Blood Bowl House rules to the Living Rulebook 2.0

The most important ones

The damaging skills and abilities were better in the 3rd edition.
Mighty Blow: add +1 to the armour AND the injury rolls.
Dirty Player: +2 to the armour AND the injury rolls.
Any skill (ability, trait etc.) can be used at fouling. Every roll can be modified by one skill or trait only.

Aging is senseless. Ignore it.

You can use team re-rolls to big guys, too.

Ignore completely the stars.

The others

Keep the Special Play cards in the game. The Spikes trait should give +2 to the armour value. I think +1 is not worth getting a trait. The 'referee sign' gives only +1 to the observation of the fouling. Increase the Big Guys' AV by 1 point and add 10.000 gps to their Cost. These guys are tough mosters after all! The trait idea is not very good. Maybe it suits better to the Warhammer roleplay but e.g. Dauntless is very important against strong teams.

Fluctuation

Instead of aging I suggest this rule: At the end of a league roll 2d6 to each player and subtract 1 point from every permanent injury. If the result is 3 or less the player decides to leave the team. There is 50% chance to persuade the player out of notice. If you wish and are able, pay 20.000 gps per star player roll. Only 10.000 gps for rookie players. The player will not play until fully payed. If you do not want to pay the player leaves your team but you get this fee!

New guys: roll 2d6 at the end of each league, on the roll of 7+ there is one, on the roll of 12 there are two guys available. Choose their position. They have got 2d6 SPPs but for every '6' you rolled you can roll another dice and add the result to the SPPs. You can repeat this until you get other result than '6'. Work out the star player rolls if you can. The team must pay for this guy his standard Cost and 20.000 gps for every star player roll. This offer is living at the end of your 2nd match of the new league.

Team Rating

Do not calculate with your team's Star Player Points. Instead of this add +2 points to the Team Rating per Star Player Roll.

Negative Characteristics

You can buy any player with negative Characteristics. These players are not so effective but more interesting! Reduce their Cost with 25%. But the Bonehead based Characteristics reduce the Cost with 15% only. Round to the next 10.000 value, use the mathematical rounding rules. Choose a name and write in brackets the reference to the original rules e.g. Dreamy (BH) uses the Bone Head rules.

Negative Characteristics: - Take Root (TR). Alternate names: Superstitious (e.g. a goblin or a dwarf), Late-comer. - Off for a bite (OFB) (roll 1d6, the player misses the set up on the roll of 1-3) (e.g. halflings). Off for a while (any player). Bad construction (Deathrollers). - Wild Animal (e.g. a Chaos Warrior). - Bone Head (BH) (e.g. a hobgoblin), Absent-Minded (e.g. an elf). Lazy. Do not get the Always Hungry Characteristic.

Apothecary

On the roll of 3+ he can help every injured player on the match. Heal means reduce the injury level by one step. Death means serious injury, badly hurt counts KO.

Illegal procedure

If an opponent stand up with more than 11 players you are able to call illegal procedure. Determine randomly the sented player(s), he is (they are) placed in the Reserves box.

Injury Table

The result '66' Fractured Skull may mean the player get the Bonehead characteristic instead of the -1 AV. If he was Bonehead already he will be Really Stupid. Head injuries are very dangerous.

Last updated: Apr 17, 2004

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