The roll of 10+ means an injury. Then roll a dice without any modifier.
1-3: Badly hurt
4-5: Seriously injured
6:
Dead! Dead!
Recommended by the author of the Blood Bowl, too.
If your team has a Fan Factor of 21+ you get a -1 modifier on the Fan Factor Rolls. The size of the stadiums are not limitless.
I suggest the success must be on the roll of 3+ rather than 4+ (recommended by Jervis). The reason of healing is to save your best players. The healer can do it with his 2+ roll but undeads cannot. My rule is a little help to them.
In the Warhammer world Necromancers have the Regeneration ability.
The original rules make the game boring. The coaches buy their 4 ogres, bull centaurs etc. There is no diversity. Instead of the original rules I suggest you this rule.
Only 2 big guys is allowed in a team. They can be rookie or star players but only 2 guys per team.
The number of Stars is unlimited, except their total Cost cannot increase above 700.000 gps. In the case of hiring, count with the original Cost, not with the value of hiring. If you get other Star Players from any source (Special Offer, from another coach) calculate with the original Cost. You can also change the limit between 500.000-800.000 gps but I think the best value is 700.000 gps.
The Teams may have maximum 5 secret weapon users.
In a mixed league with stars and joker players (see the Nostars Game rules) the limit is 600.000 gps.
After your foul the opponent coach will roll a dice. On the roll of 5+ the referee sends the fouling player off.
Do not calculate with your team's Star Player Points. Instead of this add +2 points to the Team Rating per Star Player Roll.
The players with Miss Next Game injury do not count in the actual Team Rating.
Calculate with the original Cost of hired players, not with the hiring price.
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.
You can buy any player including Stars with negative skills. These players are not so effective but more interesting! Reduce their Cost with 25%. Round to the next 10.000 value, use the mathematical rounding rules. Choose a name and write in brackets the refference to the original rules e.g. Dreamy (BH) uses the Bone Head rules.
Negative Skills:
- Take Root (TR) (with original rules). Alternate
names: Superstitious (e.g. a goblin or a dwarf), Secondary Job (to
the Buffet Car or to an assassin), Disabled (why is he still in the
game?).
- Off for a bite (OFB) (with original rules) (e.g.
vampires or halflings) . Off for a while (any player). Bad
construction (Deathrollers).
- Wild Animal (e.g. a Minotaur).
-
Bone Head (BH) (e.g. a hobgoblin), Absent-Minded (e.g. an elf).
Action with 3+ instead of 2+.
Do not get the Always Hungry rules.
With a 'double' you can get rid of a negative skill. But what for?
Each player of the Chaos Teams can mutate, no matter their race. Ogres, trolls, allies, too! A seriously mutated guy will never return to his original people (race).
The Spikes ability gives +2 to the armour value. I think +1 is not worth getting an ability.
This spell succeeds on the roll of 4+.
Only common players (with at least 6 position numbers) can be allies. The only restriction is -1 fan factor per player permanently. Their maximum number is 4 pcs, 2 chaos dwarfs. Only one race is allowed.
Every Assistant Coach costs 30.000 gps. Before each match there is a new sequence the coaches' phase. This is before the hiring. In this phase roll as many dices, as is equal to the number of your Assistant Coaches. If any of the dices is a '6' the team gets one 'MVP' representing the good work. Keep in mind no matter how many '6' you rolled, you can get only one MVP. Choose the fortunate player randomly and roll Star Player Roll if possible. You can train Assistant Coaches from your players with at least 11 SPPs.
Every guy costs 150.000 gps.
The Team has some enthusiastic adventurer fans. These people like the Blood Bowl very much especially your team. Before each match you play on the roll of 2+ you can draw an extra Magic Card. This is a gift from the Adventurers. Use the Card normally. In this case you may get two Magic Cards instead of one.
Teams: any
Any team may hire a 'basic' wizard, no matter their race. The wizard is a member of a Magic College, with the same knowledge as others. Halflings etc. may choose between Master Chief and Wizard.
Teams: any
Standard rules.
Teams: human, dwarf
Any time but only once on the match. Choose a target and roll him for injury. Then roll a dice to the killer. The result '1' means the fans detect and do not like his action and lynch him immediately.
Teams: skaven, dark elf, chaos, human, chaos dwarf.
Draw two extra Dirty Trick card in the Handicap phase. You can keep one of them for the match.
Teams: dwarf, dark elf, human, orc, goblin, chaos, skaven.
Draw two extra Random Event card in the Handicap phase. You can keep one of them for the match.
Teams: high elf, dark elf, wood elf, human, chaos dwarf, forest folk, orc.
Two healing spells. Same as the apothecary.
Teams: human, high elf, wood elf, forest folk, orc.
2003.03.10.