The greater the difference between your team values, the more times you get to roll on the Prayers to Nuffle table which is a d16 table with buffs or debuffs that last for 1 drive, a half, or the whole game. In those situations, you’ve got no choice but to offer Prayers to Nuffle and hope for the best. Of course, the support of your fans won’t always be enough to see you through, especially when you’re facing a team that’s much more developed than yours. This is how many fans are cheering for your team for that game. The way teams determine Fan Factor has also changed – now the number of fans who show up to your games is based on your Dedicated Fan number (a group of supporters who you can purchase at team creation and will grow or shrink depending on your success, just like the old Fan Factor stat) plus D3 fairweather fans times 1,000. It’s also used to calculate petty cash for inducements instead of Team Value. The Second Season rules introduce the Current Team Value characteristic, which is your team’s Team Value minus any players who are missing time due to injury. PregameĪ number of pregame/outside-the-game factors have changed. We’ll talk more about it in our upcoming round table article on the new edition, so stay tuned for that. This fundamentally changes the game in a lot of ways, especially for high-AG teams who were used to being able to rip off a pass with anyone on their team. Some players have a PA of ‘-’, meaning that if they try to pass the ball, they will automatically fumble the pass, but they can hand off as normal. Most Thrower characters have a PA of 3+, and Elves and Skaven come with a PA of 2+. Passing the ball is no longer linked to a player’s AG, but now refers to a player’s PA stat. Perhaps the single biggest change in the Second Season release is the introduction of the Passing Ability characteristic. Sorry, Skaven fans! ( Condit Note: Shit.) There’s also a characteristic improvement cap: You can improve a given characteristic twice, so a series of lucky rolls can only make that Human Catcher so hard to take down. The main thing of note here is that the Movement Allowance (MA) max is 9, so no more MA 10 Gutter Runners crossing the entire field in a single activation. Similarly, minimum and maximum characteristics have been introduced. This is especially good for AG, because the whole “minus the player’s AG from 7 and add or subtract X” thing was clunky and bad and this is much simpler to work with and teach new players. So, when taking an AG, PG, or AV test, coaches now refer to the target number on the player’s profile. That is, Instead of AV 9, now you have an AV of 10+. Player CharacteristicsĪgility (AG), Passing Ability (PA, more on that in a bit), and Armor Value (AV) have all changed to show target numbers instead of a numerical value, bringing them in line with Games Workshop’s more modern design sensibilities. The function of tackle zones hasn’t changed though, only the term referring to them. Also on the terminology side is the addition of “Marked” players – A player in an opposing team’s player’s tackle zone is now said to be Marking that opponent. There are a number of core rule changes to be aware of with this edition, from minor but helpful tweaks to terminology and definitions – Deviate, Scatter, and Bounce are all clearly defined in the rules now, making it possible for later rules descriptions can refer to the term and not have to constantly redefine them – to major changes like the addition of the Passing Ability characteristic. Today we’re going to talk about the major changes to the game so that once you have your new rulebook in hand you can hit the ground running on games in the new edition. We’ll dig deeper into the implications of these changes and how we feel about them and their impact on the game as a whole in our upcoming Blood Bowl round table article. If there’s something I missed or you have a question or concern, feel free to drop me a line over at and we’ll get it sorted! On to the changes! Most are pretty minor, but there are at least a few that will have big impacts on the game. Strap on those pads, Sports Fans! This article is going to be a lengthy one, as there are a ton of changes packed into the new edition of Blood Bowl. New coaches ought to go check out our Getting Started with Blood Bowl article for a more broad overview of the game. This article is geared towards Blood Bowl veterans, as I’ll be going through the new book with a fine-toothed comb and logging all of the changes. Hey there, sports fans! Welcome to Goonhammer’s coverage of the new edition of Blood Bowl! We’ve got quite a few rabid Blood Bowl fans on staff, and we’re all very excited to ‘kick off’ coverage of what is some of the most fun you can have with a tabletop game.
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