OnLine BloodBowl Enthusiasts’ Reference With Assembled League Doctrines

OBERWALD Supplement

(v4.21 7 November 2001)

This is based on the Oberwald Supplement by Dean Maki. This version edited by Brian Horton with assistance from Gary Moriarty and Steve Lalancette, with many helpful suggestions from the Gurus on Blood Bowl Central and the Blood Bowl Mailing List.

Comments and suggestions can be sent to Oberwald@bloodbowl.net

This supplement to Oberwald v4 is for Blood Bowl 4th Edition and includes

New Players, New Skills and New Wizards,

and other Totally Unofficial Stuff

 

 

TABLE OF CONTENTS

1.0 ADMINISTRATIVE

2.0 NEW PLAYERS, WIZARDS, SKILLS AND WEAPONS

2.1 New Players

2.2 Making new Blood Bowl Players

2.3 Racial Wizards

2.4 Some new skill suggestions

2.5 Additional Secret Weapons

3.0 NEW RACES

3.1 Introduction

4.0 TOTALLY UNOFFICIAL RULES

4.1 Handicaps

4.2 Apothecary upgrading

4.3 Hobgoblin Stupidity

4.4 Random Mutations

4.5 Raise the Undead

4.6 TR150 Teams

4.7 A Modest Proposal

1.0 ADMINISTRATIVE

This document includes information on some additional players and wizards not included in Blood Bowl, Deathzone, Blood Bowl Magazine 1 or 2 or Blood Bowl Gold. Some of this has been published in Blood Bowl Compendium 1, 2 or 3 and is compiled here because there are some differences between various versions.

This supplement should be read in conjunction with the rule books and OBERWALD version 4. Standard rules are covered in that document and rules are only mentioned here where they are affected by the skills of unofficial players.

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 [JJ] 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.

The original OBERWALD supplements included a list of official and unofficial Star Players. This supplement does not included Star Players on the grounds that the use of Big Guys and allowing secret weapons for non-Star Players makes Star Players unnecessary and undesirable.

2.0 NEW PLAYERS, WIZARDS, SKILLS AND WEAPONS

2.1 New Players

Source: Compendium 1

Most of the following new players appeared in Compendium 1 but are not official. They are somewhat overpriced compared with other players but that is intended because they can add a new aspect to their teams.

Team

Player

Qty

Cost

MA

ST

AG

AV

Skills

New Skills

Orc

Savage Orc

0-2

90k

6

3

3

8

Frenzy, Tattoos

General, Agility

Goblin

Night Goblin

0-4

50k

6

2

3

7

Dodge, Stunty, Right Stuff, Hatred of Dwarfs

Agility

Goblin

Forest Goblin

0-6

50k

6

2

3

7

Dodge, Stunty, Right Stuff, Tattoos

Agility

High Elf

Maiden Warrior

0-2

110k

9

2

4

7

Dodge, Leap, Sidestep

General, Agility

Chaos Dwarf

Sneaky Git

0-2

70k

6

3

3

7

Shadowing, Sidestep

General

Skaven

Plague Monk

0-2

90k

6

3

3

7

Foul Appearance, Frenzy

General

Dark Elf

Assassin

0-2

100k

6

3

4

8

Shadowing, Dodge

General, Agility

Dwarf

Thunderer

0-2

80k

5

3

3

8

Pass, Thick Skull

General, Passing

Halfling

Tallfellow

0-6

50k

6

2

3

6

Dodge, Right Stuff, Stunty

General, Agility

Tallfellow Halflings (also known as Super-Halflings) were not in Compendium 1, are not widely accepted and should only be allowed if special concessions are necessary to encourage coaches to use the Halfling teams. Their origin is uncertain.

Tattoos: The player believes his tattoos will protect him, so his armour value is fixed and cannot be modified by anything, including Mighty Blow, Dirty Player, Chainsaws, etc. However, skills such as Mighty Blow will affect the injury roll if armour is penetrated. This skill may not be used by a player with an AV of 9 or more. The skill has not been given a category and may not be used by players that do not have it as a starting skill.

Hatred: The player hates the particular race and will attack them with great ferocity. When blocking a player of that race, the player counts as having the following skills : Dauntless, Frenzy, Piling On. You must still roll for Dauntless as usual. The skill has no effect when a player is being blocked by the hated race, nor does it have any effect on assists.

2.2 Making new Blood Bowl Players

Source: John Kipling Lewis.

  1. Disclaimer

Read at your own risk. The current, previous or original authors make no claim as to fitness for any purpose or absence of any errors and offer no warranty.

  1. What is "play balance" and why is it important?

Play balance is a term used by game designers to describe when game elements are evenly matched. Chess, for example is considered play balanced because both sides in the game start with the same amount of pieces.

Play balance is important because creating an imbalance in a game results in a boring, singular style of play.

  1. What is "play testing"

Play testing is the act of playing with a new game element (like a new player or team) in order to test its play balance. It is impossible to accurately determine play balance without play testing.

  1. I want to make a new player, how can I start?

One method for creating new players is to compare that player to the most basic player in the game, the human lineman. Many players consider the human lineman to be the baseline from which all other players in Blood Bowl were derived.

  1. How do I compare my new player to a lineman?

When comparing the human lineman to your new player, describe the major differences between them. If you were making a centaur player, your list might look as follows:

Faster (body of a horse). Stronger (body of a horse).

  1. How do I create stats based on these differences?

Take the normal stats for the human lineman and then change the aspects of the stats that reflect the differences. There are basically three ways to do this.

The first method is to increase a stat. Starting from the lineman as the base, we will increase the movement of the centaur from 6 (human lineman) to 7 to represent it being faster.

The second method is to add a skill category. Here we will make the strength category available to the centaur.

The third method is to add a skill. In this case, we will add the skill Sprint

Final result

Player

Cost

MA

ST

AG

AV

Skills

New Skills

Human Lineman

50k

6

3

3

8

none

General

Centaur

>50k

7

3

3

8

Sprint

General, Strength

  1. How do I find the cost of my new player?

Cost is a tricky topic. JJ has a formula for creating a base cost for a new player. Note that this cost was considered a starting point and required play testing to fudge it a little.

All models start with 5 points, to which is added the following:

STRENGTH

+/- (ST-3) x 3) plus a further 3 points if ST>3 plus another 3 points if ST>6.

MOVEMENT

MA2 = -4, MA3 = -3, MA4 = -2, MA5 = -1, MA6 = 0, MA7 = +2, MA8 = +3

AGILITY

+/- (AG-3) x 2

ARMOUR

AV6 = -3, AV7 = -2, AV8 = 0, AV9 = +1, AV10 = +3

SKILLS & THINGS

+2 per skill or mutation (or other useful characteristic)

Note that according to the official formula some skills like Block are considered to be worth more and count as +3 instead of +2. Others like Horns and Sprint are not worth as much and can be given +1. In practice most of the regular players can be derived using about 20k for the most valuable skills (Block, Dodge, etc.) and 5-15k for lesser skills. There should be an extra penalty if the player has skill that is not available by normal progression (i.e. without doubles).

COST in GPS

Having got the points value, you can convert it into a cost for the player.

If the points value is 10 or less, the player’s value is:

GPS = points x 10,000

If the points value of the player is 11 or more, then the player’s value is:

GPS = 100,000 + ((points - 10) x 5,000)

Our example with the Centaur works out to be:

5 base points + 0 (ST3) + 2 (MA7) + 0 (AG3) + 0 (AV8) + 2 (one skill) = 9

9 x 10,000 = 90,000gps

Note that access to Strength skills was not factored into JJ’s formula. This is probably because the formula was created before Deathzone was released. As a general rule players should not have access to both agility and general skills.

  1. Are there other methods for determining cost?

Yes. Another method is to start with the closest existing player and add or subtract according to the above prices. However, positions for some races may be over- or under-priced by up to 10k to compensate for other positions (or characteristics) of that race.

  1. Common errors include:

Over description

Many new players are "over described". This often comes when designers attempt to convey every aspect of a player. Over description is characterized by players with too many skills or stat variations.

Creating unnecessary skills.

The temptation to create new skills often comes from a desire to describe an aspect of a new player that the designer could not define using the base rules of the game. This should be avoided for two reasons. First, it’s often possible to find a way to express such aspects in game terms with some research. Second, acceptance of new players is much easier if it does not require new rules.

Creating the perfect player

There are few players that are good at everything. However, many new players suffer from being created in a perfect mold. These players tend to have many added benefits but no drawbacks.

Not leaving growth potential for the new player

Often new players are created with a complete set of skills that round them out. This leaves no room for growth for the new player.

 

2.3 Racial Wizards

Source: Compendium 1 and the Deathzone handbook.

All Wizards cost 150,000 gps except the Goblin Shaman who costs only 75,000 gps. The Wizards were described in more detail in Compendium 1 (Compendium 3 for Brettonnians). They were not developed by Jervis Johnson and are not official. Some leagues allow a choice of the standard wizard or the racial wizard for their team.

Amazon same as Human

Bretonnian Grail Nun. May only join the team when a Knight also joins the team. Roll a D6 before the game for each individual knight. On a 1 that knight is not inspired and refuses to play; on 2 he plays with -1AG; on 3 no effect; on 4, 5 or 6 the knight may choose a general, agility or strength skill respectively for this game only

Chaos Sorcerer Once only, at any time, fire a Warp Bolt. Roll a D6. On 2+, the victim is injured; roll for injury. On 1, the spell goes wrong ; roll again : on 1-3 the Chaos Sorcerer is destroyed, on 4-6 he misses the next match.

Chaos Dwarf Once only, at any time, causes an earthquake centred on a square. Roll a D6. Anyone in target square is knocked over on 3+, adjacent players are knocked over on 5+. Roll for injury for all players that are knocked over.

Daemon Same as Chaos

Dark Elf Every time a weather roll is made, roll a D6. On 2+ the Wizard chooses the weather. In addition, once per game at any time, cast a bolt of lightning on a player. Roll a D6; the player is knocked over on 4+. If knocked over, roll for armour and injury as if hit with Mighty Blow.

Dwarf Alchemist as in Deathzone

Var (a) Dwarven Runesmith. Forges gold items that can be sold before the game starts or used in the game. At the start of the match roll a D6.

On 1-3 sell the item for D6 x 10,000gps.

On 4-5 create a dispel rune that can be sold before the games starts (as above) or used to prevent an opposing wizard’s spell on a 2+.

On 6 create a magic item. Sell it before the games or draw one extra Magic Item card.

Goblin Shaman Cost 75,000 gps. Same as Orc Shaman, but only roll one die.

Halfling Master Chef as in Deathzone

High Elf Mage Take twice as many special play cards as entitled. After looking at them, discard half to retain the correct number of cards. Two or more Magic Items may be taken, provided only one is kept.

Human As in Deathzone

Khemri Undead Same as Undead

Lizardman Same effect as the High Elf Mage.

Minotaur Same as Chaos Dwarf

Norse Same as Human

Ogre Same as Orc

Orc Shaman Once per match at any time use the Hand of Gork. Nominate a player from your team, roll 2D6 and move the player through the air that number of squares, landing in an empty square.

Skaven Grey Seer Once per game at the start of one of your player’s moves, roll a D6. On 2+, the player takes two actions, one after the other. On a 1 the player dies immediately (the apothecary may be used). The two actions do not allow a second Blitz, Pass, Hand Off or Foul if that has already been done, but could be Blitz then Pass or other combinations.

Snotling Trickster After the special play card roll at the start of the match, take D3 extra Dirty Tricks. (source: www.mtek.chalmers.se/~m96simon/bloodbowl/bb_teams/snotling.html)

Treeman Same as Orc (the only way they’ll ever score)

Undead Necromancer required as in Deathzone

Wood Elf Mage Has the same ability as two apothecaries. An apothecary can be used in addition to the two healing actions by the Wizard. The Wizard works his spells from a distance and can heal in circumstances where the apothecary may not be able to operate (crowd injuries). The Wizard cannot heal himself, but can be healed by the apothecary and vice versa. More than one attempt may be made to heal the same player if the first fails.

Var (a) The Wizard only heals on 3+.

2.4 Some new skill suggestions

Source: www.midgardbb.com/Skills.html

This web site not only lists all the standard skills (with a few minor modifications to allow play by e-mail) it also lists a range of alternative skills and negative skills. See the web site for skill descriptions. The following is a very brief summary of the extra skills. Users must read the full details from the web site before actually using these new skills.

GENERAL SKILLS

Double Dauntless (useful in defence)

Rage (a little more controlled than Frenzy)

Trip Up (Exert a tackle zone when lying down)

AGILITY SKILLS

Jam (stop an opponent in his tracks)

Stiff Arm (like Horns but used when being Blitzed)

PASSING

Bullet throw (throw the ball hard to injure an opponent)

Perfect Spiral (the pass is easier to catch)

Pinpoint precision (receiver can ignore one tackle zone)

STRENGTH

Bear Hug (Use strength to attack opponent instead of a block)

Double Blitz (Optionally Block the same player again after a pushback)

Juggernaut (this ST5+ player is almost unstoppable)

Pitch Player (throw an opponent)

PHYSICAL

Cold resistant (Less affected by Blizzard but more susceptible to sweltering heat)

Heat resistant (Not affected by Sweltering heat but more susceptible to blizzard)

Mace tail (agile players can hit with their tail instead of a block)

Null field (or Tattoos) (armour not affected by modifiers)

Wings (leap with +2 modifier, but must take a run-up)

NEGATIVE SKILLS

Appetite (Buy food or he eats one fan factor)

Are we there yet (never go-for-it)

Banishment (considered dead if badly hurt or serious injury)

Brittle (more likely to suffer adverse effects of serious injury)

Cold blooded (Same as Bonehead, but will not play in a Blizzard)

Cold natured (Same as Bonehead, but will not play in Sweltering heat)

Cruelty (might foul if any player of either side is lying next to him)

Easily injured (+1 to injury roll)

Elemental/Player link (requires other specific player positions to be on the field)

Fragile (cannot block or go-for-it when holding the ball)

Go for it injury (roll for injury, not armour if fails a go for it)

Greater glory to me (may refuse to pass or hand-off)

Gluttony (Sometimes too busy eating to play)

HIFAICGU (Help, I’ve fallen and I can’t get up)

Honourable (will never foul or assist a foul)

Idleness (may refuse to play in the drive after scoring)

Ill-disciplined (requires specific steadying player positions to be on the field)

Lesser banishment (considered dead if seriously injured)

Limited movement (can only move block and assist in the 3 directions he is facing)

Mercenary (always takes half the team winnings)

Mine! Mine! Mine! (The player will not give up the ball must move it towards the endzone)

Nonball handler (cannot pick up or catch the ball)

Not a team player (always eats one team member after the match)

On team as a penance (uncooperative and hates losing)

Medic (refuses to be healed by a team apothecary, but will use a personal apothecary)

Penalty # (this player does not have a secret weapon but will be sent off on #+ anyway)

Pride (refuses to anything, including accept handoffs unless rolls 2+ first)

Rusting (Cannot play in pouring rain)

Single eye (must always reroll any successful pass)

Single minded (If holding the ball will not move or pass it away from the endzone)

Stomach pains (after each turn must lie down if rolls 1 on D6)

Splat (If knocked over falls in a random direction using scatter template, knocking others over)

Squig rules (Squigs have lots of negatives. Check the Night Goblin team)

TIKSTPK (The Ingines Kaen’t staend the preshir, Keptin)

Uncontrollable (at 1 on D6 moves randomly knocking over anyone in the way)

Unique (if killed, this player can never be repurchased)

Unstable (After each drive on 5+ returns to the void until end of game)

Wanderer (At end of game, if rolls 1 on D6 then leaves the team)

We’re not worthy! (if holding ball, on 1-3 must pass/handoff ball to a more worthy player)

Will he show (at start of match if rolls 1 on D6 will miss the first drive)

Wizard link (can only be on the pitch if the Wizard is also on the pitch)

Wooh Nelly (Lots of special rules for a spookable ridden player. See Forest Goblin team)

Woof Woof (Prevents killed skeletons regenerating. Tends to move toward trees)

 

2.5 Additional Secret Weapons

Source: Maelstrom Bloodbowl League

The following list includes the secret weapons introduced in 4th Edition as well as a wide variety of extras. These rules are used together with 4th Edition rules, but where there is inconsistency these rules supersede 4th Ed secret weapons rules for consistency with the full set of weapons. Dwarfs may take a secret weapon in addition to the Deathroller.

Weapon

Cost

Races

Penalty

Blind Dust

10k

Halfling, High Elf

10+

Blowgun

20k

Forest Folk, Halfling, Lizardmen, Wood Elf

10+

Blunderbuss

30k

Chaos Dwarf, Dwarf, Human, Skaven (Jezzail)

10+

Bomb (explosive)

40k

Chaos Dwarf, Dwarf, Goblin

8+

Cannon

100k

Dwarf

7+

Chainsaw

60k

Amazon, Chaos, Chaos Dwarf, Dark Elf, Dwarf, Goblin, Human, Khemri, Norse, Orc, Skaven, Undead

8+

Doom Diver

30k

Goblin

8+

Hot Pot

30k

Halfling

9+

Pogo Stick

20k

Goblin

10+

Poisoned Dagger

10k

Amazon, Chaos, Dark Elf, Human, Lizardman, Skaven

10+

Poisoned Wind Globe

20k

Goblin, Snotling, Skaven

10+

Snotling Pump Wagon

100k

Snotling

7+

Spike

Free

All except Big Guys

10+

Stink Bomb

20k

Goblin, Snotling, Skaven

10+

If a player is given a secret weapon, he will never give it up and must always take it on the field when he plays.

The use of a secret weapon requires a player action and may not form part of a move, blitz, pass or foul unless the secret weapon is used specifically for the declared action.

The following includes notes to clarify the fanatic and deathroller, which are not shown above because they are on team lists.

Ball & Chain Fanatic: See Oberwald for details

Blind Dust: All opponents in squares adjacent to the player with Blind Dust may be attacked at any time during the player’s action. For each player in turn roll a D6. If greater than the attacked players AG they lose their tackle zone and cannot do anything (catch, intercept, assist etc.) until their next team turn. If a 1 is rolled the player is affected by the Blind Dust himself, siuffers all its effects and a turnover occurs. Blind Dust may be used once per kickoff.

Blowgun: The blowgun player may move before using the blowgun. The blowgun has a range up to long pass. Roll as though it was a pass but it does not count as a pass action. After determining scatter as for a pass, the dart follows the red line on the passing template to the centre of the final square. The poisoned dart will hit the first player whose square lies under the red line on the ruler and who fails a basic agility roll. A player hit by the dart is knocked out. A player may only fire one dart in between each kickoff.

Blunderbuss: See Oberwald for details.

Bomb (explosive): See Oberwald for details

Cannon: Used once per kickoff. Set up on field prior to the kickoff facing opponent’s end zone (may not be moved) with the Dwarf cannonball player inside the cannon (counts as 1 player). The cannonball player may take a handoff but can do nothing else until he is fired. Firing the cannon counts as a Pass action. The cannon may be fired by any friendly player in an adjacent square, Firing is that player’s action for the turn – the firing player can do nothing else. The cannonball player moves 4d6 squares in a straight line and lands using the rules for thrown players. If he goes over the end zone, a TD is scored but the player suffers a Serious Injury, so roll for the type of Serious Injury when he lands (niggle, stat downgrade etc.).

The player inside the cannon is protected from direct attack by custard pies, stink bombs, daggers, chainsaws etc., but the cannon itself can set off by bombs, other explosions, and earthquakes. Lightning bolts and fireballs will fire the cannon.

The team cannot use the cannon just to protect the ball. If the cannon is not fired on the turn the player received the ball, or on the following turn for that team, the referee will halt the game, remove the cannon from the pitch and award the ball to an opposition player (coach’s choice) in the square previously occupied by the cannon.

Chainsaw: See Oberwald for details

Deathroller: See Oberwald for details

 

Doom Diver: Keep the Goblin off the field until you are ready to use him. The gobbo is lobbed onto the field, just like a Hail Mary Pass. If the Gobbo manages to hit a player, that player is knocked down. Roll for injury straight away with a +2 modifier. Roll scatter for the goblin and lay him face up in that square, unharmed. If the Doom Diver doesn't hit another player, roll 1d6:

1 The diver slams into the ground and dies instantly. The goblin remains stuck in the ground until the next kickoff.

2-4 The diver hits down hard. Make an armour roll as normal.

5-6 Perfect landing, sort of…. Lay the goblin face up in the square unharmed.

The Doom Diver can't pick up or catch the ball, because his hands are tied. The rush of the ride makes the goblin insane and he gets the Frenzy skill until the next kickoff. The diver can only be "shot" once per half.

Hot Pot: When a Hot Pot is purchased, the player also acquires 2 assistants. Player and assistants are kept on the sideline. Once per half the Hot Pot may be fired onto the field using rules for a Hail Mary Pass (if a 1 is rolled then make an armour roll for each of the crew). Add +3 to the penalty roll if one of the "crew" is injured. If two or more are injured the Hot Pot is destroyed. Anyone in the square it lands in is automatically knocked down and those in adjacent squares are knocked down on a 4+. Roll for armour and injury normally.

Pogo Stick: See Oberwald for details

Poisoned Dagger: See Oberwald for details.

Poisoned Wind Globe: same as Stink Bomb.

Snotling Pump Wagon: Full details about the background for this machine are given in Compendium 2. It counts as one player, even though it may have a large team of Snotlings attempting to drive it.

MA

ST

AG

AV

Skills

D6+1

7

1

9

Mighty Blow, Stand Firm, Multiple Block, Annoying

The movement is D6+1. The Pump Wagon always uses all of this movement unless it goes off the pitch or falls over, and it does not go-for-it. Choose a direction, then roll using the throw-in template to find out the direction it really went. It ignores enemy tackle zones and never has to make a Dodge roll. If it runs into any player, standing or lying, friend or foe, if it is still moving after resolving the action then choose a direction and roll again for actual direction. This does not count as a Blitz because it never hits anyone deliberately.

If it runs into a standing player (either team) roll for a Block (ST7). Although it is given the skill Multiple Block it is not clear how this skill is used.

If the Pump Wagon is knocked over or falls over for any reason it is considered wrecked for the rest of the game, but may be repaired by next game if the team has hired a Mekanik. The player who knocked it over may roll for armour and injury to see if they scored a casualty. If a Killed result is obtained then the Pump Wagon is wrecked beyond repair.

If it rolls over a player lying on the ground, roll for armour with +6 modifier. This does not count as a foul action.

It may never pick up or carry the ball, just roll for scatter if it runs over it.

If it rolls off the pitch into the crowd it scores 4D6 crowd casualties. Then roll for ‘injury’ on the Pump Wagon. If stunned (1-7) it is stuck in the stands for the rest of the game, otherwise it is wrecked for the game as above.

If it rolls off the pitch into either dugout, it scores D6 casualties to players, coaching staff and cheerleaders. Randomly select these from the personal available and roll for injury on each. Then roll for injury on the Pump Wagon. If the result is stunned and it is in the opponent’s dugout it is stuck for the rest of the game, if in its own dugout it goes in the Reserves box and may return at the next kickoff.

For every 50 crowd casualties caused by the Pump Wagon (or any other secret weapon), the fan factor is permanently increased by 1.

Annoying Before or after the Pump Wagon’s action (not during the movement phase when the Snotling crew are busy) it may attempt to annoy opponents. Choose the first player and roll a D6. If the score is greater than the opponents agility then the player loses their tackle zone for the rest of the turn. During the same team turn they may attempt to annoy another opponent at D6-1, then another at D6-2 and so on until further annoying is not possible.

Mekanik: Cost 60k. Roll a D6 for each damaged weapon to be repaired. On 4+ the weapon may be used in the next match. On failure the Mekanik tinkers with it and can roll D6+1 next time, then D6+2, until it is repaired. However a natural roll of 1 always fails.

Spike: Spike adds +1 to all armour or injury rolls (i.e. exactly like the Mighty Blow skill).

Stink Bomb: See Oberwald for details.

3.0 NEW RACES

3.1 Introduction

Previous supplements had details of some unofficial races. However, the following web site keeps details of these teams and this supplement will no longer try to keep track of them all.

See http://www.midgardbb.com

 

3.2 Official teams

Amazon

Brettonian

Chaos

Daemon - Khorne

Daemon - Nurgle

Daemon - Slaanesh

Daemon - Tzeentch

Dark Elf

Dwarf

Goblin

Halfing

High Elf

Human

Khemri

Lizardmen

Minotaur

Norse

Ogre

Orc

Skaven

Snotling

Treefolk

Undead

Vampire

Wood Elf

 

3.3 Unofficial teams allowed in MBBL (Midguard Blood Bowl League)

Albion Wanderers

Araby (2 versions)

Barbarian

Border Prince

Bright Crusaders

Chaos Beastmen

Chaos Halfing

Chaos Warrior

Daemon - Nurgle’s Rotters

Draconian

Elementalist

Evil Gits

Fimir

Forest Folk

Forest Goblin

Gnome

Golem (version 1)

Half-Orc

Halloweenies

Heroes of the Law (Imperial)

Hobgoblin

Lycanthrope

Night Goblin

Nipponese

Pixie

Robot

Savage Orc

Sisters of Sigmar

Shallya

Slaanesh Elf

Slann

Spirit

Wee Folk

Wild Cards

Wiley Skaven of Clan Axme

 

3.4 Unofficial teams not allowed in MBBL

Alpha Complex

Ankh-Morpork Watch

Artificial

Automatons

College of Elemental Magic

Chaos Bastard

Feline

Golem (version 2)

Khemrian Undead

Lizardmen (Pre-CJ version)

Mongrel Horde

Prisoner

Real Bastards

Referee

Santa’s Team

Simian

Skeleton

Sylvanian Undead

Tyranid

Underworld Creepers

US All-stars

Vampire Counts

Vampire Hierarchy

Vampires (New Age)

Wild (Savage) Elf

Zombie

Planet of the Apes

 

4.0 TOTALLY UNOFFICIAL RULES

This section contains various bits that coaches often ask questions about, or would ask if they knew the variations existed.

4.1 Handicaps

The existing rules are suitable for teams with relatively low rating, but a difference of 11 points between teams of about 300 rating is not as important as a difference at about 150 team rating. This can cause games to depend only on the number of ‘turnover’ cards they receive. In addition, players with more than 50 Star Player Points contribute heavily to the team rating without a proportional increase in skills. Some leagues have developed alternate handicap systems to counter these problems.

Variant (a) Nebuchanezzar’s Handicap Ratio

Calculate the ratio of the higher team rating to the lower team rating

Ratio Bonus Cards Bonus MVPs

< 1.1 0 0

1.1 - 1.2 1 0

1.2 - 1.3 1 1

1.3 - 1.5 2 1

1.5 - 1.75 2 2

1.75 - 2.0 3 2

> 2.0 3 3

Variant (b) Zombie’s Team Rating System

Calculate the cost of the team, excluding the treasury, and divide by 10,000 as usual for a team value score. Because the treasury is excluded, this value will only change when purchases are made or deaths occur, so it may not need to be recalculated after every game.

Add up all the new skills, traits and stat upgrades to players, including magic helmets, and subtract 1 for each stat downgrade or niggling injury. Multiple this value by 2 for a player score. This value will only change when players receive upgrades or injuries so a running total is easily kept.

Add the team value score to the player score. Treat this exactly like the team rating.

4.2 Apothecary upgrading

Source: Citadel Journal

Pay 50k per level. Start with a high level apothecary or buy any lower level and upgrade as required.

1 Original apothecary. Heal injury on 2+ or allow a player with a niggling injury to play (no dice roll required).

2 Allow a niggling injury player to play and also heal during the match.

3 As for Level 2, plus when a KO’d player fails to return, roll a D6. On a 6 the player returns to the game. This can be used every time a KO check fails.

4 As for Level 3, plus reduce one ‘Serious Injury’ to ‘Badly Hurt’. Used once per match and can be used after failing a normal attempt to heal the injury.

5 As for Level 4, plus may reduce a Death’ to Serious Injury. Roll a D6, on 4+ he recovers to Serious Injury state. Can be used once per match and can be used after failing to heal the death. The serious injury cannot then be reduced to Badly Hurt as in Level 4.

4.3 Hobgoblin Stupidity

Although alternate (a) was in Compendium 2 and quoted by Jervis Johnson, it is a rather dull rule, so many leagues prefer alternate (b) (from Da’ Boss), which is not necessarily a disadvantage for the Hobgoblins. These rules apply to ordinary Hobgoblins, not Sneaky Gits.

Alt (a) For each Hobgoblin on the team roll a D6 at the start of the match. On 2+ he plays normally, but on 1 the player has arrived late and misses the first drive. [JJ]

Alt (b) Roll a D6 (once only, not once for each Hobgoblin). On 4+, they all play normally; on 1-3, roll a D6 and consult the table. This is done at the start of the match but can be repeated at half time if you like more stupidity.

1-2 Bootlace botchup: D6 Hobgoblins (reroll 1s) have accidentally tied their shoelaces together. For the first drive, they move as a connected string. Consider them as moving simultaneously so that as one moves the others make their moves to keep the string together, but none of them can exceed their normal movement (plus go-for-its). This could mean that when one Blitzes, it may have support from the others trailing along. It also means that if any have to dodge, the group is held up while resolving the dodge. If one is knocked, over the rest may swivel around them but may not break the string. If a push-back or other action would break the string, the others move to keep the string intact. This movement to keep the string intact is a free action which does not require dodges and does not allow Shadowing, Diving Tackle, etc. If one of them leaves the pitch (e.g. because of an injury), then all Hobgoblins in the string fall over, breaking their bootlaces. No armour roll is needed, so on the next turn they can stand up and play normally.

3-4 Gosh, You are my Hero: D6 Hobgoblins fall into hopeless adoration of another non-Hobgoblin player from the same team. The Hobgoblin coach chooses a hero for each Hobgoblin affected. For the first drive, they follow that player about slavishly, and must stay in an adjacent square. They may not make a move that would make them leave their hero’s side (such as a follow-up). The hero-worship is so effective that the Hobgoblins count as having the Guard skill during this drive, but only when assisting their hero or heroine. The hero has no need to always stay with the Hobgoblin and so can move freely, but when the Hobgoblin moves he must move in a way that would end the move beside his hero if possible, or if that is impossible at least take him towards his hero and as close as possible. If adjacent he cannot move away.

5-6 Face-pulling contest: All the Hobgoblins are late for the match because they have been holding a face-pulling contest in the changing room. The Hobgoblins take the field on their team’s second turn, starting in their own endzone. The coach can choose which squares inside the endzone. Unfortunately, the wind changed during the contest and their ugly faces stay ugly. They all count as having Foul Appearance for the rest of the match (or half if you repeat the roll at half-time).

4.4 Random Mutations

Some leagues use random mutations for Skaven and Chaos on the grounds that mutations cannot be selected. However, in order to avoid having players end up with totally useless mutations, the type of mutation can be selected. Choose one of the mutation types (Score, Kill or Annoy) and roll a D6. Use the table to determine what mutation was gained. On a 6, you can choose any from that table. If you roll a mutation that the player already has, then roll again.

D6 Roll

Score

Kill

Annoy

1

Big Hand

Claw

Foul Appearance

2

Extra Arms

Horns

Hypnotic gaze

3

Stunty

Razor sharp fangs

Prehensile tail

4

Two Heads

Spikes

Regeneration

5

Very Long Legs

Thick Skull

Tentacles

6

Choose

Choose

Choose

Var (a) When the Skaven or Chaos player is rolling for skills, a double allows any normal skill to be chosen as for any other players, but not a mutation. If the player rolls 7, then they can take a normal skill or a mutation. This allows these teams to avoid being in the difficult position of ending up with a skill they might never use, in place of a valuable skill they could have chosen using a double.

4.5 Raise the Undead

The official Raise the Dead rule allows the Undead Necromancer to create a Zombie after the team has killed a human sized player. However, the new player loses any resemblance to the original player so some leagues allow the new Undead player to keep some characteristics of the former living player, and extend the rule to apply to all types of players.

The new Undead player will differ from the former player in the following respects. These have been designed to ensure that a Human Lineman ends up as a standard Zombie.

-2MA
-1AG
Remove all skills and traits, except for physical abilities. Keep stat increases (including Magic helmet) and stat decreases as well as niggling injuries.
Record the player’s value on the roster as the previous value -20k (you don’t pay this, it’s just for team rating purposes).
Give the player Regeneration.

Big Guys can also be raised and will keep the Big Guy attribute of slow skill progression. However, it would be absurd for an undead player to have negative traits such as Wild Animal, Bonehead etc., so negative traits are lost. If there is a limit in your league on the number of Big Guys per team, then Zombie Big Guys count toward that limit

4.6 TR150 Teams

This concept by Gary Moriarty is intended to allow teams from different leagues to play against each other as one-off games or in tournaments. It allows each team to play as a partially developed team without causing difficulty over the league environment in which the team developed. It brings into play the ability of coaches to select the best skill advances for each team member in addition to the skill of playing that team.

Choose any standard team. Big Guys, allies, secret weapons and star players are prohibited.

Var (a) The system will work equally well with any of the variant teams, new players, new wizards, or with Big Guys, but not Star Players and preferably without allies. However, all participants must agree on which teams are permitted and whether Big Guys or allies are allowed. In this case consideration should be given to preventing Big Guys from losing their negative skill, and of course they require double points to gain any extra skills.

Teams must have a team rating of 150. This may be made up of players costs, star player points, Wizards, rerolls, assistant coaches etc. The team must have a Fan Factor of at least 1. (There is not a big advantage in high fan factor for these teams).

Players are given skills at the normal SPP advancement rate (1 skill for 6 SPPs, 2 skills for 11 SPPs or 3 skills for players with 26 SPPs).

All skills are normal for that player type except as follows

Doubles (except mutations) cost +10 SPPs.
Movement and Agility upgrades cost +20 SPPs.
Strength upgrades and mutations cost +30 SPPs.

A maximum of 2 stat upgrades/mutations are permitted.

The organisers may wish to rule that 1 turn scorers are not permitted (e.g. movement 10 and Sprint), although this might disadvantage those teams that often get them in the normal course of development.

Team stats do not change during tournaments with these teams. So players killed or seriously injured in one game will play as usual in the next, no further skills are obtained, fan factor does not change and there is no team income. The system is mainly a test of team design for a single match, so events in one game will not influence other games.

The Kickoff events Riot, Get the Ref and Pitch Invasion are ignored.

Alt (a) Each coach takes one magic item. This ensures cards are not taken that have no effect until after the game.

Alt (b) One coach rolls a D6 for cards and both coaches take the same number of cards (1, 2 or 3 for 1, 2-5 or 6 on the D6). Coaches may discard any card that cannot have any effect during the game and take another card of the same type. Ideally the useless cards would be removed from the pack before starting the event. This rule may be necessary if the new Wizards are permitted, since some Wizards can take extra cards.

Teams should be registered without other coaches checking team lists before submitting theirs (to avoid every team member taking Tackle, if another team has every player with Dodge or other skill combinations that negate each other.)

4.7 A Modest Proposal

Source: http://www.eng.buffalo.edu/~chz/bloodbowl/front.html

This is too detailed to describe in full here. It is an excellent attempt to simplify the very complex rules that have sprung up involving Big Guys, Allies, etc. Briefly, it treats Big Guys in the same way as other players for skill advancements, removes negative skills (and usually Mighty Blow or a similar useful skill, so the cost is the same) and eliminates allies. Each team has some variation allowed by having two "Special players" that can take specific places on the roster instead of one of the usual players in that position. For example, the Human team may take one or two Ogres, but these take Blitzer positions, so the team would have only three or two Blitzers.

A range of other changes are used to simplify or clarify other rules.