NeBBLe Extra Rules
Some extra rules too long to describe in short and compact
list.
Fouls
To reduce constant fouling, following three extra rules are used:
What's that crowd?: If the foul roll is 14 or more, the
referee spots the foul and sends the player away. This applies even if
the team has won get the ref kick-off result!
I've got my eye on you: When a player makes a foul, the referee
starts to watch the team more closely... from now on,
a foul is always spotted unless the coach rolls doubles
for armour roll! This means that it is quite certain for player to get
spotted. In addition, the big crowds are still investigated more
carefully and thus the player is sent away if roll is either
non-doubles or 14 or more!
If the referee is watching either team more closely and the other team
fouls he will change his attention to that other team instead. This
continues until half ends, so after the first foul is committed the
referee keeps watching either team until end of the half, switching to
team last committing the foul if necessary.
If the referee is killed by the crowd with the 'get the ref' kick-off
event, the new referee does not automatically watch either
team. Otherwise, use standard rules but no penalties are awarded for
the team whose fans killed the previous, unless the armor-roll is 14
or more.
Please note that special play card that makes me mad does not
affect the referee, and during Duh, where am I? the fouling
side is determined by the victim, not the fouler.
I got keen eyes!: If the injury roll for a foul is
double, the player is sent away, too! This does not apply
during 'get the ref'-result. If the fouling player is already going to be
thrown out (rolled doubles or 14+ in armor roll in normal cases) the referee
awards a game penalty to fouler. This means that unless the penalty is
successfully argued (or bribed) the player must miss the rest of the
match and the next match, too! The player cannot avoid this penalty
with skipped free games or by the start of the next tournament.
Serious Injuries
In NeBBLe, standard injury table is modified as follows:
A modified roll of 10 or more is classified as serious injury which
entitles one casualty for other team, if caused by the player of that
team. The type of that casualty is defined with second roll, which
can never be rerolled. The opposing coach rolls d6, and looks
result from this table:
Roll | Result
|
---|
1-3 | Badly Hurt
|
4-5 | Serious Injury
|
6 | Dead!
|
If serious injury is caused, the type of injury is immediately rolled
before the coach decises the use of apothecary or possible healing
scroll.
Rerolls: Any injury rerolls with team reroll or with pro-skill
must be announced before the severity of the serious injury is rolled!
Severity of the serious injury can never be rerolled.
Life Insurance: If a player is killed in a bloodbowl match
(between pre and post-match sequences) and the body is not snatched
away by a necromancer, United Necromancer Guild pays life insurance in
exchange for the body. The life insurance is equal to player's team
rating effect times 5,000, rounded down. If several players are
killed, rating of all players is first summed up before the
compensation calculated.
Example: A high-elf line-elf with niggling injury and 27 SPPs is
killed. His TR value is 11 (7-1+5), so insurance money is 50,000Gc.
Insurance money cannot be lost because of special player cards,
including robbed! and bankcrupty.
Taking Skills
In NeBBLe, you cannot get the skills you want every time.
If you don't roll doubles or you do roll doubles and try for a skill
from a category you normally cannot get skills from or a secret
weapon, name a skill you wish to have.
Then, roll a die. On a roll of 4-6 you get the skill,
but on a roll of 1-3 you have to try for another skill.
Do not roll the die for:
- After rolling doubles and taking a skill from those normally
available.
- Going for Big Guy choice.
- Stat boosts.
- Mutations. See special rules below.
Also, please note that if you tried for a skill you normally cannot get,
and don't get it, you still can just take any skill from those normally
available. Or, if you rolled 5+5 and did not get that important skill,
you can boost the player's move. Should you fail to get any skill you
have available (and you do not take skills like throw team mate if not
big guy) forget which ones you already have tried: start rolling again.
Mutations: If you want to take a mutation for a skaven,
beastman or chaos warrior, do not use normal d6 4+ system described
above. Instead, name six preferred mutations, ordered, and roll which
one did you get for your mutant. One mutation (and only one) can be
selected twice.
Example: A gutter runner rolls double and wants a mutation. The
coach declares that 1 and 2 is very long legs, 3 horns, 4 tentacles,
5 stunty and 6 regeneration. The coach rolls 5 and the gutter
runner is now stunty.
Mutations, '7' rule: If the coach rolls '7' for skill roll for
skaven, beastman or chaos warrior, he MUST take a random mutation for
his mutant! The coach rolls twice from the complete mutation selection
(15 different) and selects the preferred one. If a dublication is
rolled, reroll.
Example: A gutter runner rolls 7 for skill and the coach must roll
twice for random mutation. He rolls 'two heads' and 'spikes', and
selects spikes. The skaven now has AV 8.
Secret Weapons
Secret weapons can be taken by any lineman as a new skill.
Teams are normally limited to only one secret weapon, and some teams
cannot gain secret weapons.
To get a secret weapon, you must only roll a double as star player
roll, succeed to get the skill, pay for secret weapon
and here you go! Note that there is some severe limitations to this.
Weapons available
Weapon | Cost | Teams |
Chainsaw | 20,000 | Dwarf, Chaos Dwarf, Chaos,
Human, Undead, Goblin, Orc |
Blunderbuss | 10,000 | Dwarf, Chaos Dwarf |
Poisoned dagger | - | Dark Elf, Skaven |
Bombs | 20,000 | Goblin, Dwarf, Chaos Dwarf |
Pogo Stick | - | Goblin |
Ball&Chain | 20,000 | Goblin |
Deathroller | 50,000 | Dwarf, Chaos Dwarf |
Notes
- Goblins can have any number of secret weapons instead
of one, and may take a secret weapon with star player roll
of 7 in addition to doubles (they are so desperate!).
- Dwarfs and Chaos Dwarfs can have any number
of secret weapons, but are limited to one chainsaw.
- Other teams cannot have more than one secret weapon!
- Only Linemen (or equivalent) position may be given a secret
weapon. Big Guys nor allied players cannot have a secret
weapons. Note that in chaos dwarf team, only players
allowed to take secret weapons are chaos dwarfs! However, that
one chainsaw can be taken by a hobgoblin.
- If the team has multiple secret weapons of the same type,
a separate roll is made for banning for each of them.
- When you make a Ball&Chain or Deathroller secret weapon,
Erase all SPPs from that player. Deathroller also
disregards magic helmet and stat-lowering injuries
but not niggling injuries. (Controlling a pre-historic steamroller
is not like driving a modern vehicle).
- Deathroller has statistics 4 7 1 10 and skills multiple
block, mighty blow and stand firm. For other rules, see DZ rulebook.
- Chainsaw may kick-back when used: if you roll
doubles for armour roll, the chainsaw gets stuck and then
kicks back, possibly wounding the wielder. Opponent may roll
armour roll against chainsaw wielding loonie, but without any
modifiers. If the loonie becomes a casualty, the original
target gains SPP's from successful strike back! In addition,
if any player is stupid enought to use
piling on against chainsaw wielder with running chainsaw,
roll armour roll for player falling on loonie, too. This roll
is without the usual +3 modifier.
Secret Weapons and Skills
Following skills may not be used while attacking with secret weapon:
Mighty Blow, Multiple Block, Diving Tackle, Piling On, dump-off(bombs),
Frenzy, Razor Sharp Fangs, Claw.
Pro and passing skills may be used with secret weapons.
In addition, if player fouls with a chainsaw, normal skills can be
used on injury roll.
Note that flying bomb is treated like a flying ball, but no SPPs
are earned from a successful interception.