COLLECTED NEW BB2016 RULES

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COLLECTED NEW BB2016 RULES

Post by Milo »

I'm starting this post to try to collect all of the bonus rules that GW is putting out in White Dwarf, via special events like Blitzmania, and included with accessory products. I'd appreciate it if a mod could sticky this. Long term, I want to try to put this all in a PDF reference document, but I don't have the time to do that at the moment.

TEAM ROSTERS

NEW OPTIONAL RULES

New Referee Rules in White Dwarf, January 2017, page 21 (summary):

Set a referee model next to the pitch. Whenever a foul occurs, one of the following will happen:
  • If the ref is not in either team's dugout, move him to the fouling team's dugout, above the 1 on the score track.
  • If the ref is already on the fouling team's dugout, move him one space to the right to that he's above the next number.
  • If the ref is on the other team's dugout, move him one space to the left. If he was already on the 1, move him back to the pitch.
If the ref is on the fouling team's dugout, roll a D6. On a roll equal to or lower than the number the ref is on, suffer an additional effect.
If a player on the team the ref is watching is sent off, or a bribe is used by that team, return the ref to the pitch.

Goblin ref: The fouling player is placed Prone and must make an immediate injury roll.
Halfling ref: The fouling player's team loses a Team Re-Roll. If there are no TRR to lose, the other team gains one instead.


NEW STAR PLAYERS

Rasta Tailspike, Skaven Lineman
Cost: 110,000
MA: 8 ST: 3 AG: 3 AV: 7
Skills: Loner, Catch, Extra Arms
Teams: Skaven

Frank N. Stein, Flesh Golem
Cost: 210,000
MA: 4 ST: 5 AG: 1 AV: 9
Skills: Loner, Break Tackle, Mighty Blow, Regeneration, Stand Firm, Thick Skull
Teams: Human, Necromantic, Undead

Bilerot Vomitflesh, Bloater
Cost: 180,000
MA: 4 ST: 5 AG: 2 AV: 9
Skills: Loner, Dirty Player, Disturbing Presence, Foul Appearance
Teams: Chaos, Nurgle

Grak, Ogre
Cost: 210,000 GP (includes Crumbleberry)
MA: 5 ST: 5 AG: 3 AV: 9
Skills: Bone-head, Kick Team-Mate*, Mighty Blow, Thick Skull
Teams: Any Team

Crumbleberry, Halfling
Cost: 210,000 GP (includes Grak)
MA: 5 ST: 2 AG: 3 AV: 6
Skills: Dodge, Right Stuff, Stunty, Sure Hands
Teams: Any Team

*New Skill: Kick Team-Mate

A player with this skill can make a special Kick Team-Mate Action. Only one player on the team can make this Action in a turn. The player is allowed to make a normal move. If their move ends with them standing adjacent to a team-mate who has the Right Stuff skill and is standing, and they are closer to their own team's End Zone than the team-mate, they can kick the team-mate down the pitch.

Remove the kicked player from the pitch (along with the ball, if they are carrying it) and set them up anywhere in the other team's half of the pitch, closer to the other team's End Zone than they were. They will then scatter in a random direction. Using the Scatter template, roll the D8 once for the direction of scatter, then roll a D6 to see how many squares they will go. They only count as entering the square where they end up, and not any others they move through. A kicked player cannot be intercepted.

If the player lands off the pitch, they are beaten up by the crowd in the same manner as a player who has been pushed off the pitch; if they were carrying the ball, it will be thrown back on as normal, starting from the last square the player moved through before leaving play. If the final square they scatter into is occupied by another player, treat the player landed on as Knocked Down and roll for Armour (even if already Prone or Stunned), and then the player being kicked will scatter one more square. If the kicked player would land on another player, continue to scatter the kicked player until the end up in an empty square or off the pitch (i.e. they cannot land on more than one player). Then see the Right Stuff entry to determine how gracefully the player lands; where that skill refers to thrown players, it should be read as also referring to kicked players.



WEATHER TABLES

If both players agree, they can use one of the following special Weather tables for the duration of the match, instead of the one in the Blood Bowl rulebook. Any rules that refer to the Weather table (for example, the Changing Weather result on the Kick-Off table) refer to the selected table if you're using it.

Winter Weather Table (available with Blood Bowl: Blood on the Snow pitch)

This table is ideal for representing matches played amid the tundra of the frozen north, or for matches set in the winter season.

2D6: Result
2 - Howling Winds: The fans are shivering in the stands as a ferocious gale blows steadliy down the pitch. Any pass attempts have an additional -1 modifier. Each player rolls a D6 (re-rolling ties) - the wind is blowing down the pitch towards the losing player's End Zone. Whenever the ball scatters for a kick-off or inaccurate pass, it will be blown down the pitch. Before making the Scatter roll, place the Throw-in template over the ball so that the 3-4 result is pointing in the same direction as the wind, then rol a D6 and move the ball one space in the corresponding direction. Repeat this a second time, then scatter the ball as normal.
3 - Freezing: A sudden cold snap turns the ground as hard as granite (and not the 'astro' variety that players are used to). Whenever a player is Knocked Down, add 1 to the result of the Armor roll.
4-10 - Brisk: It's rather chilly, but it is as close to perfect Blood Bowl weather as you can hope for at this time of year! This counts as a "Nice" result for purposes of the Changing Weather result on the Kick-off table.
11 - Heavy Snow: Visibility is low, it's slippery underfoot and it's impossible to spot tripping hazards, making it very difficult indeed to block effectively. Whenever a player makes a Blitz action, their ST is reduced by 1 for the duration of that Action.
12 - Blizzard: Between the snow, the wind and the icy ground, it is a miracle the game's still in progress! Any player attempting to move an extra square (GFI) will slip and be Knocked Down on a roll of 1-2, and only Quick or Short Passes can be attempted.


Underground Weather Table (available with Blood Bowl Dwarf and Skaven Pitch) (thanks to clotoro for posting this)

This table is ideal for representing matches played underground, whether in a well-maintained Dwarf stadium or the haphazard deathtrap that is a Skaven pitch.

2D6: Result
2 - Bubbling Up From Below: The players are aghast as a viscous liquid begins to seep up through cracks in the floor. Whether this is a natural phenomenon, the result of sabotage or a dire warning that stadiums have no place being built being above sewage pipes, it's definitely not pleasant. All players on the pitch subtract 1 from the MA, but can attempt to Go For It one more time when they move (three time, or four times if they have the Sprint skill).
3 - Gloomy: The torches are in need of replacing, and the shadows are growing long. Long Passes and Long Bombs have an extra -1 modifier (making them -2 and -3 respectively). In addition, players attempting to Go For It for a second time during an Action (or a third time, if they have the Sprint skill) will trip and be Knocked Down on a roll of 1 or 2 instead of just on a roll of a 1.
4-10 - Nice Enough: You might be missing the light of the sun, but the conditions are as good as you could hope for. This counts as a 'Nice' result for the purposes of the Changing Weather result on the Kick-off table.
11 - Thermal Geysers: Vapour begins to whistle up from cracks in the ground, followed by forceful gusts of rolling steam. If a player on your team is Knocked Down (not just placed Prone), roll a D6. On a roll of 1, they crack open a thermal geyser and are shot into the air. Scatter them D3 squares in a random direction (ignoring any squares they pass through). If they land in an occupied square, move them one more space in the direction of scatter until they land in an unoccupied square or leave the pitch. When making the Injury roll for a player who has been shot into the air, add 1 to the result.
12 - Seismic Activity: Uh oh... was that a tremor? Roll a D6 at the end of each turn, adding 1 to the result for each player on the pitch with a Strength of 5 or more. If the result is 6 or more, rocks tumble down from up above. Each coach rolls a D6. The one who scores the lowest picks one of their player at random, that player is Knocked Down by a falling rock and the other coach makes an Injury roll for them. If both coaches roll the same, a random player on each team is struck by a falling rock!


KICK-OFF TABLES

If both players agree, they can use one of the following special Kickofftables for the duration of the match, instead of the one in the Blood Bowl rulebook.

Blitzmania Kickoff Table (available in the My Dugout iOS application)

2D6: Result
2 - UM... WHERE'S THE REF: Both teams are lined up, waiting for the whistle to blow, when they realise that the Ref's nowhere to be seen! Looks like it's time for some Blitzmania-style anarchy. For the duration of this drive, any number of players can make a Foul action each turn. In addition, players cannot be sent of for Fouling, using Secret Weapons, or anything else.
3 - BREAKING SCANDAL: A wave of excited conversation ripples through the crowd... a fresh scandal has come to light, and the new vendors outside the stadium have got all the juicy gossip! Each player rolls a D3 and reduces their FAME by that much for the rest of the match, as fans stampede out of the stadium - and yes, FAME can go into negative figures. In addition, each player rolls a D6 for each of their players that is within 2 squares of the sidelines. On a roll of 1 or 2, they are Knocked Down by errant fans.
4 - BOLSTER THE LINE: From the Dugout, the offence looks pretty weak -- and the benched players decide to do something about it! The receiving player rolls a D6 for each player in their Reserves box. On a result of 4, 5 or 6, that player can be set up in their team's End Zone.
5 - ROGUE BALL: One of the fans has not only brought their replica Blood Bowl ball to the game, they've decided to fling it onto the pitch just as the real ball's in the air! The kicking team's coach places a second ball anywhere in the receiving team's half -- this will scatter in the same way as the first ball, once the first ball's scatter has been resolved. Players may not pick-up, catch or intercept a ball if they are already carrying one. A ball bouncing into the square with the other ball will bounce again. After each player has had one turn, pick one ball at random; that ball (revealed as the replica) bursts, and is removed from play.
6 - BLOODTHIRSTY FANS: Goaded on by the screaming fans, one player snaps and starts the violence a moment early! Each coach rolls a D3 and adds their FAME and the number of cheerleaders on their team to the score. A random player on the team with the highest score is driven to an act of bloodlust, and can immediately make a Blitz action.
7 - CHANGING WEATHER: As per the standard Kickoff table.
8 - QUESTIONABLE COACHING: Each coach rolls a D3 and adds their FAME (see page 18 of the Blood Bowl rule book) and the number of assistant coaches on their team to the score. The coach of the team with the lowest total has upset one of the players with a last-minute call, and they head back to the Dugout to set things straight -- missing the drive in the process! One randomly determine player from that team that is on the pitch is placed in the Reserves box.
9 - VIOLENT OUTBURST: The defense has been worked into a frenzy before lining up for the kick-off. Every player on the receiving team that is adjacent to one (and only one) enemy player can immediately make a bonus Block action. Team re-rolls cannot be made during these actions, and if a player on the receiving team is Knocked Down, the bonus actions come to an end and no more Blocks can be thrown.
10 - SNEAKY SPRINT: One player on the defense makes use of a distraction in the crowd to dash into the other team's half. A random player on the kicking team who is not on the line of scrimmage, and is not in an enemy player's tackle zone is removed from play. The kicking team's coach can then set them up anywhere in the receiving team's half, in a square that does not contain another player or the ball; they then move D6 squares in a random direction (determined using the scatter template) stopping before they would move into an occupied square or the square containing the ball.
11 - PELTED BY THE CROWD: A recent scandal has cast one of the teams in a poor light, and the fans have decided that this is the moment to show their disapproval. Each coach rolls a D6 and adds their FAME (see page 18 of the Blood Bowl rule book) to the roll. The team that rolls lower is pelted by rotten vegetables, promotional merchandise and smaller members of the crowd. Roll a D6 for each player on the team; on a roll of 1, they are Placed Prone.
12 - BIG MONEY IN THE HOUSE: Some of Blitzmania's most lucrative sponsors have turned up to watch the drive, encouraging the players to give it their absolute best. Roll a D6 -- each team gains that many bonus team re-rolls (up to a maximum of 8 ). In addition, during this drive, teams can use more than one team re'roll in a turn (a roll can still never be re-rolled more than once). Any of these bonus re-rolls that have not been used by the end of the drive are lost.


SPECIAL PLAY CARDS

Two new decks, available as the "Hall of Fame" pack: Heroic Feats and Magical Memorabilia.

Heroic Feats contains 16 cards:
  • Perfect Throw
  • Star Ascendant
  • Golden Boy
  • In The Zone
  • Burst of Speed
  • Unlikely Interception
  • Up Like a Shot
  • Die Hard
  • Fancy Footwork
  • Go The Extra Mile
  • Suicide Blitz
  • Spectacular Catch
  • Punt
  • Mighty Leap
  • Catcher's Instincts
  • Inch-Perfect Kick
Magical Memorabilia contains ten new cards:
  • Luthor's Dazzling Wristgards
  • Zug's Jersey, 2492
  • Gruk the Bear's Gauntlets
  • Skrot's Sticky Slop
  • Bob's Biffin' Helmet
  • Spranley's Cup
  • Von Wilkins' Boots
  • Agrablag's Ball of Pain
  • Heldenhof's Headband
  • Hightower's Lucky Sock
OTHER SPECIAL PLAY CARDS

Go Full Beard [Miscellaneous Mayhem] (available at 2016 Full Beard Cup tournament event)
"By the twice-blessed tankard of Josef Bugman, they just cracked open a cask of Full Beard! It's about to get messy..."
Timing: Play at the start of any drive, while setting up your team.
Effect: Put this card face-up on the sideline area of your Dugout to show that your team has taken a drink of Full Beard XXXX. At the start of any of your turns, you can discard the card. For the rest of that turn, all players on your team have the Mighty Blow and Thick Skull skills. At the end of the turn, D6 of your players on the pitch (chosen randomly) feel the need for a lie down, and are Placed Prone. If you have not used this card by the end of the drive, it is discarded.

The Early Bird [Miscellaneous Mayhem] (available with preorders of Blood Bowl 2016)
"Talk about Keen! They say this player trains every morning from sunshine, and is always first in line for the latest kit. What a hero!"
Timing: Play immediatels before the first kick off.
Effect: Pick a player on your team - that player gains the Pro skill for the first half of this match. At the end of the first half, roll a D6 if the player is still on the pitch or in Reserve. On a result of 1, 2 or 3, the player is so exhausted from all the extra training that they are Knocked Out! They cannot recover in time for the next drive, but you can roll for all subsequent drives normally.

Blitzmania Mania! (available as part of the Blitzmania event)
"Sorry if you're having trouble hearing the announcers, folks - it's kinda loud here!"
Timing: Play at the start of a drive, before the kick-off.
Effect: Each coach rolls a D6 and adds their team's FAME and the number of cheerleaders on its roster. If you roll higher than your opponent, gain another team re-roll. Otherwise, keep this Special Play card - you can play it again at the start of another drive.

They Think It's All... Ogre?! (available as part of the Blitzmania event)
"Oh, throw out the rulebook, this is getting ridiculous!"
Timing: Play at the start of any of your turns, before any of your players takes an Action.
Effect: Set up an Ogre (see the Human team list) in any square that is adjeacent to the sidelines and not in an enemy tackle zone - the Ogre now plays as part of your team. At the end of each turn that the Ogre is on the pitch, roll a D6. On a 1, he switches sides and is now controlled by your opponent! On a 2 or 3, he is forcibly removed from play. Roll again at the end of each of the Ogre's team's turns.

Heel Turn (available as part of the Blitzmania event)
"Blitzmania's seeing more and more dirty play. I don't wanna sound old-fashioned, but you wouldn't see this in the big leagues..."
Timing/Effect: Play this card in one of the following ways:
1) Play after making an Armor roll for an enemy player to add 2 to the result of the roll.
2) Play at the start of any of your turns to move a player in your Reserves box to any square in your End Zone that is not in an enemy tackle zone.
3) Play when your opponent declares they will use a team re-roll to prevent them from using it. The re-roll is still spent.

Pampered Players (available as part of the Blitzmania event)
"You have to give it to Blitzmania - it's injected a whole heap of gold into the sport. I've never seen players that are so well looked after!"
Timing: Play at the start of the game, immediately before the first kick-off.
Effect: For the duration of the game, your players will recover from being Knocked Out on a roll of 2 or more. However, if you roll a 1, roll again. On a 1, 2 or 3, the player kicks up a fuss and refuses to play for the rest of the match!

It's All To Play For (available as part of the Blitzmania event)
"The referee is invoking the newly-drafted last minute equaliser rule. The Blitzmania commission is taking liberties again, I guess..."
Timing: Play at the start of your fifth, sixth, seventh or eighth turn in the second half, before any of your players takes an Action.
Effect: If your score is lower than your opponent's, your next touchdown will score enough points to equalise the score.


INDUCEMENT CARDS

Although these are presented in the format of special play cards, these are actually purchasable inducements. Most are exactly as per CRP/BB2016, but a few are new.

Special Play [Winterbowl Inducements] (available via the Winterbowl event)
As per CRP

Extra Team Training [Winterbowl Inducements] (available via the Winterbowl event)
As per CRP

Bribe [Winterbowl Inducements] (available via the Winterbowl event)
As per CRP

Bloodweiser Keg [Winterbowl Inducements] (available via the Winterbowl event)
As per CRP "Bloodweiser Babe"

Weather Mage [Winterbowl Inducements] (available via the Winterbowl event)
Cost: 40,000 GP
"Using magic to influence the weather is certainly frowned upon..."
Rules: You can use your Weather Mage once per game, at the start of either team's turn (before any player takes an Action). Roll on the Weather table, adding or subtracting up to 3 from the result. The resulting effects last until the end of the turn, replacing the existing weather conditions until then.

Revitalizing Tonic [Winterbowl Inducements] (available via the Winterbowl event)
Cost: 30,000 GP
"Players looking down in the dumps?` Lacking get-up-and-go? Crimson Minotaur is just what you need!"
Rules: Once per match you can force this colourful brew down a KO'd player's throat at the start of a drive, instead of rolling to see whether they recover. Roll a D6. On a 2 or more, they spring to their feet and recover, but on a 1 they remain KO'd.

Interference [Winterbowl Inducements] (available via the Winterbowl event)
Cost: 30,000 GP
"If you're up against it, there's nothing wrong with enlisting the fans to help."
Rules: Once during the game, before your opponent makes a dice roll for a player that is within two squares of the sidelines, you can declare Interference to give them an additional -1 modifier to the dice roll.

For legality sake:

(C) Copyright Games Workshop Limited 2016. Blood Bowl, Blood Bowl The Game of Fantasy Football, Citadel, Games Workshop, GW and all associated logos, names, races, vehicles, weapons and characters are either * or TM and/or (C) Games Workshop Limited. All Rights Reserved.

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Re: COLLECTED NEW BB2016 RULES

Post by howabe »

Great work, thanks.

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Re: COLLECTED NEW BB2016 RULES

Post by whiskey tango foxtrot »

Thanks for this

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Re: COLLECTED NEW BB2016 RULES

Post by RoterSternHochdahl »

Much appreciated! How about putting placeholders to indicate what you are planning to bring later?

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Re: COLLECTED NEW BB2016 RULES

Post by mikeyc222 »

very nice!

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Re: COLLECTED NEW BB2016 RULES

Post by Fullork12 »

Awsome work.

I saw cards on ebay for the lvo. Are they legit or fan ones for that event?

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Re: COLLECTED NEW BB2016 RULES

Post by Moraiwe »

Made for that event, not by GW.

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Re: COLLECTED NEW BB2016 RULES

Post by Wuxyteo »

Maybe Grak and Crubleberry, and the new ones from the dugout app would fit in here too.

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Re: COLLECTED NEW BB2016 RULES

Post by Babs »

Very, very helpful. Do you have permission from Andy Hoare to do this? Until I have clarity I will copy this into my private records so that if you get an email from GW to take it down I have a copy (as the NAF received for including some rules in their tournament ruleset).

I note you are missing the Referee rules, as well as the special rules for Grak and Crumbleberry.

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Re: COLLECTED NEW BB2016 RULES

Post by Milo »

Babs wrote:Very, very helpful. Do you have permission from Andy Hoare to do this? Until I have clarity I will copy this into my private records so that if you get an email from GW to take it down I have a copy (as the NAF received for including some rules in their tournament ruleset).

I note you are missing the Referee rules, as well as the special rules for Grak and Crumbleberry.
Babs, no, I haven't asked, but I've only been putting up rules here that are publicly available on the internet already, and not in for-profit rules supplements.

I will put up a summary of the referee rules, but not the full version until the WD it is included in is no longer for sale. G&C rules I'll put up soon. I'm also adding a list of the names of the cards in the new Hall of Fame special play card set, but not the text of them.

It's a good idea to take an occasional backup of this post -- I'm doing the same.

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Re: COLLECTED NEW BB2016 RULES

Post by Milo »

Updated with G&C and the Bugman's Star Players, summary of WD Referee Rules, list of cards in new Hall of Fame special play cards pack, and links to the GW store for the items available for sale there. (No affiliate links or anything like that, just raw URLs.)

Can anyone else think of anything I'm currently missing?

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Re: COLLECTED NEW BB2016 RULES

Post by Babs »

Not unless you want the 'even more optional than very optional' Savage Orcs and Human Nobles rosters.

Thanks again Milo - have you poked/PM'd admins/Moderators to have this stickied?

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Re: COLLECTED NEW BB2016 RULES

Post by clotoro »

Where are Bilerot, Frank and Rasta reappearing?

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Re: COLLECTED NEW BB2016 RULES

Post by Milo »

Babs wrote:Not unless you want the 'even more optional than very optional' Savage Orcs and Human Nobles rosters.
I thought about it, but since they are a for-pay product, I don't want to post them here. Maybe I should mention them, though, just for completeness.

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Re: COLLECTED NEW BB2016 RULES

Post by Milo »

clotoro wrote:Where are Bilerot, Frank and Rasta reappearing?
They were sold by GW, along with a rules insert, at a tournament event last year. The NAF has decided to declare them as official in tournaments from Feb 2017 forward (in fact, that's where I got the rules for them.)

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