Add new balls highlighted in some GW's magazine

Those are optional rules, I believe, which appeared over last year in some magazine belonging to GW. Yet, they are interesting addition, and most of them don't seem like a lot of work to implement. The idea is that kicking team may choose to substitute standard ball with a "rigged" one once per match(while risking that kicking player will be ejected on rolling double during selection of kick-off events as a fouler). Balls are designed in such way they make ball-handling less reliable, thus creating problems for an attacker to which it's kicked and who'll be handling it most of the time this drive.

I especially like how Gobbos are granted with 3 unique special balls of their own, and can kick all 3 of them once per match each, thus 3 special kicks (which is backed up by their cheap bribes); that makes them even more fun and cunning, and boosts them a bit as well. So I think at least Gobbos' balls should be implemented, as they could use some helping hand. I'm quoting detailed article below.

Special Balls:

Although Blood Bowl balls are usually provided by the stadium, many teams bring along several of their own just in case. Most of the time theses are standard, regulation pigskins, but some teams like to sneak in a surprise once in a while...

Once per match, at the start of any drive for which they are the kicking team, the coach can declare that they will use a special ball. Before the kick-off, the coach nominates one player from their team who is on the pitch, is not in a wide zone and is not on the line of scrimmage to be the one kicking the ball. If the roll on the kick-off table is a double the Ref calls the kicking player out for their flagrant rules violation, and they are immediately sent of as thought they had committed a foul (before resolving the kick-off result). Note that even if the player is sent off, the special ball remains in play for this drive Any team can use an Extra Spiky ball, but some teams have access to race-specific special balls as listed below -- they should declare whether they are using an Extra Spiky Ball or their team's unique ball.

For the duration of the drive, the special ball rules (as shown below) apply to the ball. Aside from those rules, it still counts as a normal ball in all respects.

ANY TEAM: Extra Spiky Ball
Sure, a lot of Blood Bowl balls have spikes, but this one takes things to the extreme! Whenever an Extra Spiky ball is thrown, thrown in, or kicked off, it will not bounce if it lands in an unoccupied square. In addition, if the result of a roll to pick up, catch or intercept the ball is a 1 (one) (after re-rolls, but before any modifiers are applied), the player making the attempt is treated as being attacked with the stab skill.

ORC TEAMS: Limpin' Squig
Squigs have long been used as a ball in the Orc leagues, but lopping one of their legs off to stop them running away so easily is a recent innovation.

At the start of each team's turn, the Limpin' Squig will make a break for freedom. If it is being carried by a player, that player's coach must roll a D6. On a roll of 1 (one), the squig breaks free and bounces one square in a random direction, following all the rules for bouncing balls. Not that this does not cause a Turnover. If the squig is not being carried by a player at the end of a turn, it hops 3 (three) times, resolving each in the same way as a bouncing ball (see page 19 of the Blood Bowl rulebook). If it hops into a player's square and they fail to catch it, it bounces once then stops.

SKAVEN TEAMS: Warpstone Brazier
Filled with chunks of raw, steaming Warpstone, there's no way this 'ball' could be mistaken for one that meets regulations. Hey, when the Skaven cheat, they don't muck about.

Whenever a player attempts to pick up, catch or intercept a Warpstone Brazier and the D6 roll is a 1 (one) (after re-rols, but before any modifiers are applied), the player suffers a temporary physical mutation! Roll a D6 on the table below to see what happens -- if a player is granted a duplicate skill it had no additional effect. The skill only lasts until the end of the drive, or until they are (un)lucky enough to receive another spontaneous mutation from the Warpstone Brazier.

D6 -- Result
1 -- Spontaneous Combustion. The player is Knocked Down. Add 1 (one) to the result of the Armour Roll.
2 -- Temporal Instability. The player moves out of phase with reality, gaining the No Hands skill.
3 -- Shrunken Head. The only thing worse that a tiny head is the realization that your helmet no longer fits. The player gains the Bone-head skill.
4 -- Massively Obese. The player expands in size until they are a hulking mass of flesh. The player's MA is reduced by 2 (two), to a minimum of 1 (one), and they gain the Thick Skull skill.
5 -- Leprous Flesh. Skin and flesh hang from the player in sickening folds. The player gains the Foul Appearance skill.
6 -- Thorny Carapace. The player's body sprouts a think, spiked shell. The player's AV is increased by 1 (one), to a maximum of 10.

DWARF TEAMS: Master-Hewn Ball
What's wrong with a little ornamentation? Oh, it feels a little weightier than normal, does it? That must be the gemstones! The center definitely isn't lined with iron. Not at all!

When the Master-Hewn Ball is kicked off, it only scatters D3 squares rather than D6. In addition, it is not affected by the gentle gust of wind on the 'Changing Weather' result of the Kick-off table. When passing a Master-Hewn Ball, long bombs cannot be attempted, and the Hail Mary Pass skill cannot be used. In addition, long passes have an additional -1 (one) modifier.

Whenever the Master-Hewn Ball is thrown, thrown in or kicked off, it will not bounce if it lands in an unoccupied square. If it lands in a square with a prone or stunned player, make an armor roll for that player before the ball bounces. If they are removed from play as a result, the ball does not bounce.

If a player attempts to catch a thrown in Master-Hewn Ball and fails, roll a D6 after the ball has bounced away. If the result is equal to or higher that the player's ST, they are knocked down.

OPTIONAL RULES: GOBLIN SPECIAL BALLS

This ruleset allows Goblin teams to make use of their own special balls, and is designed to be used alongside the rules for other teams' special balls

At the start of any drive for which they are the kicking team, a Goblin coach can declare that they will use a special ball. Goblin teams have access to three special balls and can use each one once per match. If they wish, they can use and Extra Spiky Ball (see the March issue of White Dwarf) in place of one of their three balls.

Before the kick-off, the coach nominates one player from their team who is on the pitch, is not in the wide zone and is not on the line of scrimmage to be the one kicking the ball. (Note that in some situations, such as using the Kick skill, a player will already have been nominated to kick the ball.) If the roll on the kick-off table is a double, the Ref calls the kicking player out for their flagrant rules violation, and they are immediately sent off as though they had committed a foul (before resolving the kick-off result). Not that even if the player is sent off, the special ball remains in play for this drive! If the team has already used a special ball this match, roll a D6 after the kick-off event has been resolved. On a 1 or 2 the kicking player is sent off as above.

For the duration of the drive, the special ball rules (as shown below) apply to the ball. Aside from those rules, it still counts as a normal ball in all respects.

GOBLIN TEAMS: Explodin' Ball
There's nothing subtle or clever about a ball stuffed with blasting charges and gunpowder, but Goblins have never been fans of subtlety or cleverness. When the ball is placed, the Goblin players places a marker - a spare ball is ideal - on any space of their score track, to represent the lenght of the fuse. At the end of each player's turn, the Goblin coach rolls a D6. On a 1 (one), the fuse goes out, and the Explodin' Ball is treated as a regular ball from now on -- however, the Goblin player may spend a team re-roll to keep the fuse alight (the marker does not move this turn). On a 2-5, move the marker one space towards 0 (zero). On a 6 (six), move it two spaces towards 0 (zero). If it moves onto the 0 (zero) space, it is removed and the ball explodes! Should a drive end while the marker is still on teh track, it is removed with no effect.

When the ball explodes, roll a D6 for each player in an adjacent square 00 they are Knocked Down on a roll of 4+. If they are already Prone or Stunned, make and Armour roll for them as though they had been Knocked Down. In addition, if a player was carrying the ball, they are Knocked Down automatically. Note that an exploding ball will not prevent a touchdown being scored, but the roll should still be made at the end of the turn to see whether the bomb blows up while the player is celebrating...

After the ball has exploded, as long as the drive is still going, a replacement is thrown in by a sideline official. Put a regular ball on the square where the Explodin' Ball was, then scatter it three times -- a player cannot attempt to catch it until all three scatters have been completed.

GOBLIN TEAMS: Shady Special
The art of getting a ball to deflate in midair during the kick-off was pioneered by the devious gobbo kicker Grom Shady, and is a common sight when Goblins come up against show-offs who love passing. Any attempts to throw a Shady Special have an additional -2 modifier. In addition, as there's little chance of a Ref proving that the sabotage was deliberate (and not the result of shoddy kit maintenance expected of a Goblin team), the kicker can't be sent off for employing a Shady Special

GOBLIN TEAMS: Snotling Ball-Suit
Stuffing a Snotling into a crude approximation of a ball and instructing them to run for the other end zone is one of the most ludicrous (and entertaining) ways a Goblin team can cheat.

During each of their turns, the Goblin coach can make a Move action with the ball as though it were a player on their team! If the ball is being carried by a player on the enemy team, it must first try to escape. The opposing coach makes and Agility test for that player with a +1 modifier. If it passed, they keep hold of the ball, and it cannot make an action this turn. Otherwise, it bounces once, using up one square of its movement, and can then carry on moving.

The ball has a MA equal to the roll of a D3, rolled each time it makes a Move action. For each square of the ball's movement, the Goblin coach places the Throw-in template over it facing up or down the pitch or towards either sideline. Then they roll a D6 and move the ball one square in the indicated direction; no Dodge roll is required if it leaves a square that is in an enemy tackle zone. Repeat this process for each and every square of the ball;s Movement (it cannot Go For It.) If this movement takes the ball off the pitch, it is thrown back in as normal and its move ends.

If the ball moves into a standing player's square, that player must attempt to catch it, as though it were a bouncing ball. Goblin Players, who are adept at catching runaway Snotlings, get a +1 bonus to this roll.

It almost goes without saying, that we wouldn't be doing our job if we didn't clarify that a Snotling Ball-Suit can't score a Touchdown by itself...

last edited by Mori-Mori

Please DON'T add these. The last thing BB needs is MORE RNG.

I find these new balls awful.
I hope we never see them in BB2.

Though I can understand why a lot of people may not like most of those (and of course I suggest it to be an optional thing as well (it's not even in official rulebooks, after all)), I honestly think Gobbos' balls could be added, at the very least, without breaking anything much. That would make them a bit better and unique in what they excel at (madness, randomness and dirty play), and they certainly could use some buff.

last edited by Mori-Mori

@Mori-Mori said in Add new balls highlighted in some GW's magazine:

Though I can understand why a lot of people may not like most of those (and of course I suggest it to be an optional thing as well (it's not even in official rulebooks, after all)), I honestly think Gobbos' balls could be added, at the very least, without breaking anything much. That would make them a bit better and unique in what they excel at (madness, randomness and dirty play), and they certainly could use some buff.

I totally agree with this... The goblin balls could help Buff their teams, so that they could be a bit more competitive... Make them optional though, so all the players doesn't have to be cranky over "more RNG" madness

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