.g. tackle zones, foul appearance) affect the dice roll and so may increase the chance of a fumble.

Alt (b)  Range penalties subtract from the target number and a pass is a fumble if it is a 1 before or after modification. Note that this is the official rule (p22).

A fumble is an automatic turnover, even if the ball is caught by a team member (p22).

A pass that does not end in the hands of a team member causes a turnover. However, it is not an automatic turnover if the pass is inaccurate, bounces on the ground, or even goes out of bounds as long as it eventually ends up being caught by a member of the moving team (p14).

You may not intentionally throw or hand off the ball into the crowd. However, you can pass to an empty square or to an opponent (p13).

Throw Team Mate is a Pass action. However, a team is limited to one pass action and one hand-off action per turn. Therefore throw team mate may not be used after a pass but may be used after a hand-off.

The Bomber throwing his bombs does not count as a Pass action (p30).

Pass skill may be used to reroll any pass, including throw team mate, a dump off and Hail Mary.

 

2.12 Picking up the ball

A player may not stand in or deliberately move to the same square as the ball without attempting to pick it up.

A player who is pushed back into a square in which the ball is lying does not get to attempt to pick it up (p9). The ball scatters.

Failing an attempt to pick up the ball causes a turnover even if the moving team ends up with the ball (p9).

Var (a) Failing to pick up the ball does not end the moving team’s turn if the team ends up holding the ball.

Although a failed pickup causes a turnover, the turn does not end until the ball stops moving. If it happened to be caught by a player standing in the end-zone then the touchdown would be awarded before the turnover stopped play.

If a player moves into a square where the ball is lying, and is blitzing another player simultaneously, the pick up must be resolved before the player may continue with the blitz.

 

2.13 Push Back

When choosing the square that a player is pushed into, empty squares must be chosen over occupied squares or out of bounds. The square in which the ball is lying is considered empty so you can scatter the ball by pushing a player onto it.

A player may only be pushed off the field if there are no eligible empty squares on the field (p11). A player may be pushed into another player even if out of bounds is available.

Var (a) Out of bounds must be chosen in preference to an occupied square.

Side Step may only be used to move to an unoccupied square. If there are no unoccupied squares available then the player is pushed back as usual.

If the player is pushed back to a square occupied by another player, the direction of each subsequent push is determined by the square the pushing player comes from, not the direction of the original block.

The square each subsequent player moves to (between the 3 squares allowed) is decided as follows:

Alt (a)  The coach of the player who made the original block decides where each subsequent push will go.

Alt (b)  The coach of each subsequent player being pushed (other than the original player being blocked) may decide where to move his own player using the 3 squares available away from the direction of the push.

Stand Firm and Side Step are used by players receiving secondary pushes. If all the players in available squares have Stand Firm, the push back does not occur, but still counts as a push-back for other purposes. A square with a non-Stand Firm player must be chosen if available.

Players lying down may be pushed back if only occupied squares are available.

Players are not awarded casualty SPPs for pushing or knocking opponents out of bounds.

 

2.14 Scattering the ball

If the ball is dropped, it scatters once from the square it was dropped in. If a player holding it fell over, then it scatters from the square the player fell in or was pushed back to.

If a player holding the ball is sent off (e.g. for fouling) the ball is scatters from where the player was standing when the send-off occurred, not from the sidelines as the player leaves the field.

If the ball lands on a player who does not catch it, then it scatters once more from that square.

The only occasions when the ball scatters after landing in an empty square are when it has travelled a long distance to get there, e.g. pass, throw-in or kickoff.

 

2.15 Standing up

Players with less than 3 MA roll 4+ to stand up (p12). No assists apply to this roll. The player may go for it as usual if they stand up successfully. Failing an attempt to stand up does not cause a turnover.

Treemen with movement 3 or more stand up normally.

If a Bonehead or Really Stupid player is lying on the pitch, they must pass their roll before they can attempt to stand up or roll over.

 

2.16 Throw-in

Players may not intercept throw-ins.

 

2.17 Turns

The first action that a coach must take during the team’s turn is to move the turn counter. However, regardless of when the turn counter is moved, the turn has already started as soon as the other team’s turn ended. Other than the 4-minute limit, there is no restriction on how long a coach may think before moving the turn counter, provided no other actions occur first (rolling dice, moving players, etc.)

Some things can only be done at the start of a team’s turn, e.g. wizard spells or certain handicap events. These can be done in any order as long as they are completed before the first player moves.

If several players all have to move first (e.g. fanatics and wild animals), the fanatics move before wild animals, since they must be held down by the rest of the team, including any wild animals, but within each group they can move in any order.


3 GENERAL

3.1 Apothecaries

The Apothecary must be used immediately after the injury is inflicted. You cannot save your Apothecary until the end of the game and then choose which injury you wish to heal. If several players are injured in the same action (wizard, bomb, multiple block, pitch invasion, etc.) you can wait until the bodies stop falling before deciding who to heal.

You can wait to find out how bad the injury is before using an apothecary, e.g. for serious injury check if it is a niggling injury or stat downgrade before using the apothecary.

Most leagues take the regenerate roll immediately after the injury. This makes it easier to keep track of whether it has been taken or not (since it can’t be used twice on the one injury) and clarifies the status of the player. The apothecary roll cannot be used after the regenerate roll.

Var (a) If an apothecary is not used during the game, then after the game he can heal a serious injury but not a death.

Apothecaries can only be used to heal injuries that occur on the pitch or in the dugout (i.e not players pushed into the crowd).

Var (a) An apothecary may be used to heal players or coaches who were not on the pitch when injured (Crowd injuries, etc.). Players who are healed when not on the pitch should be placed in the Reserves box.

Apothecaries may not heal a collapsed fanatic (p30).

Apothecaries can only deal with one niggling injury. If a player is missing a game because of failing the roll for two or more niggling injuries, the Apothecary cannot help him. No roll is required for an apothecary to deal with the niggling injury. It is not permanently “healed” so it may still affect the player in the next match. The apothecary must decide whether to deal with the niggling injury immediately after all the niggling injury rolls have been completed.

The Apothecary roll cannot be rerolled using a team reroll.

You can sell the services of your Apothecary to your opponent. Undead players including ghouls still may not use an Apothecary, even in this manner. Undead can NEVER use an apothecary (p28). (Undead means members of the Undead team list, not Vampires, Trolls and other regenerating players).

 

3.2 Dice rolls

For most player actions, an unmodified roll of "1" is always a failure and an unmodified roll of "6" is always a success. Exceptions are when both players roll (e.g. tentacles)

Alt (a) I f a die lands on some object such as a player's base but one face is clearly uppermost then the most obvious result is used. If no single face is uppermost, then reroll it (without counting this as a re-roll).

Alt (b)  If a die lands partly on any object so that it is not resting on a flat surface, then reroll it (without penalty).

Alt (c) If a die lands on some object, then treat it as if you were to (carefully) remove the object. If it lies on two or more objects so that it not obvious which way it would fall, then reroll it.

 

3.3 Fan Factor

No team may commence play in their first game with a fan factor less than 1 nor greater than 9.

Var (a) The Living Rule book v1.3 has no upper limit to starting fan factor (p17).

The fan factor may never be reduced to zero.

There is a -1 modifier to the fan factor roll for every 10 points of fan factor (p45).

An unmodified 1 always loses fan factor and an unmodified 6 always gains fan factor (p45).

 

3.4 Forfeits

A team may concede at the start of their turn, with appropriate penalties, but forfeiting is never compulsory.

The winner gains all of the conceding player’s income and MVPs from that game, but not any other spare cash, etc. they had before the game started. If the conceding team is currently equal or ahead in touchdowns, then the other team should be allowed enough touchdowns to win the game to be awarded to any players they choose.

A team does not have to concede just because they are unable to field 3 players (or any players) at a kickoff.

Var (a) Some leagues require a forfeit if a team cannot field 3 players at the kickoff, but in this case there should be no penalties such as loss of income, MVPs, fans etc..

3.5 Freebooters

You may only freeboot players or coaches who would normally play for your team. A third High Elf Lion Warrior, a 17th player, a second wizard or apothecary won't normally play for your team, and thus cannot be freebooted.

You cannot freeboot a player to fill a position that is only vacant because a player is missing the game due to injury.

Var (a) In championship playoffs players and wizards may only be freebooted if they have been used at least 3 times by that team during the regular season..

Freebooters leave the game at the end, losing any SPPs.

Var (a) After a match, a coach may hire a player he freebooted for the player's full list price if that player is eligible to join the team. The original "freeboot fee" is lost but any SPPs are kept.

 

3.6 Handicaps

Handicaps are used to allow teams of different ability to have a fair game based more on the coach’s skill than the current status of the team (p43).

Team rating is calculated after the end of each match. The team rating does not change if a player spends money on freebooters at the start of the next match.

Two alternative handicap systems are suggested in the Oberwald Supplement. These may be more suitable when one or both teams have a high team rating.

See section 7 for events on the Handicap table.

 

3.7 Illegal Procedure

The rule books limit Illegal Procedure to only two situations : failure to move the turn counter and moving a player out of the permitted sequence (e.g. not moving all fanatics first). If players unintentionally break other rules (e.g. incorrect player setup, moving past an opponent without making a dodge roll, etc.) the error should be corrected immediately without other penalty.

Failure to move all fanatics before any other player is an illegal procedure, but if there is more than one fanatic, they can be moved in any order. Wild Animals are moved after fanatics and it is an illegal procedure to move a normal player (other than a fanatic) without taking an action with a Wild Animal at all. The action may be a move of 0 squares if the Wild Animal is not standing next to an opponent.

If a coach moves any game item (e.g. touches a player or rolls the dice), or states that a player is going to use a skill or ability before moving the turn counter, this is an illegal procedure. However, thinking is permitted.

Var (a)            Illegal procedures are not called for failure to move the turn counter.

If the league requires coaches to declare all actions, then failing to declare an action is not an illegal procedure, but the action can only be a move.

If a coach calls an illegal procedure for a situation when it clearly isn’t one, the other coach gains a reroll.

Illegal procedures do not permit a coach to actually do any action against the rules. In addition to costing a reroll counter (or ending the turn), the coach must move the turn counter to the correct position or take any other action required to correct the situation (e.g. the fanatic must still be moved immediately if a reroll is used to prevent a turnover).

You can argue the call on an illegal procedure if you don’t want to use a reroll, but you can’t then use a reroll if the argued call fails.

 

3.8 Injuries

Armour and injury rolls cannot be rerolled.

Sigurd’s Injury Rule: when rolling injury, roll on the following table. All modifiers apply:

1-7:            Stunned

8-9:            KO'd

10+:            An Injury

If ‘An Injury’ is rolled, roll on the following table. No modifiers apply.

1-3:            Badly Hurt

4-5:            Serious Injury

6:            Dead

No statistic may be reduced to zero, it just remains at 1.

Var (a) If a seriously injured player has any statistic reduced to zero, the player is no longer able to play, but is not dead, so can retire to become an assistant coach.

When a player is pushed back into the stands, armour is automatically broken, so roll for injury. If this results in a Badly Hurt, Serious Injury or Death, then no Star Player Points are awarded to whoever knocked this player into the crowd.

Mighty Blow, Razor Sharp Fangs, etc. are not used if a player is injured by the crowd.

Var (a) If the player is knocked down as well as pushed back into the crowd, then roll for armour with all modifiers that apply. If the armour is broken, then roll for injury as though the hitting player did the injury (i.e. with modifiers), otherwise roll without modifiers for the crowd injury.

 

3.9 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.

If a team cannot field at least 3 players, the game is not necessarily forfeited, nor a touchdown automatic. Consult the section on forfeits. If a team kicking off has no players on the field, a touch-back will occur. If the receiving team has no players on the field, kick off as normal. If a touch-back occurs, leave the ball where it lands on the field. If it went out of bounds the crowd can throw it in.

The correct order of events is:

·       the Kicking team is set up;

·       the Receiving team is set up;

·       the kicking team places the ball in a square in the receiving team’s half;

·       the coach of the kicking team rolls 2D6 for the Kickoff table;

·       roll for ball scatter (D6 & D8) and move the ball to the required square but do not allow it to be caught even if a player is in that square, or to scatter if it fell on an empty square (the ball is still in the air);

·       resolve the kickoff table result, including players hit by rocks, pitch invasion, blitz by kicking team, quick snap etc, but the ball may not be caught until after these kickoff events have been completed.

·       if the ball did not scatter to land in the receiving team’s half then a touchback occurs at this point; if a player is standing in the square where the ball scattered then they may now attempt to catch it, otherwise it will bounce one square and the normal turn begins;

 

Only players on the pitch may be hurt in a Field Invasion or by Throw a Rock (p19).

You may not reroll any rolls from the kickoff table.

Var (a) For Riot and Pitch Invasion, use D3 rather than D6 turns lost or players injured.

 

3.10 Overtime

A coin toss (or dice roll) is made again at the beginning of overtime to select who receives. Play lasts until a touchdown is scored or for a maximum of 8 turns at a time. If more overtime is required, the other coach receives, and a coin toss is made at the start of each odd numbered overtime.

Var (a) Overtime is not played except in playoffs. In the regular season, if the scores are tied after regular time, the game ends in a tie.

Var (b) If scores are tied after one overtime, the game is declared a tie.

If the game is a tie, neither team gets any bonuses or penalties (for winning of losing) when rolling for match winnings or fan factor.

3.11 Player Size

All players take up one square, regardless of the size of their base, either when standing or when prone. Use a standard round base for all measurements regardless of the actual base used by the player.

Var (a)            Where there is a reference to the model or the players base (e.g. for passing and intercepts), use the square for all measurements.

 

3.12 Rerolls

In this section, unless otherwise noted, Team rerolls includes Leader rerolls and Trophy rerolls, but not Pro rerolls nor any other player rerolls such as Dodge.

A team reroll can only be used for a dice roll for an act by a player in your own team.

It may not be used for armour or injury rolls, nor for wizards, apothecaries or handicap events.

Team rerolls can only be used during the moving team’s turn. Only one of these can be used in any turn. They may not be used for events between turns nor during the opposing team’s turn.

Player rerolls may be used when the required skill is needed, but a single dice roll cannot be rerolled more than once. Dodge and Sure Feet rerolls can only be used once by each player per team turn. Catch could be used several times if the ball kept repeatedly bouncing back to the same player.

Rerolls contribute their list price for Team Rating purposes, not the actual price paid.

See Skill - Pro for the use of Pro rerolls and their possible use when neither team is having a turn.

Some dice rolls are part of a group that cannot be rerolled individually. If two or three block dice are rolled, a reroll will reroll all dice, not just a selected die.

If a Blitz! is rolled as the Kickoff event, the kicking team gets a bonus team turn, which means that one team reroll can be used during this turn.

Halfling Chefs will steal team rerolls, then trophy rerolls, but not leader rerolls.

Unused 2nd half rerolls can be used in overtime.

Var (a)            No Team rerolls may be used in overtime.

You may buy any number of team rerolls, but only one can be used per team turn.

 

3.13 Star Player Points (SPPs)

SPPs for casualties are only awarded for inflicting a casualty if a player blocks an opponent or is blocked, and the opposing player falls over on the pitch. SPPs are not awarded for pushing a player into the crowd, for fouling, for the use of weapons, nor for any other events which do not involve a block.

SPPs are not given for a successful handoff.

If a player rolls doubles, any skill may be chosen, but rolls of (4,6) and (5,6) must be taken as movement and agility increases respectively.

Var (a) A player may choose a regular skill if they roll a stat upgrade and do not wish to take it.

Var (b) A player rolling 11 may increase agility or armour by 1 unit.

No characteristic may be permanently increased by more than 2 over the starting value. Very long legs counts as a movement increase. If a player has reached the limit and rolls a further characteristic increase, then the roll cannot be used unless it is a double, allowing any skill to be taken, or if using variant (a) above.

Temporary increases over these limits are permitted (e.g. from handicap events).

All players who were available to play in the match are eligible for most valuable player awards (p40). Players absent due to injury cannot receive an MVP, but those who remain in the reserves box can receive it.

Var (a) Only players who go onto the field can receive an MVP.

Var (a) MVPs cannot be given to dead players.

 

3.14 Wizards

Wizards spells do not cause turnovers even if they knock over players on their own team, unless that player was carrying the ball (p27).

Chaos Dwarfs hire normal wizards, not alchemists.

The fireball will hit any player (from either team) that is fully or partially underneath the template. Because models may vary greatly in size, assume a standard round base for all players. The fireball can cover 4, 6 or 9 squares depending on its position. The wizard must beat the opponent’s agility to knock the player over. If the roll is equal to or less than the agility then there is no effect (the rulebook implies it must be less).

Alt (a) The lightning bolt does not use the template (p27). Instead the bolt comes in from the side of the field with a range of 5 squares in from the side and 2 squares wide. If two players in the target band are equidistant from the edge then select one at random to be hit first.

Alt (b) Use the standard lightning bolt template from the edge of the pitch.


4.0 SECRET WEAPONS AND STAR PLAYERS

 

4.1 Star Players

Star Players are listed on p55. They may only be freebooted (p27) and if both teams attempt to hire the same Star Player he takes both fees but will not play for either team.

Although a card is shown on p18 for Thrud the Barbarian, he is not on the list on p55 because he is currently experimental.

 

4.2 Secret Weapons

See Oberwald Supplement for a large list of unofficial secret weapons in addition to those in used by Star Players.

Weapons such as Chainsaw and Poisoned Dagger can only be used on one player at a time, so cannot be used in a Multiple Block. They cannot be used in a frenzied block or blitz, but can be used in a normal blitz.

Unless specified otherwise, the penalty roll is taken after every drive in which that Secret Weapon Player was on the field. If the 2D6 roll equals or exceeds the penalty roll, the player is sent off for the rest of the game. Roll separately for each secret weapon.

Secret weapons that use an armour roll without having to roll the block dice do not allow the use of skills such as Mighty Blow or Razor Sharp Claw/Fangs to modify the armour or injury roll.

 

4.3 Player size

All players take up one square, regardless of the size of their base, either when standing or when prone.

 

4.4 Blunderbuss

The Blunderbuss player (p31) may fire the ball to any square on the field. It counts as a Pass action and the player may not do anything else during that turn. Roll 1d6: On a 1-3, the shot misses and scatters just like a kickoff. On a 4-6, it lands in the target square. As in the case of a pass, if the ball does not end up being caught by the moving team after all the bouncing is done, then it is a turnover.

The weapon can only be shot once per drive.

A player with Blunderbuss may accept a hand off and still fire that turn.

 

4.5 Bomber

A Bomber (p30) may throw a bomb once during each of his team’s turns while he is on the pitch. It does not count as a Pass action. The player may not do anything else when he wants to throw a bomb. When thrown, roll a D6. On a 1, the bomb explodes in the thrower’s square. Otherwise work out the throw as normal. It may be intercepted. If a player catches it, they must roll 4+ or it will go off as they catch it. If they roll 4+, they may throw it again as for the original throw. If the bomb lands in an empty square or if a player fails to catch it or drops it, it will scatter one square and then explode. When it explodes, it knocks over any player in the same square, and knocks over players in adjacent squares on a roll of 4+. Make armour and injury rolls as normal.

The player holding the ball has his hands full and cannot catch the bomb.

A bomb that scatters into the crowd has no effect (on the players).

 

4.6 Chainsaw

The chainsaw (p31) doesn't start the kickoff running. Turning on the chainsaw counts as an action, and the player may not do anything else that turn. You need to make an agility roll with no modifiers (failure is not a turnover). The player may use the running chainsaw instead of making a block. Make an armour roll with a +3 modifier. The player may also use the chainsaw after moving as a Blitz action. If a player with a chainsaw commits a foul, add +2 to the armour roll (in addition to the automatic +1 the fouling player gets), not to injury.

A player holding a running Chainsaw may not use the chainsaw to Frenzy but may make normal frenzied blocks.

A player with a running chainsaw may not handle the ball.

If a Piling On player falls onto a running chainsaw, roll for the Piling On player’s armour with +3.

If a player with a running chainsaw falls over for any reason, roll for his amour with +3. This includes Diving Catch in which the player lands on the ground briefly as well as Piling On and Diving Tackle or any event which normally causes a player to fall with or without an armour roll.

 

4.7 Death Roller

The Death Roller (p32) may ignore tackle zones when moving. It gets a +6 to armour rolls when fouling a player. If it is knocked down for any reason it will be out for the rest of the game. Knocking down the Death Roller and removing it from the game without scoring a casualty does not award the blocker with casualty SPPs.

The Death Roller is always repaired in time for the next game.

Var (a) If a Death Roller is knocked over, roll against AV 10. If you penetrate and kill the driver (10+ on injury roll, 6 on Sigurd’s roll), 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. If a "killed" result is rolled, it explodes and takes the driver with it. This is the only way to “injure” the Death Roller.

 

4.8 Fanatics

The Fanatic with ball and chain (p29) is carried onto the field by the rest of the team and held firmly in place until the kick-off whistle is blown. Therefore, if other rules specify that any other type of player ‘must move first’ (e.g. Wild Animals), the fanatic takes precedence because the rest of the team is holding the fanatic down and cannot move before the fanatic does.

The fanatic moves up to 4 squares per turn and must move that far if he doesn’t fall over but cannot go for it. He does not have any tackle zones, cannot handle the ball and must move his full MA (4 squares) if possible. Use the throw-in template to move each square. If he tries to enter a square that is occupied, then he must throw a block with a ST of 6 (doesn't count as the team’s blitz). Neither side may use assists. He must follow up (stand firm ends his movement).

If he falls over in the block, he is automatically injured (as the chain wraps round his neck), so roll for injury counting stunned as KO'd.

He must block as long as he moves into an occupied square. If he walks into a prone player, simply push the prone player back in any of the three standard directions (Fanatic coach's choice).

The only person allowed to block a fanatic is another fanatic. If this happens, they both fall down automatically.

After the player with Ball & Chain has finished moving, roll a D6. On a 1, he collapses to the ground. Roll the die again: on a 1-3 he dies from exhaustion, while on a 4-6 he must miss the rest of the match to catch his breath. This is done even if he fails a block and is injured.

A fanatic collapse causes a turnover (p8 #2). This may be rerolled.

 

4.9 Pogo Stick

The Pogo Stick player (p33) is allowed to ”go for it” up to four times and may use the leap skill multiple times.

 

4.10 Poisoned Dagger

The player with the Poisoned Dagger (p33) may use the it instead of making a block. Make an armour roll. If the roll causes an injury, treat the stunned result as a KO.

Once the dagger has been used successfully (i.e. the victim failed the armour roll), the poison is wiped off and “the dagger causes injuries as normal” until after the next kick-off. At the beginning of every kick-off the blade is re-coated with poison.

The above section in quotes means that on each subsequent use the poisonless dagger can still be used instead of a block, but stunned is not treated as KO’d.

 

 


5.0 SKILLS, TRAITS AND RACIAL CHARACTERISTICS

5.1 Introduction

You never have to use a skill or trait unless the rule says the player “must” do something (e.g. Frenzy). Racial Characteristics always apply.

Traits can be taken as upgrades on a double, but only if the player is normally eligible for that group of traits.

Racial characteristics cannot be taken as an upgrade and cannot be removed.

Only one skill may be used to modify the armour or injury roll (p34). For example Mighty Blow cannot be combined with Claw, although a player could use Claw for armour and Mighty Blow for injury. Skills can be combined for other dice rolls.

You don't have to declare the use of a skill until you see the dice roll that the skill affects (p15) (e.g. break tackle can be declared after making the dodge roll). Piling On and Diving tackle can be declared after seeing the armour roll or dodge roll respectively, so the player only needs to dive on the ground if the skill is going to succeed.

Var (a) Skills that change the position of a player (Piling on and Diving Tackle) must be declared before the dice roll they affect.

 

5.2 Reaction skills

Diving Tackle, Shadowing, Pass Block and Dump Off are skills that may be used by the non-moving team in reaction to some action by the moving team. However, the rules do not necessarily restrict them to the non-moving team and they could be used by the moving team if the appropriate circumstances arise. This would normally be due to the non-moving team using one of these skills allowing the moving team to respond to that ‘out-of-turn’ action. Diving Tackle can only be used in situations when a dodge is required (i.e. not in response to push-back, follow-up or shadowing). It is suggested that the same rule be applied to shadowing.

Reaction skills may be used at any time the required situation occurs.

Var (a) Reaction skills can only be used by the non-moving team. This simplifies a few potentially complex situations.

Diving Tackle has been redefined, making it less likely to cause confusion, so Pass Block is the reaction skill most likely to result in possible chain reactions as the pass block player is diving tackled and shadowed or as the dump off is pass blocked.

 

5.3 Always Hungry (racial characteristic)

If a player about to be thrown is eaten instead, they are killed, but they may be considered to be swallowed whole, so the apothecary can attempt to get the player back.

 

5.4 Bonehead (racial characteristic)

Players who fail the Bonehead/Really-Stupid roll do not cause a turnover.

You still have to declare which action to take before rolling for bonehead. If the roll is failed, then the action is wasted, and if it was a blitz, pass, hand off or foul, your team loses that action for the turn.

Bonehead/Really-Stupid players who failed their roll can still give assists even though they do not have a tackle zone. However, they can’t stop other players from giving assists.

 

5.5 Catch

Gaining control of a bouncing or scattering ball is a catch roll. The Catch skill will allow a reroll, Sure Hands will not.

 

5.6 Claw (physical trait)

Claw ads +2 to armour not injury (p34) and only after a block.

 

5.7 Dauntless (general trait)

This can only be taken on a double by players able to take general skills.

Dauntless can only be used by a player making a block, not by a player being blocked.

Dauntless must be rolled before each block, including subsequent blocks thrown by a Frenzying player.

Dauntless can be used when making a Multiple Block.

The bonus for Horns is applied after any bonus for Dauntless.

With Piling On, the normal strength of the player (i.e. the stat appearing on the team roster) is used to break armour.

 

5.8 Dirty Player

The +2 bonus cannot be added to other dice modifiers such as Mighty Blow or Claw.

The +2 bonus is in addition to the normal +1 for fouling and all available assists, so a lone Dirty Player has +3 to the armour roll.

The +2 bonus is applied to either armour or injury, not both. However, you can wait to see the result of the armour roll before you decide to apply the skill to that roll or reserve it for injury.

 

5.9 Diving Catch

This skill can only be used when a pass has been thrown to that specific player, but was inaccurate (p34).

After rolling the scatter dice 3 times to see where the ball lands, the intended receiver (with Diving Catch) may move one square (not necessarily onto the ball), ignoring tackle zones. If this move is to the square where the ball is landing, a catch may be attempted. Otherwise, if the ball lands on an unoccupied square, it scatters once more as usual (p14).

It cannot be used to grab any loose ball or when a pass was intended for some other player.

Var (a) It can be used by any player on the moving team when the ball is landing in an adjacent empty square, including loose bouncing balls. If two or more players can attempt a diving catch at the same time, the moving team takes precedence.

 

5.10 Diving Tackle

See the section Reaction Skills.

This is a totally different skill compared with 3rd edition.

It can be used under any circumstances in which an opposing player makes a dodge roll. If the dodging player falls over, this is a turnover. It can be used after seeing the dodge roll

Var (a) Skills that change the position of a player (Piling on and Diving Tackle) must be declared before the dice roll they affect.

The player making the Diving Tackle ends up lying in the square the dodging player left, so only one player may use Diving Tackle against each dodge.

If a player dodges and is Diving Tackled, then uses a reroll, the player must reroll the original dodge. The fact that the Diving Tackle player is now lying on the ground so there does not appear to be anyone to dodge, does not alter the fact that it is exactly the same dodge that is being rerolled.

If a player fails a dodge, without Diving Tackle being declared, then it cannot be declared after the reroll, because that must be a reroll of the original roll.

The Diving Tackle player does not make an armour roll even though he ends on the ground because this is a controlled fall.

If the Diving Tackle player is holding the ball, they will drop it when they land on the ground (so it will bounce from the square where the player ends up). If this player was on the moving team (e.g. as a reaction to a pass block), then a turnover occurs if the diving tackle player was holding the ball or carrying out an action.

If the dodging player has Stand Firm and fails the dodge, that player will not move, so place the Diving Tackle player on the ground in the square they started in.

If a player with a running chainsaw uses Diving Tackle, the chainsaw wielding player has to roll for armour with a +3 modifier.

 

5.11 Dump-Off

See the section Reaction Skills.

A team may pass in their own turn and Dump-Off during the opponent’s turn.

Neither team’s turn ends as a result of the throw, whatever it may be (p35). After the throw is worked out, your opponent completes the block and then carries on with his turn.

Strong Arm does not allow dump-offs in the Short Pass range.

Var (a)            A player with Strong Arm and Dump Off may 'dump off' to Short Pass range.

You may Pass Block a Dump Off unless using the variant where reaction skills cannot be used by the moving team.

 

5.12 Extra Arms (physical trait)

Extra Arms helps all catch rolls except interceptions (p35) (use very long legs instead).

 

5.13 Foul Appearance (physical trait)

A Foul Appearance player causes a -1 penalty on a pass or catch within 3 squares.

This only has effect when the player is standing.

This is cumulative with the tackle zone penalties, so if the Foul appearance player is standing in the tackle zone of a player throwing or catching the ball, there is a -2 penalty.

The die roll modifier for passing and catching is cumulative when several Foul Appearance players are within the required 3 squares.

All actions that use the Catch skill (hand-off, interception, bouncing ball, etc.) are affected by Foul Appearance.

A player blocking an opponent with Foul Appearance must roll a 2+ on a D6 before carrying out the block. This must be done before each block during Frenzy. If a 1 is rolled, the Foul Appearance player is not blocked, and the Frenzying player gives up the attack in disgust. If this was part of a Blitz, then it is lost and no other player may Blitz. The Blitzing player can still continue moving but cannot attempt to Block anyone else.

 

5.14 Frenzy (general trait)

This can only be taken on a double by players able to take general skills.

In the rules revision, this only permits a maximum of 2 blocks (p35), regardless of the MA of the player.

During a Blitz, the second block costs 1 MA just like the first one. A player is not obligated to, but may Go For It to continue a Frenzy.

For the second block during the Frenzy, work out assists for the current player positions after push backs (or side step) have been finalised for the preceding block.

A player blocking an opponent with Foul Appearance must roll a 2+ on a D6 before carrying out the block. This must be done before each block during Frenzy. If a 1 is rolled, the Foul Appearance player is not blocked and the frenzying player gives up the attack in disgust.

The Frenzy player must always follow-up even if the player was pushed out of bounds or knocked over.

A frenzying player with Horns will receive a +1 to his ST when blitzing if he moves at least one square before each block roll. The Frenzying player must move at least one square before the first block to use Horns at all and must also push the opponent back to use Horns on the second block, so he would lose the bonus after the first block against a Stand Firm player. Making a block against an adjacent player and getting a push-back does not allow Horns on the second block.

Dauntless must be rolled before each subsequent block thrown by a frenzying player in order to get the bonus.

Frenzy is only used with a “straightforward normal block”, and cannot be used with secret weapons nor with Multiple Block.

 

5.15 Guard

Guard does not have any effect when assisting a foul.

 

5.16 Hail Mary Pass

The range does not modify the pass roll for Hail Mary Pass, but fumbles are calculated separately, so tackle zones on the thrower increase the chance of a fumble as usual.

This may not be used with Throw Team Mate.

Hail Mary Pass may not be used in a blizzard (p35).

 

5.17 Horns (physical trait)

The bonus for Horns may be applied after any bonus for Dauntless.

A frenzying player with Horns will receive a +1 to his ST when blitzing if he moves at least one square before the first block roll and if it applies to the first block it applies to the second, even if the player had Stand Firm (p35).

Making a block against an adjacent player and getting a push-back does not allow Horns on the second block.

Horns may be used with Multiple block to add + 1 to the attacker’s strength (if the player moved before making the block) but not +1 for each player attacked.

 

5.18 Hypnotic Gaze (racial characteristic)

Hypnotic gaze can only be used during the player’s action.

Hypnotic Gaze cannot be used before dice rolls required by a move already made (e.g. after moving onto the ball square but before picking up the ball or during a dump-off).

Hypnotised players can still give assists even though they do not have a tackle zone. However, they can’t stop other players from giving assists.

Hypnotic Gaze always succeeds on a 6 (p35) so it works against AG6 even though the roll normally has to beat agility.

 

5.19 Kick

A player with Pro and Kick may not attempt to reroll the scatter after a kickoff, since it doesn’t happen during the player’s team turn.

Var (a) Pro may be used whenever a player uses a skill, trait or characteristic requiring a dice roll. This includes the scatter roll for a player with the Kick skill, rolls for Take Root or Off for a bite etc.

 

5.20 Jump Up (agility trait)

Jump Up is only used at the start of a player’s action. It cannot be used before the action starts (e.g. to take a pass), nor later in an action.

Var (a) A player lying on the field with both the skills Jump Up and Pass Block may stand up to attempt an intercept (and move 3 squares if necessary). Jump Up alone will not permit the player to stand during the opponent’s turn.

Jump Up cannot be used after Piling On, because Jump Up can only be used at the start of a player’s action, whereas Piling On is used at the end of an action.

 

5.21 Leader (general trait)

This can only be taken on a double by players able to take general skills.

The player must be on the field when used, but may be lying down or stunned (p35).

There can be several leaders on the team, but only one Leader reroll can be used per half.

 

5.22 Leap

Leap can be used only once during a player’s action (p35). Leap uses 2 squares of ‘normal’ movement and in most cases where this term is used it includes the usual 2 go-for-its.

One go-for-it can be used, rolling before the leap. Failure ends with the player in the square they were leaping to, since this is also the square they were going-for-it. If two go-for-its were allowed it is not clear where the player would fall if the first one failed, since that square may be occupied.

Var (a) Leap uses 2 squares of ‘normal’ movement, so may not be used during a Go-for-it.

Leap does not 'ignore tackle zones'. It is simply made with no modifiers to the die roll.

A player using this skill must still roll to escape the Tackle Zone of a player with Tentacles.

You may Shadow a player who has used Leap. Your player will enter the square the opponent's player had occupied before the Leap.

The leap is over an adjacent square, then to any square next to that one, so it is permissible to land next to the square the player started from (i.e. leaping only one square). However, this will still require 2 squares of MA.

 

5.23 Mighty Blow

This can only be used to add +1 to armour or injury, not both (p36). The player does not have to choose to use it until after seeing the dice roll which it will affect.

 

5.24 Multiple Block

The two targets of a multiple block (p36) must be adjacent to each other and to the player making the multiple block.

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, except with Guard.

Dauntless may be used to match the summed strength of the targets of a Multiple Block.

Horns may be used with Multiple block to add + 1 to the attacker’s strength (if the player moved before making the block) but not +1 for each player attacked.

All pushes occur simultaneously. You can’t push one player, then another into the same square (forcing the other back further).

If a follow-up occurs, it can be into either of the squares vacated by the targets of the block.

Frenzy is only used with a “straightforward normal block”, and so cannot be used with secret weapons nor with Multiple Block.

A player using Multiple Block can only use Piling On against one of the knocked down players. The player must follow up if a push back occurs, therefore the player can only pile onto the player who occupied the square into which the follow up was made. If no push backs occurred, then Piling On could be used against either of the downed players, but not both.

If the Multiple Block player is knocked over and becomes a casualty, randomly select on of the opponents involved in the block for the SPPs, unless one uses Mighty Blow etc. to cause the casualty.

 

5.25 Nerves of Steel (general trait)

This can only be taken on a double by players able to take general skills.

It applies to any situation in which Catch or Pass skills could be used including interceptions and dump off.

 

5.26 Pass Block

See the section Reaction Skills.

The coach of the passing player may not change his mind about passing the ball to a particular square after a player with this skill has made his move (p36).

Only one player with Pass Block may move under the range ruler without moving adjacent to either the passer or the intended receiver. However, any number may be moved into the tackle zone of the catcher or thrower. A player may not start to move to one of these positions, then stop without moving into position unless prevented from further movement by Tentacles, failed dodge by Stand Firm player, etc.

Pass Block can be used to move a player to an interception position even if the thrower has the skill Safe Throw, since the skill is not an automatic success. However, if for any reason an interception is not possible (e.g. with Throw Team-mate), then the player may not move into an interception position, but could use the skill to exert a tackle zone.

All players may move 3 squares for Pass Block, even if their normal movement is less than 3.

Dodges must be made as usual and Leap could be used, but not go-for-it.

You may Pass Block a Dump Off, unless using the variant described in the Reaction Skills section.

Pass Block may not be used against a hand-off.

You may not Pass Block a Bombardier's Bombs.

If using the 4 minute rule, the clock should be stopped while the opponent makes the pass block moves.

 

5.27 Piling On

This can only be used by a player who has made a block, not by a player being blocked. It can be used after rolling the dice for the armour roll (p15).

Var (a) Skills that change the position of a player (Piling on and Diving Tackle) must be declared before the dice roll they affect.

This cannot be used if the player with the skill falls over as a result of the block (both down).

For Piling On, you must follow up unless the player goes down without being pushed back. The Piling On player lands on top of the fallen opponent, then rolls back to the follow-up square, or the original square if no push-back occurred.

When this skill is used in conjunction with Dauntless, Horns or any other situation providing temporary higher strength, the true Strength of the player (the one on the team roster) will be used to determine bonuses.

If the Piling On player was carrying the ball, he will drop it because he ends the move lying on the ground. This would cause a turnover.

The Piling On player does not need to do an armour roll, except that if the Piling On player or the victim was carrying a running chainsaw, the Piling On player will take an armour roll with +3.

Jump Up cannot be used after Piling On, because Jump Up can only be used at the start of a player’s action, whereas Piling On is used at the end of an action.

A player using Multiple Block can only use Piling On against one of the knocked down players. The player must follow up if a push back occurs, therefore the player can only pile onto the player from the square into which the follow up was made. If no push backs occurred, then Piling On could be used against any one of the downed players.

 

5.28 Prehensile Tail (physical trait)

Stunty players only ignore dodge modifiers for dodging into Tackle Zones, not other modifiers such as Diving Tackle and Prehensile Tail.

 

5.29 Pro

This is a general skill, not a trait.

A player with this skill may use it any time they perform an action, regardless of whether it is during their own or their opponent's turns. It may only be used once per team turn. It follows from this that it may not be used for events that do not occur during either team’s turn such as regenerate, recovery from knockout, etc.

Var (a) Pro may be used whenever a player uses a skill or trait requiring a dice roll. This would include the scatter roll for a player with Kick skill, rolls for Take Root or Off for a bite etc, Regenerate, etc.

Pro may not be used to reroll armour rolls that don’t penetrate or unsatisfactory injury rolls.

If a Pro roll fails, the player cannot use a team reroll or a skill to reroll the original roll again. However, a coach can use a team reroll to reroll the Pro roll. If the Pro roll succeeds the second time, then the original roll can now be rerolled.

 

5.30 Razor Sharp Fangs/Claws (physical trait)

Razor Sharp Fangs or Razor Sharp Claws add +2 to injury (p36) but only after a block.

 

5.31 Really Stupid (racial characteristic)

See Bonehead.

In order to need only 2+, a friendly player must be standing next to the Really Stupid player at the beginning of the Really Stupid player’s turn. If no player is there at the beginning of the team turn, it is possible to move one there before the Really Stupid player makes his action to make the roll 2+.

 

5.32 Regeneration (racial characteristic)

Regeneration cannot be taken by any player as an upgrade, even on a double.

If a regenerate roll fails, the player may not attempt to regenerate from the same injury later in the game. If the roll succeeds or the player is healed by other means, the player may regenerate again if another injury occurs later in the game.

Players with Regeneration regenerate on a 4+. Pro cannot be used for this roll, and it does not occur during a team turn, so team rerolls cannot be used.

Regenerate rolls should be taken before the next kickoff (i.e. at the same time as checking recovery from knock-out).

Var (a) Most leagues take the regenerate roll immediately after the injury and place the player in the reserves box if it succeeds. This makes it easier to keep track of whether it has been taken or not (since it can’t be used twice on the one injury) and clarifies the status of the player. The apothecary roll cannot be used after the regenerate roll (if the player can use one).

Undead players may not regenerate if their Necromancer has left the game for any reason. This includes leaving the game due to rolling 1 when arguing the call.

Trolls, Vampires and non-undead players with Regenerate do not need a Necromancer to regenerate.

Players may regenerate from injuries caused on the handicap table before the game starts but not from niggling injuries.

 

5.33 Right Stuff and Throw Team Mate (racial characteristics)

Throw Team Mate is treated as a Pass action and the team is limited to one pass action and one hand-off per turn, so the team may hand-off but not pass the ball on the turn they use Throw Team Mate.

Throw Team Mate can be used by any players that have the characteristic, regardless of their strength.

If the thrown player falls over, it is not a turnover unless the player was holding the ball (p23) or the pass was fumbled (p22).

You can only aim at an empty square (p23). The square where the ball is lying is considered empty.

Var (a)            You can aim directly at other players.

If a thrown player lands on another player, that player falls over and is pushed one square away from the direction of throw, even if he is already lying on the ground. Both players roll for armour.

Stunties may be thrown for Short passes in a blizzard, even though they are treated as Long. The blizzard lowers visibility, it doesn’t reduce the range of the throw.

The Pass skill and Pro can be used with Throw Team Mate, but no other skills can assist the throw (p23).

The sequence of events during Throw Team-mate is:

Big Guy declares his Pass action.

Handle any racial characteristics relating to the Big Guy taking an action.

The Big Guy can move next to the team-mate he is about to throw if necessary, dodging etc if required

Measure distance to the target square from the Big Guy.

If necessary make an Always Hungry roll. If the player gets eaten or has to squirm free, forget any remaining steps.

Make Pass roll.

If the pass is a fumble, drop the player in his starting square, roll for amour and the fumble has caused a turnover.

If the pass is inaccurate, roll 3D8 for scatter and make a landing roll with 0 modifiers.

If accurate make a landing roll with +1.

All landing rolls are subject to -1 for each opponent with tackle zone on the landing square.

If the player landed on another player, push that player back and both players fall over and roll for armour.

 

5.34 Safe Throw

Safe Throw does not completely prevent interceptions. The thrower still has to roll 2+ on a D6 to negate the interception.

 

5.35 Shadowing

See the section Reaction Skills

Both coaches roll a die and add their player’s normal movement to the roll. The shadowing player must equal or beat the other to succeed (p36).

Shadowing takes place as soon as a player successfully dodges out of the shadowing player's tackle zone. Only one player can attempt to shadow at a time, since it requires moving into the moving player’s vacated square (p36).

You may shadow a player who has used Leap. Your player will enter the square the opponent had occupied before the Leap.

You ignore tackle zones when making a Shadowing move.

Alt (a) Shadowing cannot be used in situations in which tackle zones are ignored (e.g. push back, follow-up after a block, other Shadowing) so it can only be used when a player makes a dodge or leap.

Alt (b) Shadowing can be used in any situation when a player moves or is pushed out of the shadower's tackle zone. However, it could not be used if another player follows up into the square vacated by the player being shadowed.

 

5.36 Side Step

See the section Actions - Push Backs.

A player with this skill may move into any adjacent empty square (p37) when he is pushed back. The square where the ball is lying is considered an empty square. If all adjacent squares are occupied, he may not use sidestep. The square the attack came from is not considered empty even if the attacking player follows up. In any case, the attacker only decides whether to follow up or not after seeing where the Side Step player goes.

The side stepping player does not have to choose to step off the field if there is an empty square available.

Side Step may be used if a player is pushed by another player being pushed in a domino effect.

Var (a) Stand Firm and Side Step skills can only be used by a player who is blocked. Players with these skills can be shunted back (and out of bounds) if forced back by the player who was blocked and pushed back.

 

5.37 Spikes (physical trait)

Spikes physical ability may not be taken multiple times.

Spikes may not raise a player's armour value above 10.

 

5.38 Stand Firm (strength trait)

This can only be taken on a double by players able to take strength skills.

See the section Actions - Push Backs.

Note that if the Stand Firm player fails a dodge, the player remains in the original square.

A player may Frenzy against an opponent who has Stand Firm, even though neither player moves.

Situations referring to a player being ‘pushed back’ will still apply to a Stand Firm player even though the player does not actually move (p34). Therefore a player with Strip Ball who rolls a push back against a Stand Firm player will force the player to drop the ball, scattering from where the player stands. Only Sure Hands protects against Strip Ball.

 

5.39 Strip Ball

A player may only use Strip Ball if a push back result is rolled on the block dice (p37). If a block results in a no result (both down result and both have block) the blocked player holds onto the ball. Push back includes ‘defender down unless dodge’ when the defender has dodge and the attacker doesn’t use tackle.

A stripped ball scatters from the square into which the blocked player is pushed.

The blocker must choose whether or not to follow up before the ball scatters due to the Strip Ball skill.

A player with Strip Ball who rolls a push back against a Stand Firm player will force the player to drop the ball, scattering from where the player stands (p34). Only Sure Hands protects against Strip Ball.

 

5.40 Strong Arm (passing trait)

This can only be taken on a double by players able to take passing skills.

Strong arm does not allow dump-offs in the short band range.

Var (a)            A player with this trait and Dump Off may 'dump off' to short pass range.

Strong Arm does not allow a player to throw long passes during a Blizzard because visibility is reduced and the strength of the arm is not the limiting factor.

Accurate and Strong Arm can be combined.

 

5.41 Stunty (racial characteristic)

Stunty players only ignore dodge modifiers for tackle zones they are dodging into, not other modifiers such as Diving Tackle or Prehensile Tail.

All Stunty players suffer a -1 penalty when passing and have a +1 penalty on the injury roll.

 

5.42 Sure Feet

Sure feet may be used only once per turn (p37).

 

5.43 Sure Hands

Sure hands counters Strip Ball.

Gaining control of a bouncing or scattering ball is a catch roll. The Catch skill will allow a reroll, Sure Hands will not. Sure Hands is only for balls lying on the ground.

 

5.44 Take Root (racial characteristic)

Roll a D6 for the player before the match starts. On 1-3 the player misses the first half of the match, but will still show up for the second half (p26).

 

5.45 Tentacles (physical trait)

When a player attempts to move out of the tackle zone of an opponent with tentacles, both players roll one D6 and add their strength (p37). If the result for the tentacled player is higher, the moving player is unable to leave the tackle zone. A failure does not end the player’s action, so they may pass, block or foul but not move.

If a player is leaving the tackle zone of several tentacled players at the same time, only one may attempt to hold the player (p37).

A player must declare an action before making the Tentacles roll and if they fail the roll, they may only carry out an action they have already declared (e.g. a blitzing player could block an adjacent player, a passing player could pass from that position, a fouling player could foul a downed opponent if there is one next to him). It is not a turnover if the player decides not to complete the proposed action.

Tentacles have no effect where tackle zones are ignored i.e. in a push-back or a follow-up. Therefore, a player prevented from moving by the Tentacles could block an adjacent player and follow up, moving away from the Tentacles or block the Tentacles player pushing him away without following up. If this was part of a Blitz action, the blitzing player could then move away, unaffected by the Tentacles.

A player using Leap can be stopped by Tentacles.

If a player fails the Tentacles roll, they may not move to another square in the same player’s tackle zone. A player moving from one square in a tentacled opponent’s tackle zone to another square in the same player’s tackle zone must roll to try to escape the Tentacles before moving.

 

5.46 Throw Team Mate (racial characteristic)

See Right Stuff.

 

5.47 Very Long Legs (physical trait)

No characteristic may be permanently increased more than 2. so 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, and a player with +1MA and very long legs will not gain movement if he rolls 10 on a star player roll.

 

5.48 Wild Animal (racial characteristic)

This trait is different from the negative skill described in the compendiums and Blood Bowl magazines. The player must move first (but after Fanatics), and may not receive any assists when blocking or fouling. If an opponent is standing adjacent to a standing Wild Animal when the Wild Animal starts his move, he must block or blitz that adjacent player. Most Wild Animals have Frenzy and must use it if the opponent is pushed back

The Wild Animal must take an action and must move first. However, a move of 0 squares is permissible if there is no opponent standing next to him.

If the Wild Animal is lying down at the start of the move they do not have to attack an adjacent player.

Although they are too far out of control to receive assists when blocking they may receive assists when being blocked themselves and can assist their team-mates.


6.0 HANDICAPS TABLE

6.1 General

Cards are not used with the revised rules as the handicap table is used instead (p43).

All handicap events are used immediately unless the wording specifies later use.

#14 “Inspiration” does not prevent the team gaining an MVP at the end of the game,  whereas #32 “Bribe the Announcers” does not allow an extra MVP. If you get an MVP before the game and the player gets a skill and suffers from aging, the aging takes effect immediately, including niggling injuries, which apply for this game.

#213 “Biased Referee”. You foul as normal and the other team always gets caught on 4+ whether or not the eye is on them.

#24 "Running Late". D3 players missing the first drive is considered fairer than D6.

#25 “Greased shoes”. Pick a player as soon as you draw the handicap event. That player may sit out the first drive (cleaning their shoes) if the team has more than 11 players.

#42 “Grudge Match” does not prevent the ref from ejecting players and his eye is on the last team to foul immediately after the foul. So if several players foul in one turn he does not wait until after the turn ends to start watching the other foulers.

Var (a) the Ref still ejects players, but only on a 6.

#52 “In the bag” The team affected fields the 11 worst players available to play. Players in the KO or injuries box are not included. It is considered unsporting to deliberately have your worst players sent off for fouling to get the best ones on the field. If several players are equal 11th on SPPs the coach can choose which to field.

#56 “Assassin”. A player who is stunned or KO’d will recover before the team has to line up to play. This is a pre-game event not in-game.

#63 "Virus". This may be too powerful where teams have many niggling injuries. It has been recommended that rather than all miss the game, they need a 4+ rather than 2+ to take part.

#65 “Iron Man”. If you break armour on this player place him face down as stunned, without rolling for injury, so no SPPs can be obtained by causing casualties to this player.

#66 "Buzzing". You get to choose which player is buzzing.

 

 


7.0 BIG GUYS

7.1 General

The official rules are substantially different (p25) from those in Compendiums 1 and 2 and Blood Bowl Magazine 1 and 2.

 

7.2 Pro skill used for Big Guys negative trait roll

Pro can only be used for the negative skill rolls that are made during the team turn.

Var (a)   Vampires and Treemen can use Pro to reroll Off-for-a-bite or Take Root.

 

7.3 Big Guy Progression

Big Guys progress at the same rate and in the same way as other players.

They cannot remove their racial characteristics.

 

7.4 Player size

Big Guys take up one square on the field like any other players.

 

Halfling and Goblin team Big Guys

Halflings and Goblins pay double for Star Players (p18),except fro Trolls on Goblin teams and Treemen for Halflings. The current rules do not apply this to Big Guys, although this is expected to be applied at the proposed rules review in October.