Blood Bowl New Teams
These a new Blood Bowl teams by Jervis. Some editing is done
afterward. Complete rule modifications are noted.
These rules replace the Mixed race Teams from the Journal. All teams now
have a list of allied races, as shown on the table below. A team can
draw allied players from any allied race. Allied players can be selected
from the appropriate team list, or be a star play of the appropriate
race. The limits on the number of players allowed in a team must be
divided by 4 (round up) when selecting allied players for a mixed
race team. Only Linemen (or equivalent players - if the team consists of
multiple races, lineman is basic player for each race), Big Guys and
'secret weapon' star players may be hired as allies. Star players simply
count as an player of their race in specified position (use common sense).
Allied players are hired using the normal rules. However, if you take an
allied player, each allied player reduced your fan factor immediately by
1 point to represent fans giving up on the team
for hiring 'foreign' players. Fan factors lost in this way are gone for
good, and can't be got back if the player latter leaves or is killed
(although you can still gain fan factors after a match by rolling on the
fan factor table). Exception to this rule are 'stunty' players.
Because fans don't mind the little guys so much (they're kind of like team
mascots), you can include up to 4 in the team before its fan factor will go
down (i.e. each stunty player only counts a 1/4 when reducing fan factors).
In addition, Big Guys do NOT cause a loss in fan factor, because most
fans love to see such players on the field. Chaos teams do not lose fan
factor for allies.
A team with a fan factor of 1 can try and hire allied players if the
coach wants. Pay out the money for the player and then roll a D6: 1-3 = the
player is intimidated by the hate mail he receives and runs off (with his
hiring fee, the git!); 4-6 = the player sticks it out and remains with the
team. In either case the teams fan factor remains at 1 point.
MIXED RACE TEAMS AND TEAM RE-ROLLS
There is no denying that mixed race teams are simple not as efficient and
well trained as other teams. To represent this the coach of mixed race team
must roll 1D6 for each allied player in his team at the start of each half
(and at the start of overtime if it occurs). This roll must be made for
each allied player, there is no excpetions. Each dice that comes up with a
'1' reduces the number or team re-rolls the coach has for that period by 1.
If a team doesn't have enough team re-rolls to meet the loss, then the
opposing team gains re-rolls equal to the shortfall. For example, a team
with 4 allied players and only one re-roll manages to get three 1's at the
start of a half. This reduces its re-rolls to none, and gives the opposing
team an extra two re-rolls to use for the half! Note that this is
especially cruel if you go into overtime, as you are unlikely to have any
team re-rolls left to give up!
Original Jervis rules prohibit initial allies and limits star
players, but are ignored in my version -Kalle
Chaos Chaos Dwarf, Dark Elf, Goblin, Orc, Skaven, Minotaur,
Chaos Dwarf Chaos, Goblin, Orc
Dark Elf Chaos, Minotaur, Vampire
Dwarf Human, Ogre
Goblin Chaos, Skaven, Ogre, Orc
Halfling Human, Ogre, Treemen, Wood Elf
High Elf Human, Wood Elf
Human Dwarf, Halfling, High Elf, Wood Elf, Ogre
Orc Chaos, Chaos Dwarf, Goblin, Ogre
Skaven Chaos, Goblin
Undead Chaos, Dark Elf, Minotaur, Vampire
Vampire Chaos, Human
Wood Elf Halfling, High Elf, Human, Treeman
Notes On The Allied Teams Table
Finally, please note that it is intentional that some races can
be taken as allies by a race they can't ally with themselves. For
example, Chaos Dwarf teams can include Goblin allies, but Goblin teams
can't include Chaos Dwarfs (after all, can you imagine a proud Chaos
Dwarf playing for a team of Goblins!)
- Bull Centaurs, Rat Ogres and Trolls: Note that these aren't on
the list of allies above. This is because they are incorporated directly
into the Chaos Dwarf, Skaven and Goblin teams lists!
- Chaos: The fan factor of a Chaos team is not reduced
for hiring allied players. However the special rules about team re-rolls
- Undead: Undead players cannot be hired by other teams, as
they need the team Necromancer to erm, remain active.
- In addition, Skaven and Chaos Dwarf teams are not allowed to take allied Big
Guys, so you can't include allied Ogres in a Skaven team, for example.
Finally, the maximum number of allied Big Guys allowed for any team is 2 in
total. This means that the only type of team allowed to include more than 2
Big Guys in its line-up is a team of Big Guys (i.e an Ogre team, or a
Treeman team etc).
Vampires are amongst the most feared of all the Undead creatures in the
Old World. These terrifying creatures of the night are incredibly strong
and fast, and have a supernatural ability to transfix a living opponent
to the spot with a withering hypnotic stare.
Considering this it is strange that vampires have proved so singularly
unsuccessful at the sport of Blood Bowl. It's true that they are not at
their best during the hours of daylight, but they are still deadly
opponents none the less. No, it is not the vampires lack of ability on
the field that has led to their downfall, but their behaviour off it.
The fact of the matter is that the main reason for the vampires failure
is their woeful lack of control when confronted by a stadium full of
what is (to a vampire at least) their absolute favourite thing to drink
- a pint or two of a living creature's nice warm blood! What this means
is that at any given time it is not uncommon for the bulk of the
vampires in a team to be found in the stands, grabbing a quick bite as
it were, rather than playing Blood Bowl on the field like they should be
doing. This is, of course, excellent news for the team playing against
the vampires, if slightly less good news for the rival teams fans...
None the less vampire teams do play Blood Bowl. All vampire teams are
coached by a Vampire Lord, a rather more strong-willed and powerful
member of the vampire race. Vampire Lords are exceptionally intelligent
creatures who thirst for power over other races. This being the case
exactly why they should want to coach a Blood Bowl team is by no means
certain, especially as the team under their command rarely does very
well, but none the less they do do so.
All of the other players in a vampire team are the Vampire Lord's
creations: vampires or human thralls. The vampires were one living
creatures, which were almost - but not quite - slain by the Vampire Lord
and then brought back to life as lesser vampires under his command.
Vampire teams generally also include a number of human thralls;
weak-willed mortal creatures that are willing to serve the Vampire Lord
in return for the promise of immortality at some time in the future.
Vampire Lords are player coaches, and actually take part in the game
rather than simply yelling at the players (and referee) from the
sidelines. Although the Vampire Lord represents you, they must still be
bought for the team, as shown on the team list below. The team will keep
on functioning normally even if the Vampire Lord is killed, it being
assumed that the next in line of the vampires in the team (i.e. the one
with the most spps) will take over. The vampire that takes over the team
immediately loses the 'off for a bite' negative skill as soon as the old
Vampire Lord dies, and it's entry on the roster should be changed
straight away to show that it is the new Vampire Lord of the team. Note
that since you can only have one Vampire Lord per vampire team, the only
time you can ever purchase a Vampire Lord for a team is when it is first
created! If for some reason there isn't a vampire to take over the team
when the vampire lord dies, then the team will disband after the match.
Qty Title Cost MV ST AG AV Skills
Re-roll Counter: 50K
1 Vampire Lord 180K 6 5 4 9 Block,Dodge,Hypnotic Gaze,Regenerate
0-12 Vampires 110K 6 4 4 8 Hypnotic Gaze,Regenerate,Off For a Bite
0-12 Human Thralls 50K 6 3 3 8 -
Other Special Rules: Although vampires and Vampire Lords are not
considered to be big guys as such, they still earn star player points at
half the normal rate (the Undead are such slow learners!), and they can
use doubles to get rid of their negative 'off for a bite' skill.
Vampires and Vampire Lords may take skills from the General, Agility and
Strength catagories. Human thralls are treated as human Lineman for the
purposes of gaining skills etc.
Big Guy Team List
The following team list is really an amalgam, with each line
representing what would normally be team. However, in most leagues a
coach simply isn't going to be able to field a team of Big Guys, because
they are not going to be able to afford to buy 11 players and stick
within budget! Therefore the Big Guys in the following list will nearly
always be taken as allies for other teams, rather than fielded as a team
in their own right.
League Commissioners who desire it should feel free to allow coaches to
field Big Guy teams, but they'll need to bump up the starting budget of
the team to allow this to happen. Single race Big Guy teams must be
chosen from a single line on the list below (i.e. all Ogres, or all
Treemen, etc.) and can't take any allied players themselves apart from
Star Players of the same race. BTW, note that all Big
Guys are limited to a maximum qty of 12., which means that you can't
have more than a 12 man Big Guy squad.
Qty Title Cost MV ST AG AV Skills
Re-roll Counter: 70K (Note: Jervis forgot to put price to re-roll
counters so this price set by me -Kalle)
In addition, add the Bull Centaur shown below to the Chaos Dwarf team
list, the Rat Ogre shown below to the Skaven team list and the Troll
to the Goblin team list:
0-12 Minotaur 110K 5 5 2 8 Horns,MB,Thick Skull,Wild Animal,Always Hungry
0-12 Ogre 120K 5 5 2 9 Mighty Blow, Thick Skull, Bone-Head
0-12 Treeman 110K 2 6 1 10 MB,Stand Firm,Thick Skull,Take Root
Qty Title Cost MV ST AG AV Skills
0-2 Bull Centaur 130K 6 4 2 9 Sprint,Sure Feet,Thick Skull
0-2 Rat Ogre 130K 6 5 3 8 Mighty Blow,Prehensile Tail,Wild Animal
0-2 Troll 100K 4 5 1 9 Regenerate,MB,Really Stupid,Always Hungry
BIG GUYS AND STAR PLAYER POINTS
Most Big Guys are very slow learners and so must earn double the SPP's
to gain a Star Player Roll. For example, a rookie Big Guy needs to earn
11 SPP's to become 'experienced' and gains his first roll.
All Big Guys are limited to taking Strength and General skills only.
In addition, Big Guys are not allowed to use doubles on star
player rolls to pick skills from categories not normally allowed to
them. Instead a Big Guy can use a double on a star player roll to do
one of the following:
Note that strength and armour values still can't be improved by more
than 2 points over their starting value, or to greater than 10 no matter
- Add +1 to his strength
- Add +1 to his armour value
- Remove any one skill he doesn't want any more!
The player is always ravenously hungry - and what's more he'll eat
absolutely anything! Should a player with this skill ever use the Throw
Team-Mate skill, roll a D6 after he picks the player to be thrown up,
but before he throws them. On a roll of 1 he attempts to eat the
unfortunate player! Roll the D6 again, a second 1 means that he
successfully scoffs the other player down, with obviously fatal results
for the latter. On a roll of 2-6 the other player squirms free and
should be placed prone in a randomly selected adjacent square (if the
square is occupied then the original occupant is pushed back and knocked
Roll a D6 before taking an action for a player with this
skill. On a roll of 1 they standing around trying to remember what it is
they're meant to be doing. This means that they can't do anything for
the turn, and they lose their tackle zone until they managed to roll
something other than a '1' at the start of a turn. In addition, if a
bone-headed player fails the bone-head test, it causes a turnover.
This is treated in exactly the same way as the Bone-Head
skill, except that the player can't do anything on a roll of 1-3 instead
of only a '1' unless there is a friendly player in an adjacent square
who is not either a Bone-Head or Really Stupid too (i.e. if there's a
sneaky Goblin next to the Troll, treat the Troll as a Bone-Headed rather
than really stupid!). In addition, if a really stupid player fails
the stupidity test, it causes a turnover.
Take Root (revised)
Before setting this player to the field at the kick-off, roll a d6. On
a roll of 1, the player has rooted into reserve box and cannot be used
in this drive.
In addition, each time this player is starting his action standing,
roll a d6, and on a roll of 1, the player is rooted to its current
location, and cannot move for a rest of the drive. The player may
still block or take an pass action, but cannot follow-up. If the
player is knocked over, it is effectually uprooted and is free to move
Roll a D6 for the player before the match starts. On a roll of 1-3 the
player is slumbering in a wood somewhere and misses the match all
A player with this skill tends to get a bit, erm, carried
away during a match, and rather lets his natural enthusiasm overcome
him. Wild animals must take their actions first of all during a turn; if
you take an action with wild animal after having moved a player that is
not a Wild Animal, then your opponent can call you for illegal
procedure exactly as if you had forgotten to move the turn marker. In
addition you must roll a D6 before taking an action with a Wild Animal.
On a roll of '1' he goes berserk. Berserk players immediately drop the
ball if they have it, which causes a turnover at the end of their
action. The berserk player will then attempt to block the nearest
player - friend or foe - attacking them as if he were making a frenzied
blitz move (i.e. he keeps blocking until the victim goes down or he runs
out of movement). The berserk player will always go for an opposing
player if there's a choice, but otherwise decide randomly who he goes
for. The berserk move DOES count as the team's blitz action, with the
exception that it can be made even if another Wild Animal from the team
has already gone beserk and blitzed. Berserk wild animals do have to
go for it in order to try and knock their victim over!
Off For A Bite
Roll a D6 for each player with this skill each time you
wants to set them up on the pitch. On a roll of 4-6 they can be set up
normally, but on a roll of 1-3 they've popped into the crowd to bite the
lily-white neck of an attractive maiden (and who can blame them!), and
can't be used this drive.
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