4th Edition League Rules and Regulations

League Page

The Scotts Valley Blood Bowl League uses the following modifications:

Star Players

Every star player is unique.  A team can not hire multiple copies of the same Star Player.  Nor can a Star Player be hired by more than one team.  A Star Player may be freebooted by multiple teams (not in the same game) as long as the Star Player is not currently part of another teams roster.

Outside of crush results, Star players may never be retired.

Allies

The following teams allies list replace those listed in the "Gold" rules
 
Team May Hire
Halfling Human, Treeman, Wood Elf
High Elf Human, Wood Elf
Khemri Undead None
Skaven Chaos, Goblin
Vampire Undead

Appearance Fees

Non allied players do not charge appearance fees.  Instead they charge "Hold Out Fees".

At the start of every tournament, any non allied player with 51 or more SPPs will not play in that tournament until the Hold Out Fee is paid.  Once the Hold Out Fee is paid, they player will play the remainder of the tournament.  Non allied star players are subject to this same rule (SPPs = Cost / 1000 gps).  Non allied star players will charge a hold out fee if they are hired during a tournament.
 
SPPs Hold Out Fee
51-100 25,000 GPs
101-150 50,000 GPs
151+ 100,000 GPs

Allied players charge appearnce fees.  The SVBBL uses the following Appearance Fee rate:
 
SPPs Appearance Fee
51-100 15,000 GPs
101-150 25,000 GPs
151+ 50,000 GPs

Unicorn Star players are treated as non allied players (for the purposes of Apperance Fees ONLY) and thus charge Hold Out Fees, not Appearance Fees.
 

Big Guy Star Player Points

Depending on which BBMag you read, the number of SPPs needed to advance a Big Guy is contradictary.  The SVBBL uses the following table:
 
SPPs Title Rolls
0-10 Rookie None
11-20 Experienced One
21-50 Veteran Two
51-100 Star Player Three
101-200 Star Player Four
201-300 Star Player Five
300-500 Star Player Six
501+ Star Player Seven

Secret Weapons

The following table replaces the secret Weapon's table in the "Gold" rules
 
Weapon Cost Teams used by Penalty Roll
Chainsaw 60,000 Chaos, Dwarf, Goblin, Human, Norse, Orc, Undead 8+
Blunderbuss 30,000 Chaos Dwarf, Dwarf 10+
Poison Dagger 10,000 Amazons, Dark Elf, Lizardmen, Skaven 10+
Explosive Bomb 40,000 Chaos Dwarf, Dwarf, Goblin 8+
Stink Bomb 20,000 Goblin, Snotling 8+
Pogo-stick 20,000 Goblin 10+

Sneaky Gobbos

An Orc Team may hire up to 4 Goblins as non allied players.

Vampire Lords

Vampire Lords never charge Hold Out Fees.
Vampire Lords may never be hired as allies.
Vampire Lords may retire during the Crush, but they will never "leave the team".

Team Wizards

Allied Undead players may use their Regeneration trait if the team has a non-injured Wizard present at the match.

Racial Specific Rules:
Race Ability Own turn only
Amazon See Human True
Bretonnian See Human True
Chaos Once per match, fire a Warp Bolt. Roll 1D6. On 2+ the victim is injured, roll for injury. On 1 the spell misfires - roll again - on 1-3 the Chaos Sorcerer is destroyed, on 4-6 he misses the next match. True
Chaos Dwarf Once per match, causes an earthquake centered on a square. Roll  1D6. Anyone in target square is knocked over on 3+, adjacent players are knocked over on 5+. Roll for injury on players knocked over. True
Daemon See Chaos True
Dark Elf Every time a weather roll is made, roll 1D6. On 2+ the Sorceress chooses the weather.
Once per match, cast a bolt of lightning on a player. Roll 1D6. The player is knocked over on 4+. If knocked over, roll for armour and injury as if hit with Mighty Blow.
True
Dwarf See Deathzone Playbook False
Goblin Costs 75,000 gps.
Once per match, cast Hand of Mork on a own player.  Roll 1d6.  The player is moved that number of squares, ignoring tackle zones and occupied squares.
True
Halfing See Deathzone Playbook False
High Elf Take twice as many special play cards. After looking at them, discard down to the correct number of cards. Two or more Magic Items may be taken, provided only one is kept. False
Human See Deathzone Playbook True
Khemri Same as Undead, except resurrects Skeletons instead of Zombies. False
Lizardman Skink Shaman 75,00 gps
Once per match, cast ZAP! spell (see Human Wizard spell in Deathzone Playbook).
Slann Mage Priest 150,000 gps
See High Elf
True/False
Minotaur See Human True
Norse See Human True
Ogre See Human True
Orc Once per match, cast Hand of Gork on a own player.  Roll 2d6.  The player is moved that number of squares, ignoring tackle zones and occupied squares. True
Skaven Once per match, cast Death Frenzy.  At the start of a Skaven player's move roll a D6. On 2+ the player takes two actions one after the other. On 1 the player dies immediately. True
Snotling After the special play card roll at the start of the match take D3 extra Dirty Tricks. (thanks to Simon Danielsson www.mtek.chalmers.se/~m96simon/bloodbowl/bb_teams/snotling.html) False
Treeman See Human True
Undead See Deathzone Playbook False
Vampire See Human True
Wood Elf Sorceress has the same ability as two apothecaries.  The Wizard works his spells from a distance and can heal in circumstances where the apothecary may not be able to operate (crowd injuries). False

Special Positions

Chaos Champion Chaos Warrior
Vampire Count Vampire
Chaos Mutant Chaos Warrior (or Beastman depending on model)
Dwarf Dragon Slayer  Slayer
Bretonnian Grail Knight Questing Knight
High Elf Dragon Prince Dragon Warrior
Lizardmen Temple Guard Saurus

Star Player Corrections

The following star players were omitted or misprinted in the official 4th ed rules (these ARE official SVBBL Star Players): 
Name
Position
MA
ST
AG
AV
Skills
Cost
Dirty Dan Goblin 6 3 3 7 Dodge, Dirty Player, Stunty 70,000
Grit Smelly Snotling 5 1 3 6 Block, Dodge, Leader, Midget, Pro 50,000
Geargrinder Cyborc 3 5 2 9 Block, Mighty Blow, Stand Firm 125,000
Highelm Lyrpade Wood Elf Line Elf 7 4 4 7 Block, Pass Block 125,000
Hthark The Unstoppable Chaos Dwarf Bull Centaur 6 6 2 10 Block, Break Tackle, Sprint, Sure Feet, Thick Skull 180,000
Lewdgrip Whiparm Chaos Warrior 5 4 3 9 Pass, Sure Hands, Tentacles 135,000
Skreet Linerat 7 4 3 7 Block Dodge, Guard, Leap 145,000
Slarga Foulstrike Beastman 6 3 3 8 Dirty Player, Extra Arms, Horns 105,000
Snoti Snotson Snotling 6 1 3 5 Dodge, Midget, Right Stuff, Sprint, Sure Feet 50,000

Diving Tackle

Do not make an Armour roll for the player who is doing the Diving Tackle.

Flash

Flash is a skill only available to the Cotton Tails.

The player is so "distracting" that any opposing player within 3 squares of her must subtract -1 from any pass or catch roll.
Additionally any opposing player that attempts to block the "Flasher" must first roll 2-6 on a singe die.  If a 1 is rolled, that player's action ends, but a turnover does NOT occur.
Additionally once during the "Flasher's" action she may Flash one opposing player who is an adjacent square.  Roll 1 die: if the score is greater than the victim's Agility, then the victim is "distracted" and loses his tackle zone.

Flash may only be used if:

  1. The head coach of the Cotton Tails is wearing the appropriate head gear (bunny ears).
Flash may only be gained if:
  1. The head coach of the Cotton Tails is wearing the appropriate head gear (bunny ears).
  2. The skill upgrade roll is 10, 11, or doubles
Teams with the Flash skill may not hire Allies, (it's far too distracting for the Ally).

If a player with the Flash skill is transferred to another team, that player loses the flashing skill.  The player immediately gains another skill or trait that would normally be available to that position on a doubles roll.
 

Piling On

If a player "Pushes Back and Knocks Over" an opponent, that player must follow up to use Piling On.  Piling On may not be used if the player with Piling On is "Knocked Over"

Stunty Players

From the OBERWALD:

Throw Team Mate

A player that attempts to throw a non stunty player will incur a 2 band penalty instead of the usual 1.  In other words, a Short Pass would be at -2, a Quick Pass would be at -1, Long Passes and Long Bombs are not allowed.

Stat Increases and Decreases

Kick Offs

Place the ball before rolling on the Kick Off Table.  Handle any Kick Off Table results before rolling for ball scatter.

Sudden Death

Games may not end in a draw.  If the score is tied at the end of regulation:

Conceding the Match

Conceding matches are highly frowned upon.  The following rules apply to a conceding a match:

Tournament Finals

The League will host the four traditional tournaments: Each tournament will have (at minimum) four League Days designated for qualifying matches.
Qualifying matches are given points as follows: Points from the best three games from each team will be used to determine the 8 teams that participate in the tournament quarter-finals
1st place will play 8th.  2nd will play 7th... and so on

The Crush

The first League Day following the Blood Bowl final match, the Crush will be held.

1) Each coach must roll a d6 for each player on his team who has 25 or more SPPs (or is a Star Player):
1d6 Result
1-3: Retire or Leaving the Team
4-6: Stay with team
If a player wants to "Retire or Leave Team" roll a d6.  If the result is greater than the number of Niggling Injuries the player is thinking about Leaving the Team.  If the results is less than or equal to the number of Niggling Injuries, the player is Retiring.

Retiring: Remove the player from the roster.  You may add him (for free) as an assistant coach.
Leaving the Team: You may pay 1d6 * 10,000 gps to keep the player on your roster.  If you do not, remove the player from the roster.

A player who has retired/left the team may replaced (for free) if that player's Race and Position exists on the teams standard list.

2) Players who have left the team now participate in the Crush.  All coaches may bid on players participated in the Crush.  However teams will only allow certain
races to play on their teams.  Any money spent on players that are not allowed on the play on the team is lost, along with the player.

Players are bid on 1 at a time.  The starting bid value for a player is 1d6 * 10,000 gps.  The order of players to be bid on in the Crush is:

  1. Players who have left a Team
  2. Random Star Player

Nurgle Teams

Any coach who wishes to play a Nurgle Team must follow the Nurgle's Rotters Rules.  There can only be 1 Nurgle Team in the SVBBL.

The following rules were originally created by James C. Jamieson.  They have been modified to fit the SVBBL environment.

One player on the Rotters declared the Champion.  The Champion has the Foul Appearance skill (in addition to his other normal skills) as listed in Death Zone.

All non champion rookie Nurgle players start at FA (Foul Appearance) 0.

Beastmen at FA 0 do not have horns.

Daemons are treated as the same as the Champion (they do not advance in the rot), however, they are not considered the team's Champion.

If the Champion is killed, another active non daemon player becomes the Champion.  Their rot progression immediately stops.  However, any effects of the rot acquired before becoming the Champion remain.

FA 0 are treated as if they did not have the Foul Appearance skill.

FA 1+ are treated as if they ahd the Foul Appearance skill with the following modification:  Opposing players wishing to block a player with Nurgle's Rot must first roll greater than or equal to the Rotter's Foul Appearance level.  A roll of a 1 always fails.  On a failure, that player's action ends.

During the post match sequence before the allocating SPPs roll 1d6 for every non champion player on the team.  If the result is less than or equal to the FA level of that player, the players FA level is increased by 1.  A roll of 1 always results in a FA level increase.  If the player has the Regeneration ability he may attempt to make a regeneration roll.  If it is successful, he loses a FA level.  The regeneration roll takes places AFTER the FA increase roll.  Any effects of the previous FA increase are still kept.

Foul Appearance Table
FA Level Effects on Player
0 Skin discolors.  No effect
1 Pustules break out all over skin.  -1 AV
2 Skin rots.  Additional -1 AV
3 Gains Horns
4 Eyes grows together.  -1 AG
5 Feet grow claws.  -1 MA & gain Claw
6 Plays only one more match, -1 MA, -2 ST, and -1 AG
No stat may go below 1.

If a Rotter Badly Hurts or Seriously Injures an opponent and it is not Regenerated or Apothed roll 1d6.  On a 1, the victim is infected with Nurgle's Rot, becomes FA level 1, and immediately loses one point of AV.  At the end of the match the player joins the Rotters.

The following players are immune to Nurgle's Rott: