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Miscellaneous House Rules

 

Odds and Ends

Teams are only allowed to play each other 2 times during a season.  

Each player on a team may be given 5 Star Player points if that player is named and painted.  These 5 points are only collected once during that player's career, but if he leaves the team for any reason you may always use the same model to give a new player the 5 points.   

When you choose your Special Play cards, you are allowed to replace up to one card with another of the same type (Magic Item for another Magic Item, etc.).  This helps out when you get a card that you can't use or don't want to use.  You may only do this once.  

It is suggested that each team rolls a dice before the game starts to see who will be the home team.  This is important because if the 2 teams play again that season, one or both may have bought a stadium.  The dice roll will determine who plays where for the first meeting, and then the roles are reversed for the second game.  To remember who was the home team from the first game, draw a vertical line to divide the "Result" column into 2 columns.  On the left hand side put a W or L as normal and put H (home) or A (away) on the right side.

A wizard that casts a spell may now only do so at the start of their team's turn.  This is a 4th edition rule that we're using.  If a spell says that it is used before or after the game, then that is still allowed at that time.  

We're using the New Stand Firm from Blood Bowl Magazine 1.  

 Diving Tackle will remain the same as in the deathzone book with the following exceptions.  After using this skill, place the Diving Tackle player prone no matter what the result was.  This means he no longer has a tackle zone as he's on the ground and Piling On can't be used, since he's prone before the Armour roll is rolled.  Also, he can only block one player once in this way.  Thus, Frenzy and Multiple Block cannot be used with Diving Tackle.  Any other possible skill combos can be used.

A wizard that casts a Fireball, Zap!, or Lightning Bolt may now only do so at the start of their team's turn.  This is a 4th edition rule that we're using.  

Armour and Injury rolls may NEVER be rerolled.  Not by team or leader rerolls, or by the Pro skill.

There are no limits on the number of Big Guys you can have on your team.  You can have as many as your team roster and ally list will allow.  However, you may only have 2 on the field at any one time.

We have made an addition to the "Weather Change" roll on the kickoff table.  We made a change because most of the time, the 'weather change' result remained the same, which was both boring and contradicting to the words "weather change".  So, if a 7 is rolled on the kickoff table, roll a D6 and follow the weather change table below.  After that drive is over the weather returns to what it was previous to the weather change.

                1    Perfect Blood Bowl Weather
                2    Sweltering Heat
                3    Very Sunny
                4    Pouring Rain
                5    Blizzard
                6    Perfect Blood Bowl Weather

 

New Assistant Coach Rules

In addition to the normal rules for Assistant Coaches. You may only have up to 8 Assistant Coaches on your team. During the Allocation of Star Player Points’ segment of each post-match sequence, roll a D6 for each Assistant Coach on your team. Each 6 rolled allows your team an extra D3 Star Player Points, which you may spread amongst your players as you wish. Put the points that you give a player either in the top or bottom half of the injury box on your roster sheet, or put them to the side of your SPP’s box.

 

Sigurd's Injury Table

If an armour roll succceeds, use the following injury table.  

1-7 Stunned

8-9 Knocked Out

         10-12 Injury

 

If an injury is rolled follow this table:    

          1-3   Badly Hurt

          4-5   Seriously Injured

          6       Dead

 

Big Guys skill rolls

Big Guys must earn double the amount of SPP's in order to get a skill roll (6*2, 11*2, etc).

6-11 no skills

12-21 first skill

22-51 second skill

52-101 third skill

          102-201 fourth skill

          202-301 fifth skill

          302-501 sixth skill

          502+ seventh skill

If a Big Guy rolls doubles on a Skill roll, then he may NOT pick skills not normally allowed to him.  Instead, he can do one of the following:

    1.  Add +1 Strength

    2.  Add +1 AV

    3.  Remove one skill that he no longer wants

    4.  Add a skill from the appropriate skill category.  

 

Revised Bone Head and Really Stupid Rules

We will add a new rule that says that if a Bone Headed or Really Stupid player fails his stupidity roll while holding the ball, roll a D6. On a 1-3 he drops it and it causes a Turnover. On a 4-6 he holds on to it and no turnover occurs. 

 

Star Player Generation System- coming soon.

Rules Clarifications

The Crush

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