WH40kFC Blood Bowl League Rules

Commish: Robert Beumel aka Cervidal Blood Bowl Adeptus Commissioner Co-Commish: Eric Samson aka BodgerBoy Blood Bowl Tech Priest Any league rules that differ from the most recent edition of the Living Rule Book (www.specialist-games.com) will be posted here. Last edited - July 06, 2004 -------------------------------------------------------------------------------- No team can play against the same opposing coach in back to back games. The lone exception to this is in a playoff situation. Example: The intent of the rule is that the same TEAM does not play back to back games against the same COACH. For example - Lee has two teams, Dave has two teams. Lee's team #1 plays against Dave's team #1. Lee's #1 team cannot play its next game against either Dave's #1 team or #2 team. Lee's #2 team, however, olating this rule will result in the game being stricken from the record book and 50k fine for both teams. Similarly, if someone is found to be playing only the same two or three coaches all the time, they will be officially warned. Continued abuse will result in loss of players, games, and/or fines. Get out and play everyone! The reason for this rule is twofold - reduction in cheating and diversity of game play. The goal of the WH40kFC League is to encourage people to play as much Blood Bowl as possible with as many people as possible. Without the rule there would be situations where the same two or three coaches would play against only each other all season then show up for the playoffs. This defeats the purpose of a league organized like ours. As for cheating, when you get the same two people playing each other constantly, there is no way to monitor their progress except to take their words for it. If a coach has to vary who he plays against then he is much less likely to get away with cheating. -------------------------------------------------------------------------------- re even though it's in the LRB because of how important it is: Wild Animal p.25 - "...when you declare an action with a Wild Animal, roll a D6, adding 2 to the roll if taking a Block or Blitz action. On a roll of 1-3, the Wild Animal stands still and roars in rage instead, and the action is wasted. Note that the Wild Animal no longer has to move first and that he can now use assists. Also note that no dice roll is required for the Wild Animal to turn face-up when stunned." -------------------------------------------------------------------------------- Please note that the following secret weapon rules exist along with the star players that have secret weapons. In any case where the star player would violate the rules below, the star player takes precedent. Secret Weapons Who can have them? Only Linemen may purchase secret weapons. The Lineman position is determined by the most common position on the roster, usually a 0-12 entry. The lone exception to this rule is the Chaos Dwarf team. A Chaos Dwarf would never trust a Hobgoblin slave with something dangerous that coul masters! On a Chaos Dwarf team, only the Chaos Dwarf Blocker position may have secret weapons. A player that purchases a secret weapon adds the cost of the secret weapon to his own cost. For example, a Human Lineman that purchases a Chainsaw is now listed as a cost of 80,000, rather than his usual 50,000 There is no limit to the number of Secret Weapons that a team can have on their roster. There is, however, a limit of one Secret Weapon on the pitch at one time, with the exceptions of Goblins who can have two secret weapons on the pitch at once. The Penalty roll works as listed in the Blood Bowl Living Rule Book, but if the player is ever sent off, then there is a second roll to check for item confiscation. The opposing coach makes a roll to determine if the Ref will keep the secret weapon. On a 4+ the Ref has confiscated the item and the player must remove the item from his roster and lower his cost back to its original value. Star Players who have been freebooted and who use secret weapons will never take to the pitch without them. However, normal roster players who use secret weapo leave them in the dugout if, and only if, the coach has a model for that player which does not show the weapon on it. If the player has not brought the weapon onto the pitch, there is no penalty roll made after that drive. If a player who was given a secret weapon is removed from the roster for any reason, the secret weapon is also removed from the roster. You may never trade a secret weapon between players. Most of the rules for the current secret weapons can be found in the Living Rule Book. Anything not noted in the rulebook, specifically alterations to a player's statistics, is included below. Also note that any injuries caused by using secret weapons do NOT give the weapon-bearing player Star Player Points but they do count towards the casualty count with regards to Fan Factor Current Weapons List: Name: Ball and Chain Cost: 10,000 Races: Goblin, Norse Special: MA = 4, Ignore all Skills and Traits Penalty Roll: 8+ Name: Chainsaw Cost: 30,000 Races: Goblin, Chaos, Dwarf, Chaos Dwarf, Human, Orc, Amazon, Khemri, Rotters, Necromantic, Norse Penalty Roll: 8+ Name Races: Dwarf, Chaos Dwarf Penalty Roll: 10+ Name: Poison Dagger Cost: 30,000 Races: Dark Elves, Skaven Penalty Roll: 10+ Name: Bombs Cost: 30,000 Races: Goblins, Dwarf, Chaos Dwarf Penalty Roll: 8+ Name: Pogo Stick Cost: 10,000 Races: Goblin Special: Remove all Racial Characteristics Penalty Roll: 10+ Name: Deathroller Cost: 80,000 Races: Dwarf Special: Ignore all Skills and Traits. Add Multi-Block, Mighty Blow, St = 7, Ag = 1, Ma = 4, Av = 10 Penalty Roll: 7+ -------------------------------------------------------------------------------- No team may lend/give cash to another team. This includes any form of bribes. It's simply too easy to cheat with this. No team may lend/sell use of an apothecary. -------------------------------------------------------------------------------- You can never lose money as a result of a game; treat games with negative winnings as 0. -------------------------------------------------------------------------------- The new kickoff table is official. All games from here on out MUST use this table. It is the cwith them for their games. -------------------- The Fans: The number of fans that attend the match can affect several of the kick-off table. Roll for crowd attendance as usual, but be sure to keep track of how many fans for each team show up (the gate). No one interacts with a game of Blood Bowl like the fans. The number of fans supporting your team can easily effect which team wins or loses as their cheers spur extraordinary efforts from your players or a well aimed rock-filled can of Bloodweiser forever removes an opposing start. To represent the effect of the fans on a match, each team has a Crowd Effect Modifier (abbreviated to CEM) that can affect some of the results rolled on the Kick-Off table. If your team has fewer or equal fans from the gate roll than your opponent, your CEM for the match is zero. If you have more fans than your opponent, your CEM is +1 for the match. In the exceptional case that your fan has drawn twice as many or more fans than your opponent, your CEM for the match will be +2, instead. Kick-off table: 2: Get the Ref! The fans exact gruesome re some of the dubious decisions he has made, either in this match or in the past. His replacement is so intimidated that for the rest of the half he will not send players from either team off for making a foul or ban players using secret weapons. 3: Injury time The referee waits to allow for injured players and other debris to be cleared from the field. Roll a d6. On a roll of 1-3 it takes ages to clear the pitch and so both teams' turn markers are moved one space forward along the Turn track, while on a roll of 4-6 the pitch is cleaned up quickly and both teams' turn markers are moved one space back. The turn marker may not be moved back before turn 1; if this would happen, move the marker in the opposite direction instead (i.e., to turn two) 4: Go, Go, Go! The offense start their drive a fraction before the defense are ready, catching the kicking team flat-footed. All of the players on the receiving team are allowed to move one square. This is a free move and may be made into any adjacent, empty square, ignoring tackle zones. It may be used to enter the opposing half of the pitch. 5's coach may reorganize his players - in other words, he can set them up again. The receiving team must remain in the set-up chosen by their coach. 6: Cheering Fans Each team adds their CEM and the number of touchdowns they have scored to their number of cheerleaders. The team with the highest score is inspired by their fans and gets an extra re-roll this half. If both teams have the same score, then both teams get a re-roll. 7: Changing Weather Make a new roll on the Weather Table 8: Brilliant Coaching The team with the most assistant coaches gets an extra re-roll this half thanks to the brilliant training provided by the coaching staff. In the case of a tie, both teams get an extra re-roll. 9: High Kick The ball is kicked very high, allowing a player on the receiving team time to move into the perfect position to catch it. Any one player on the receiving team who is not in an opposing player's tackle zone may be moved into the square where the ball will land, as long as the square is unoccupied. Note that this would be an alteration to the usual order of events for a kickring before resolving the kick-off event, you would now scatter then resolve. 10: Blitz! The defense start their drive a fraction of a second before the offense are ready. The kicking team receives a free bonus turn where any player not in an enemy tackle zone may take a Move action. One eligible player on the kicking team may take a Blitz action rather than a Move. If any player suffers a turnover then the bonus turn ends immediately. 11: Throw a Rock An enraged fan hurls a large rock at one of the players on the opposing team. Each coach rolls a d6 and adds their CEM to the roll. The fans of the team that rolls higher are the ones that threw the rock. In the case of a tie, a rock is thrown at each team. Decide randomly which player on the other team was hit (only players on the pitch are eligible) and roll for the effects of the injury right away. No armor roll is required. 12: Pitch Invasion Both coaches roll a d6 for each opposing player on the pitch and add their CEM to the roll. If a roll is 6 or more after modification, the player is Stunned.