Team draft
• Starting $ must be spent to purchase
PLAYERS, SKILLS and EXTRAS.
Any unspent $ is lost and does not affect team value.
Tiers
Tier 1 ($1,150k) Amazon, Dark Elf, Dwarf, High Elf, Lizardman, Norse, Skaven, Undead, Underworld, Vampire, Orc, Wood Elf
Tier 2 ($1,200k) Black Orc, Chaos Chosen, Chaos Dwarf, Chaos Renegade, Elf Union, Human,
Imperial, Khorne, Necromantic, Nurgle, Old World Alliance, Slann, Tomb King,
Tier 3 ($1,250k) Black Orc (no Black Orcs), Goblin, Halfling, Ogre, Gnome Lizardman (no
Saurus), Snotling, Underworld (no Skaven)
Players
• 11-16 total players must be drafted per team.
• Tier 1 or Tier 2 teams may draft 0-1 star player.
• Tier 3 teams may draft 0-2 star players. (one of which must be a stunty)
• 11 players must be drafted before a star player
• “Highlander.... There Can Only Be One” Special Rule:
If both coaches draft the same star player, neither
coach may use that star player for that match.
Skills
• 0-6 skills slots per team may be purchased:
• Primary skills: $20K each. These may be stacked but no player may gain more than 2 additional skills.
• Secondary skills: $40K and 2 skill slots each.
• +1MA or +1PA or +1AV: $40K and 2 skill slots each.
• +1AG or +1ST: $60K and 3 skill slots each.
• Star player access: 2 skill slots each.
• Superstars (as designated by the superstar list on the amendment) cost 4 skill slots
• Tier 2 and Tier 3 teams gain +2 bonus primary skills at no cost
• 0-4 of the same additional skill per team.
• “Chaotic Stunties” Special Rule:
At the start of each match, a stunty (tier 3) team will be
touched by chaos and will gain +1 randomly selected
mutation at no extra cost and may be stacked.
• Star players may not gain additional skills
WEATHER
As we are coming up to Autumn the following weather table will be in effect:
2 - Leaf-Strewn pitch: Huge drifts of leaves have piled up at regular intervals across the pitch. It looks terrible, but they’re soft to land on! When a player falls over or is knocked down the coach of the opposing team must apply a -1 modifier when making an armour roll against them.
3- Autumnal Chill: Winter is fast approaching and players are reluctant to leave the warmth of the dugout. During the end of drive sequence, apply a -1 modifier when rolling to see if a player recovers from being KO’d.
4-10 - Perfect conditions (well, almost): It’s not quite warm, but then again it’s not quite cold - ideal Blood Bowl weather! A pleasant autumn afternoon provides perfect conditions for Blood Bowl.
11 - Pouring Rain: A torrential downpour leaves the players soaked and the ball very slippery! Apply a -1 modifier every time a player makes and agility test to catch or pick up the ball, or to attempt to interfere with a pass.
12 - Strong winds: If it wasn’t for the winds it would be a lovely day. The Ball does not deviate normally. Instead, after placing the kick, the coach of the kicking team rolls a D8 to determine the direction the wind is blowing.
D8 wind direction:
1-2- towards the kicking teams end zone
3-4- towards the receiving teams end zone
5-6- towards the sideline to the left of the kicking team
7-8- towards the sideline to the right of the kicking team.
Next place the throw-in template over the square in which the kick was placed, with the central arrow (3-4) pointing in the direction the wind is blowing. The kick then deviates in a direction determined by rolling a D6 and referring to the throw in template. Additionally, the number of squares will be determined by rolling a D8, rather than a D6
PRAYERS
Treat all results as 14 Throw a Rock
Until the end of this drive, should an opposition player Stall, at the end of their team turn you may roll a D6. On a roll of 5+, an angry fan throws a rock at that player. The player is immediately Knocked Down.