Here is the current version of PBBL 1.11 that I'm working on.
Note I have not yet fixed the 6 pages of typos in 1.10 that I've had reported ... and some Did You Knows are missing yet (but spaced out as to where they do). Hopefully I finally fixed the stars showing up as Ws problem also.
Anyway the file is here:
http://www.blood-bowl.net/LRB_PBBL/PBBL/PBBL_1_11_Draft_VERISON_E_Handbook.pdf
Here are the changes ... hopefully this is the full list as I've been working on this for some time now. PLEASE feel free to start new threads to discuss any element in these draft changes. The goal is for PBBL 1.11 to be published on February 15th at this time.
And thank you very much to everyone who has helped on this project ... 5 months to go before it gets sent to GW for the 20th anniversary set. I appreciate everyone who has given time to give feedback on the rules and playtest them.
Galak
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BASIC RULES
1) Added section on Runners to player types on page 5
2) Deleted all mentions of team turns from the rulebook
EXTRA RULES
1) Pitch Invasion clarifies that a roll of 1 is always a failure
2) Wording clarified on Scoring on Opponent's turn
3) Apothecary allowed to use both abilities once per a match
SKILLS
1) Changed Ball and Chain
2) Changed Pass Block
3) Clarified Secret Weapon
4) Clarified Piling On
5) Changed rules for Throw Team-Mate
6) Changed rules for Right Stuff
7) Changed rules for Strong Arm
8) Changed rules for Hail Mary Pass
9) Added line in Chainsaw that player is Knocked Down
10) Nurgle's Rot says it gives you a Rookie Rotter
11) Big Hand ignores Pouring Rain for pick-ups
12) Sneaky Git skill added to Agility category
13) Clarified Bombardier
LEAGUES
1) Added note about reducing stats not changing player's value
2) Ties get a +1 winnings roll bonus
3) Wizard price change to 150,000
4) Mercenaries can only take one additional skill
5) Journeymen removed as inducements and moved to two steps for the Post Game.
OPTIONAL RULES
1) Optional rule added to allow switching Healer's ability with Apothecary's 1st ability to Optional Rules page
2) Optional rule to merge all the 50k cards together into one deck
3) Limit of 5 cards for using cards with other inducements
SPECIAL PLAY CARDS
1) Cleaned up Trampoline Trap for wording
2) Custard Pie should reference HGaze for Lost TZ effect and that Stunned players cannot use it
3) Doc Bonesaw, Miracle Worker, and Magic Sponge timing changed to at the end of any drive
4) Option Play should be Pass and Dump Off
5) Blantant foul should be auto AV pass with normal injury ejection
6) Clarify Rogue Wizard
7) Exploding Runes gets a -1 modifier to the throw and must be played before setting up for a drive
8) Chainsaw is played before setting up for a drive instead of during the pre-game.
9) Chop Block needs to be standing players
10) Johnny Waterboy is +1 to KO recover
11) Miracle Worker works on injury rolls of 51 or more instead of only Dead
12) Revised Going the Extra Mile wording
13) Woof Woof using the Throw in template (clarified no bounce roll)
14) Clarified I Am the Greatest!
15) The word 'additional' added to That Babe's Got Talent and Team Anthem
16) Dazed and Confused works on Prone or Stunned players
17) The Fan gains Loner, only stays for one half, and has only AG 2
18) Tackling Machine gets Jump Up also.
19) Suicide Blitz changed to not allow ball handling during it.
20) Onside Kick changed to Perfect Kick (allowed to kick to LOS or end zone)
21) Inertia Dampner changed to single drive for duration.
22) Ring of Teleporation changed to be used at end of turn.
23) Unsportsmanlike Conduct changes to being an auto KO'd instead of ejected.
TOURNAMENTS
1) Spike Trophy special adds +2 to the Gate roll
TEAMS
1) Treeman now start with Strong Arm
2) Pogoer loses Sprint and gains Very Long Legs
3) Gutter Runners player name returns
4) Dark Elf Thrower replaced with Dark Elf Runner 7/3/4/7 Dump Off GAP
5) High Elf Thrower gets Safe Throw and cost is 90k.
6) Khemri and Undead Mummies price drops to 110k but only Strength access ... ie General access on doubles
7) Wights on Necro and Undead gain Strength access
8) Wood Elf team gets its Treeman and loses access to Deeproot as a star
9) Flesh Golems down to 110k in price
10) Added disclaimer about the difficult of some teams to play being delibrate in the rulebook.
11) Norse team changes:
0-2 Catcher changed to 0-2 Runner 7/3/3/7 Block, Dauntless GA
0-2 Berserkers removed and replaced with 0-2 Ulfwerener 6/4/2/8 110k Frenzy GS
STAR PLAYERS
1) Ramtut gets Wrestle instead of Block
2) Morg will not play for Necromantic, Undead, or Khemri
3) Thrud removed from PBBL
4) Deeproot gains Strong Arm
5) Scrappa gains Very Long Legs
6) Ripper Bolgrot is now just Ripper
7) Silibili is now Slibli
8) New Star:
Hemlock plays for Lizardmen
8/2/3/7 160,000
Loner, Block, Dodge, Side Step, Jump Up, Stab, Stunty
9) New Star:
Rashnak Backstabber plays for Chaos Dwarf
7/3/3/7 190,000
LONER, Dodge, Side Step, Sneaky Git, Stab
10) New Star:
Setekh plays for Khemri, Necromantic and Undead
6/4/2/8 230,000
Loner, Block, Break Tackle, Guard, Juggernaut, Regeneration, Strip Ball
11) Icepelt loses Block
12) Barik and Boomer play for Norse
13) Eldril's stats changed:
8/3/4/7 190,000
Loner, Catch, Dodge, Hypnotic Gaze, Leap, Nerves of Steel, Pass Block, Pro
14) New Star:
Wilhelm Chaney plays for Necromantic, Norse, and Vampire
8/4/3/8 240,000
Loner, Catch, Claws, Frenzy, Regeneration, Wrestle
voila, dddddddddddddiscussion time!!!!!