There were the modifications for the MBBL2. If you find Citadel Journal #47 or Blood Bowl Annual #1, you can also find Chet's expanded rules for Kicking that included making Field Goals.
http://www.midgardbb.com/MBBL2/MBBL2_Kicking.html
and
http://www.midgardbb.com/Skills.html
And the skill rules as they were implemented in the MBBL2 (note that we added a Kicker to many teams that had normal access to Kicking Skills).
Kicking Skills
Dirty Kick (SKILL) - The player is skilled at kicking his opponent right where it hurts in a swift and devastating attack, and may use this skill instead of making a Block (or if he moved first, as part of a Blitz). This move does not use the Kick action for the player, but the player cannot move after using this skill. This attack is a great equalizer, so ignore the Strength values and any assists for the players involved. Roll just one Blocking dice instead, consulting the table below.
Skull: The Kicker is placed prone, but do not make an Armour roll for him.
Skull/Pow: The defender fends the Kicker off. Leave both players where they stand, and the Dirty Kick has no effect.
Push: The defender back away before he can be kicked. Treat this as a pushback result on the Blocking dice, but the defending coach may choose the target square.
Pow/Dodge: The Kicker connects with the defender, hard! The defender is placed prone - do not make an armour roll for him.
Pow: The defender is kicked where it hurts! Place him face down in his square as if he has been Stunned
Kick (SKILL) - The player is a skilled kicker. A player with this skill may re-roll the dice if he fumbles or shanks a roll the Away roll of a normal Kick action. In addition if this player is set up on the field when his team kicks off not in either wide zone or on the line of scrimmage. the player is allowed to take the kick-off. Because his kick is so accurate, the number of squares that the ball scatters on kick-off is halved, rounding any fractions down (ie. 1=0, 2-3=1, 4-5=2, 6=3).
Kickoff Return (SKILL) - A player on the receiving team may use this skill when the ball has been kicked. It allows him to move up to 3 squares to the ball after the ball has been scattered but before it hits the ground (and bounces). All normal movement rules apply (such as dodging) with the exception that no Go For Its are allowed during this special move. Players set up on the Line of Scrimmage may not use this skill. This 3 square movement occurs before resolution of kickoff table result. Only one player may use this skill each kickoff and must be used to move towards the's ball landing square. This skill may not be used for a touchback kickoff and does not allow the player to cross the line of scrimmage into the opponent's half of the field.
Pooch Kick (SKILL) - The player is skilled at kicking the ball 'just right'. When he kicks the ball, treat the distance roll as a range. The player may choose to drop the ball into play at any point in the target kicking area.
Punt (SKILL) - A player with this skill is great at getting the ball downfield without a lot of accuracy. The player must roll a 2+ (nothing modifies this roll, not tackle zones or foul appearance, nothing. Punt cannot be Kick Blocked). On a 1, the Punt is fumbled. On a 2+, the ball may be targeted at any square on the pitch. After selecting a target square, roll for scatter and a D6 for the number of squares it scatters in that direction (just like a kickoff roll). This is the actual square the ball lands in. The Kick skill can be used to reroll a failed Punt.