There are a few points in the new rules that need amended for League Plan
Modifying Dice Rolls: The Rules say dice cannot be modified below 1. This is a problem for agility tests. Add the following "If the total modifiers would take the result of an Agility test below 1 then treat it as if a natural 1 was rolled".
Team Management: The rules say to Hire new Players then Fire Players. This prevents replacing injured players with a Rookie. As part of Hiring Players you may replace (i.e. fire and then immediately hire) any player on the team.
Star Players - Estelle la Veneaux: may only use her Baleful Hex Special Rule on an adjacent player not one who is five squares away.
Trait - Throw Team Mate: This should be Passive not Active to allow the Throw Team Mate Action to be declared while Prone.
For those Coaches who have been playing Season Two Rules:
Passing: Wildly Inaccurate and Deflections have been removed.
Push Back: When a Chain Push happens the player pushed back is considered to have been pushed by the player moving into their square not the active player. This matters for some skill uses.
Actions: Throw Team-Mate and Pass are separate actions and you can do both in a turn.
Skills: There is a new Devious Skill Category where some skills like Dirty Player have been moved. As well as several new skills.
Casualty Table: Has been changed. 1-8 is now Badly Hurt.
Stalling: There are now rules for stalling (not scoring when you can do so without rolling dice). Take care or the crowd will throw a rock at the ball carrier!
Due to new wording the interaction between some skills and the rules is unclear. The following is the conventions we will be following
Skill name: ruling
Diving Tackle: This is now used after the opponent has used any re-rolls.
Eye Gouge: This works on Chain Pushes during either teams turn.
Foul Appearance: This happens when the Block is Performed not Declared meaning players can still move on a Blitz Action.
Hypnotic Gaze: This cannot be used by a Prone player as it is a Trait and not a Skill even though it does allow a move action.
Juggernaut: In a Chain Push scenario, the Stand Firm skill can not be used by opposition players in the chain.
Jump Up: Does not allow the player to declare a Special Action, which prevents the use of Stab and Chainsaw.
Lone Fouler: Nothing in the fouling rules prevents the Referee seeing the first dice roll. The Player will still be sent off if either Armour Roll is a Double.
Shadowing: Is now a 4+ Roll and happens before the dodge roll is made and the modifiers for being Marked are calculated.
Stand Firm: This prevents push backs meaning Strip Ball and Eye Gouge do not work against this Player.
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