The rules in the living rulebook 3.0 superceed all rules provided on my website with the exception of this page and the races page. The skills page is now up to date including rules not provided in the living rulebook (Off For a Bite and Cold-Blooded)

Musicians are available for 20,000gp each, you may purchase 0-3 Musicians on your team.

Musician Kick Off
2D6 Result
2 The Musicians performance is absolutely terrible. It is so bad that it even puts the team off their game. The enraged Coach sacks the head Musician. Lose one re-roll for this half and lose one Musician from your staff.
3-4 The crowd are totally unimpressed by this performance. They attack the Musicians killing one in the process. Lose one Musician from your staff.
5-9 An enjoyable little tune is performed, no noticeable effect on the game.
10-11 The Musicians strike up a crowd favourite which drives their enthusiasm for the game even higher. Add one to your Fan Factor for the duration of the half.
12+ This is one of the greatest musical shows seen at a Blood Bowl game, even the team are feeling the effects of this fantastic performance. Add one re-roll for this half.
+1 per Musician on the staff (maximum +3)
A roll of 2 is always a result no matter what modifiers are applied - the music really is that bad.

Maximum of 4 allies on your team at any time. For each ally on your team, roll a D6 at the beginning of each half. For each 1 rolled, lose a re-roll, if you do not have enough re-rolls then add one re-roll to the opposing team to make up the difference.

Big guys may use Leader ReRolls. They require double the normal Star Player Point to get a rank/roll. When rolling a Star Player Roll, on a double they may opt to remove one racial characteristic (except Big Guy). Maximum of two Big Guys per team, except Big Guy teams and stunty teams which are allowed 3 Big Guys (Goblins and Halflings)

Teams may hire Wizards for the price listed on their racial chart in addition to being able to hire them as Freebooters. Note, that you may only have one wizard per match so if you purchase a Wizard, you may not hire one as a Freebooter.

Teams can purchase secret weapons for their players for the prices listed on the secret weapons page. No more than one of each type of secret weapon per team, no more than one secret weapon per player. If a player with a secret weapon is killed, the secret weapon is lost. Secret weapons can be given from one player in a team to another between games, but must always be held by a player (no keeping it in the armory).

We will NOT be using the ageing rule on page 41.

We'll use the cards for the game, not the handicap table on page 43.

Handicap Table
Difference in team Ratings Bonus Cards Bonus MVP's
0-10
0
0
11-20
1
0
21-30
1
1
31-50
2
1
51-75
2
2
76-100
3
2
100+
3
3
Special Play Cards
D6 Roll Number of Special Play Cards
1
1
2-5
2
6
3

 

Casulty Table
D6 Result
1-3 Badly Hurt- Take the player off the field and place them in the Dugout in the Dead & Injured Players box. The player must miss the rest of the game.
4-5 Serious injury - Take the player off the field and place them in the Dugout in the Dead & Injured Players box. The player must miss the rest of the game. Roll on the Serious Injuries table.
6 Dead! - Take the player off the field and place them in the Dugout in the Dead & Injured Players box. The player won't be playing Blood Bowl any more unles he joins an Undead team...
Injury Table
2D6 Result
2-7 Stunned - Leave the player on the field, but turn them face down. All they may do for their next action is turn face up. Once face up, they may stand up on any subsequent turn using the normal rules.
8-9 KO'd - Take the player off the field and place them in the Dugout in the KO'd Players box. At the next kick-off, before you set up any players, roll for each of your players that have been KO'd. On a roll of 1-3 they must remain in the KO'd box and may not be used. On a roll of 4-6 you may return the player to the Reserves box and can use them as normal from now on.
10-12 Casulty - Roll a D6 on the Casulty table
Serious Injury Table
D66 Result Effect
11-13 Concussion Miss next game.
14-16 Broken Ribs Miss next game.
21-23 Groin Strain Miss next game.
24-26 Gouged Eye Miss next game.
31-33 Broken Jaw Miss next game.
34-36 Fractured Arm Miss next game.
41-43 Fractured Leg Miss next game.
44-46 Smashed Hand Miss next game.
51-52 Damaged Back Niggling Injury.
53-54 Smashed Knee Niggling Injury.
55-56 Pinched Nerve Niggling Injury.
61 Smashed Hip -1 MA.
62 Smashed Ankle -1 MA.
63 Smashed Collar Bone -1 ST.
64 Broken Neck -1 AG.
65 Serious Concussion -1 AV.
66 Fractured Skull -1 AV.
Miss Next Game - Write an M in the injuries box on the team roster, and rub it out at the end of the next match.
Niggling Injury - Miss next game as above. In addition, write an N in the injuries box on the team roster. Before each match you must roll one dice per Niggling Injury the player has suffered. On a roll of 1 the player must miss the match.
-1 MA, ST, AG, AV - Miss next game as abovve. In addition, record the characteristic change on the team roster. However, no characteristic may be reduced by more than 2 points, any injuries that could reduce it further are ignored.

 

The team lists in the rulebook are replaced with the team lists on the races page.