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Mr Joshua's LRB7

What is this?
Initially I set out to create a set of rosters to play under the current CRP rules. The aim of the project was to correct what I saw as imbalances or inconsistencies in the current rosters. The rosters aren't meant to all be perfectly balanced, Halflings are still weak for example. These rosters however should correct what I see as some of the bigger problems present in CRP, and also seeks to make several existing rosters more fun to play. The final aim of this project therefore will be to use FUMBBL's Custom League rosters (when they are ready) to create a league running this LRB7.

Since their initial creation the scope has expanded a little and I started looking at rules changes. These are independent of the roster's aim and won't be implementable in a FUMBBL league, but can be used in conjunction with the rosters in a tabletop setting and are under the same project umbrella seeking to improve the CRP ruleset.



The Rules
I aren't someone who believes CRP needs a complete overhaul, and originally left rules changes out completely so that the rosters were FUMBBL compliant. I've now decided to add a few small changes that I personally think would improve the enjoyment and playability of the game. These could be used independently of or in conjunction with the above roster changes.

Note: These changes aren't final, more my initial thoughts on rules changes. Some of these changes will have been seen before, and aren't all my own devising, though I'm not sure on some of the sources.


I've sorted these changes into 3 categories: important changes, minor changes and experimental changes.

Important Changes
These are highlighted in Red. They are changes to parts of CRP that I consider detrimental to the game and aim to remove CRP's biggest problems. I've tried to explain my reasoning in each case.


Minor Changes
These are shown in Black and are minor changes to the way certain things work. They will usually just be minor streamlining changes and won't have a large impact on the game.

Experimental Changes
These are shown in Blue. Experimental changes are changes that I feel will be positive, but haven't yet worked out the full impact and possible side-effects. These will likely need more looking at and refining.





Kick-Off

The Kick
Every drive starts with one, and I think it need a little attention. I've seen this change suggested before, but not sure of the original source.

- If the ball lands in play then it is live, even if the subsequent bounce takes the ball out of bounds or into the opponent's half.


The Kick-Off Table
The kick-off table contains some results that have a massive affect on the game. The aim of this change is to reduce their frequency. This table also tries to be a bit more memorable by grouping the effects according to type, ranging from extreme to moderate: Crowd Effects <--Weather--> Coaching Effects

2. Pitch Invasion
3. Riot
4. Throw a Rock
5. Get the Ref
6. Cheering Fans
7. Changing Weather
8. Brilliant Coaching
9. High kick
10. Quick Snap
11. Perfect Defense
12. Blitz!


One Turning

One-turning is a terrible addition to Bloodbowl. One coach scoring without the other able to react in any way. This simple rule solves that issue, without removing the fun of Throw Team-Mate

New Rule: Terminal Velocity
A player cannot move further than 12 squares in a single team turn by any means (being thrown does not count as moving)
Fouling & Piling On

A simple change but one I like. I've included Piling On in the foul play category, because of how I've reworked it.

Piling On: After a player has knocked an opponent down with a block, but not removed them from the field, they may choose to Pile On if they are in an adjacent square. Place the attacking player prone, and then perform a foul (this does not count as the team's foul action for the turn). A Pile On is considered a Foul, and all the same rules apply.

Fouling always applies a +1 modifier to the AV roll.
The fouling player is sent off if the AV roll is a double.
Apothecary

The CRP apothecary is one of the most complained about things in CRP. I quite like him, but think he should be more reliable. This also makes the apothecary more logical. He can no-longer save dead players uninjured, but can always reduce an injury to a MNG, or a missed game to a Badly Hurt. ~I think that while making the apothecary more reliable this will also increase attrition among superstars/legends who normally receive apo. privilege.

For this to work the way I wanted to, I introduced a new category of injuries, but it essentially works the same way as before.

Injury Roll D6:
1-3: Badly Hurt
4: Serious Injury (MNG)
5: Crippling Injury (Roll D8 1-2: Niggle etc as CRP)
6: Dead

Note: If a player suffers a Crippling Injury that has no affect on the player (eg. -ag on an AG1 player) this is not recorded on the player's profile.

The apothecary can be used once per match to downgrade an suffered injury by 1 category. No roll is taken.

BH > Recovers
SI > BH
CI > SI
Dead > CI

It retains it's CRP function to move a BH player to the Reserves box and return a KO'd player to Stunned.

FF, FAME & the Crowd

Fan Factor
Fan Factor does not add to a team's TV and is external to the team


FAME
A team can add their FAME to any injury rolls performed by the crowd.

The Crowd
This change is to aid massive swings in play as a result of a bad crowd throw, and works well with the new Kick-Off rules. Also, the crowd shouldn't be able to throw the ball further than the players.
When a crowd throws the ball back onto the pitch it moves D3 squares instead of 2D6 (current rules)
Throwing

Throwing is currently seen as a bit underpowered and I wanted to try and address this. This is a small boost but I think it could help. It makes using 'punt' like throws more reliable, and throwing long when under pressure is a viable option.

Fumbles
The pass length modifier (-1 long pass, -2 long bomb) is not used when determining if a throw fumbles.

TV and SPPs

One often criticized are of CRP is that teams gravitate towards a small number of stars with an unskilled support team. This idea aims to make that less likely and encourage teams to spread skills around more. The values are preliminary and may need adjusting.

A player's TV is increased as he improves in level, in addition to the TV cost of any skills earned. The table below shows the TV increase for each player rank (not cumulative)

Rookie: +0TV
Experienced: +0TV
Veteran: +10TV
Emerging Star: +10TV
Star: +20TV
Superstar: +20TV
Legend: +30TV

In addition to this, each Crippling Injury on the player's profile deducts 10TV from his value.

Skills and Skill Rolls

There are a number of changes in this category, but I will try to keep them short.

Skill Rolls
A player that rolls a double can choose to remove a negative trait from their profile instead of selecting a skill

Skills
Loner: A player with the Loner skill cannon use Team Re-rolls at all. Loner is now only found on Mercenaries and occasionally Stars, but is no longer on any rostered players.
These changes are already included in the rosters above.


Sneaky Git: A Sneaky Git is great at distracting the ref and complaining. A team fielding a Git gets one Bribe per half.
This functions like Leader but provides a bribe instead of a re-roll


Safe Throw: A player with Safe Throw cannot be intercepted.
Pass-Block: The pass-block skill also negates safe throw.
Safe Throw and Pass Block are changed with the new throwing rules in mind, and aren't otherwise something I would alter.

Mighty Blow: This skill adds +1 to the AV and Injury rolls when blocking
Dirty Player: This skill adds +1 to the AV and Injury rolls when fouling
The idea here is to increase attrition but in a way that is accessible to more teams and isn't the dominion of a single overpowered skill.


Piling On: See fouling.
The Teams
The following is a collection of roster edits. Some are more extensive than others. The overall aim is to make the teams more fun and varied, and in some cases more balanced against each other. These rosters can then be used in FUMBBL Custom Leagues without other rules changes, or in Tabletop leagues along with any other rules changes.




Amazons
QtyTitleMASTAGAVSkillsAccessPrice
0+Linewoman6337DodgeG:ASP60k
0-2Thrower6337Dodge, PassGP:AS70k
0-2Catcher7337Dodge, CatchGA:SP80k
0-4Blitzer6338Dodge, BlockGS:AP100k

Re-Rolls: 50k
Apothecary: Yes

Price of Linewoman increased by 10 to help stop low-TV dominance. Faster catcher and tougher blitzer give some variance in players' stats and help at high TV.
Chaos
QtyTitleMASTAGAVSkillsAccessPrice
0+Beastman6338HornsGS:APM60k
0-4Warrior5439NoneGS:APM100k
0-1Minotaur5529Frenzy, Horns, Mighty Blow, Thick Skull, Wild Animal S:GAPM150k

Re-Rolls: 70k
Apothecary: Yes

No M access on normal rolls. Mino loses loner (all Bigs will lose Loner). M access only on doubles makes them a bit less destructive and increases the TV of CPOMbers too.

Edit: Re-roll cost increase in line with other chaotic races.
Edit: Wild Animal AVs increased by 1 for all races (Minotaur AV increased by 1).
Chaos Dwarves
QtyTitleMASTAGAVSkillsAccessPrice
0+Hobgoblin6337NoneG:ASP40k
0-6Chaos Dwarf4329Block, Stand Firm, Thick SkullGS:AP70k
0-2Centaur6429Sprint, Sure Feet, Thick Skull GS:AP130k
0-1Minotaur5529Frenzy, Horns, Mighty Blow, Thick Skull, Wild Animal S:GAPM150k

Re-Rolls: 70k
Apothecary: Yes

Dwarf changes in line with Longbeards. Loner removed from Mino. M access removed from Dwarves. I didn't feel Chaos Dwarves needed M access and don't think it fits too well with the theme. It was basically just Claw access.

Chaos Dwarves
QtyTitleMASTAGAVSkillsAccessPrice
0+Hobgoblin6337NoneG:ASP40k
0-6Chaos Dwarf4329Block, Thick SkullGS:AP60k
0-2Centaur6429Sprint, Sure Feet, Thick Skull GS:AP130k
0-1Minotaur5529Frenzy, Horns, Mighty Blow, Thick Skull, Wild Animal S:GAPM150k

Re-Rolls: 70k
Apothecary: Yes

Dwarf changes in line with the alternate Longbeards. Loner removed from Mino. M access removed from Dwarves. I didn't feel Chaos Dwarves needed M access and don't think it fits too well with the theme. It was basically just Claw access.

In this version Centaurs are boosted in skill and cost to compensate for the less skilled dwarves.


Chaos Pact
QtyTitleMASTAGAVSkillsAccessPrice
0+Marauder6338NoneGM:ASP50k
0-1Dark Elf6348NoneGAM:SP70k
0-1Skaven7337NoneGM:ASP50k
0-1Goblin6237Right Stuff, Dodge, StuntyAM:GSP40k
0-1Troll4519Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-MateSM:GAP110k
0-1Minotaur5529Frenzy, Horns, Mighty Blow, Thick Skull, Wild Animal SM:GAP150k
0-1Ogre5529Bone-head, Mighty Blow, Thick Skull, Throw Team-MateSM:GAP140k

Re-Rolls: 70k
Apothecary: Yes

I was unsure about these changes at first. Taking P and S access off the marauders takes a lot from them. This balances by taking Loner off all the Big Guys. Everyone also lost animosity. The Big Guys gain M access on Normal rolls. Mutations are the general theme of the Pact, and everyone should have them. They also have a much changed Start Player list (to be added).

Chaos Pact
QtyTitleMASTAGAVSkillsAccessPrice
0+Marauder6338NoneGM:ASP50k
0-1Witch Elf7347Dodge, Frenzy, Jump UpGAM:SP110k
0-1Bezerker6337Block, Frenzy, Jump UpGSM:AP70k
0-1Troll4519Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-MateSM:GAP110k
0-1Minotaur5529Frenzy, Horns, Mighty Blow, Thick Skull, Wild Animal SM:GAP150k
0-1Ogre5529Bone-head, Mighty Blow, Thick Skull, Throw Team-MateSM:GAP140k

Re-Rolls: 70k
Apothecary: Yes

I was unsure about these changes at first. Taking P and S access off the marauders takes a lot from them. I balanced this by making the Skaven a Beserker and the Elf a Witch. Everyone also lost animosity. I wanted to experiment with new positional players too, an orc/dwarf/beast/warrior with S access, but have been trying to avoid adding players to teams.

I think of all the rosters this one is the hardest to do. I enjoy Pact as they are, but they also feel a bit 'missed opportunity'. I'm wasn't totally happy with the rat and think the Norse Beserker is be a better fit. I think the Witch fits well. This would give a team 3 big guys and 2 frenzied Str3 players.


Chaos Pact
QtyTitleMASTAGAVSkillsAccessPrice
0+Marauder6338NoneGSM:AP50k
0-1Dark Elf6348NoneGAM:SP70k
0-1Skaven7337NoneGM:ASP50k
0-1Goblin6237Right Stuff, Dodge, StuntyAM:GSP40k
0-1Troll4519Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-MateSM:GAP110k
0-1Minotaur5529Frenzy, Horns, Mighty Blow, Thick Skull, Wild Animal SM:GAP150k
0-1Ogre5529Bone-head, Mighty Blow, Thick Skull, Throw Team-MateSM:GAP140k

Re-Rolls: 80k
Apothecary: Yes

(Original proposal) I wanted to put more of a focus on the big guys. Them losing Loner and gaining M access will make them the powerhouses of the team. All players now have M access on regular rolls. Everyone also lost animosity. The marauders lost P access and their cheap re-roll. As they lost the most negatraits (3 Loner, 3 animosity) I put their re-rolls up 10 making them the most expensive in the game. I also created an alternative roster, with larger changes.

Dark Elves
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman6348NoneGA:SP70k
0-2Runner7347Dump-OffGAP:S80k
0-4Blitzer7348BlockGA:SP100k
0-2Assassin6347Shadowing, StabGA:SP80k
0-2Witch Elves7347 Dodge, Frenzy, Jump UpGA:SP110k

Re-Rolls: 50k
Apothecary: Yes

Minor Changes version: Reduced the cost of assassins by 10 to encourage them seeing play. No other changes. DElves are already a nice roster.

Dark Elves
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman6348NoneGA:SP70k
0-4Blitzer7348BlockGA:SP100k
0-2Assassin7347Shadowing, Side-Step, StabGA:SP100k
0-2Witch Elves7347 Dodge, Frenzy, Jump UpGA:SP110k

Re-Rolls: 50k
Apothecary: Yes

Dark Elves are the running elves, so they have no P access players on the roster now. Assassins have been boosted to compete with Witches and Blitzers, Shadowing becoming more useful with Side Step and Ma7. The team keeps 8 Ma7 positions. The Runner is done away with.

Dwarves
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman4329Block, Thick SkullGS:AP60k
0-2Runner6338Sure Hands, Thick SkullGP:AS80k
0-2Blitzer5339Block, Thick SkullGS:AP80k
0-2Slayer5328Block, Frenzy, Dauntless, Thick SkullGS:AP90k
0-1Deathroller47110Break Tackle, Dirty Player, Juggernaut, No Hands, Mighty Blow, Secret Weapon, Stand FirmS:GAP140k

Re-Rolls: 50k
Apothecary: Yes

Second go at Dwarves. Blockers become Linemen and lose Tackle (or Stand Firm) for a reduction in cost.

Dwarves
QtyTitleMASTAGAVSkillsAccessPrice
0+Longbeards4329Block, Stand Firm, Thick SkullGS:AP70k
0-2Runner6338Sure Hands, Thick SkullGP:AS80k
0-2Blitzer5339Block, Thick SkullGS:AP80k
0-2Slayer5328Block, Frenzy, Dauntless, Thick SkullGS:AP90k
0-1Deathroller47110Break Tackle, Dirty Player, Juggernaut, No Hands, Mighty Blow, Secret Weapon, Stand FirmS:GAP140k

Re-Rolls: 50k
Apothecary: Yes

This is my original Dwarf roster. Longbeards swap Tackle for Stand Firm. This will give stunties a little less fear, and may weaken Dwarves a bit at lower TV (not a bad thing) while being beneficial at high TV. A team doesn't need loads of Tacklers, while Stand Firm Guards are always great. Loner removed from Roller and cost reduced by 20, as 160 for a Secret Weapon is harsh.

Elves
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman6347NoneGA:SP60k
0-2Thrower6347PassGAP:S70k
0-4Catcher8347Catch, Nerves of SteelGA:SP100k
0-2Blitzer7348Block, Side StepGA:SP110k

Re-Rolls: 50k
Apothecary: Yes

No changes to the Elf roster. It's pretty nice where it is.
Goblins
QtyTitleMASTAGAVSkillsAccessPrice
0+Goblin6237Right Stuff, Dodge, StuntyA:GSP40k
0-1Fanatic3737Ball & Chain, No Hands, Secret Weapon, StuntyS:GAP70k
0-1Pogoer7237Dodge, Stunty, Very Long Legs, LeapA:GSP70k
0-1Looney6237Chainsaw, Secret Weapon, StuntyA:GSP40k
0-1Bombardier6237Bombardier, Dodge, Secret Weapon, StuntyA:GSP40k
0-2Troll4519Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-MateS:GAP110k

Re-Rolls: 60k
Apothecary: Yes

Trolls lose loner, which is quite a nice boost for Gobbos. No other changes. I would love to give all goblins DP, but haven't.
Halflings
QtyTitleMASTAGAVSkillsAccessPrice
0+Halfling5236Right Stuff, Dodge, StuntyA:GSP30k
0-2Treeman26110Mighty Blow, Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team-MateS:GAP120k

Re-Rolls: 60k
Apothecary: Yes

No changes for halflings. Obviously underpowered, but where they are for a reason.
High Elf
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman6348NoneGA:SP70k
0-2Thrower6348Pass, Safe ThrowGAP:S80k
0-4Catcher8347CatchGA:SP90k
0-2Blitzer7348BlockGA:SP100k

Re-Rolls: 50k
Apothecary: Yes

Again no changes for an elf team. I think most elves are well balanced.

Edit: Reduced cost of thrower by 10


High Elf
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman6348NoneGA:SP70k
0-2Thrower6348Pass, Safe ThrowGAP:S80k
0-4Lions8347DauntlessGA:SP90k
0-2Blitzer7348BlockGA:SP100k

Re-Rolls: 50k
Apothecary: Yes

In addition to the reduced cost of thrower, this roster attmepts to differentiate a little between the High and Pro elves. Pro's were introduced, originally, as a replacement for HElves and so I've left them in their original state and looked to the High Elf fluff for changes. The White Lion based Lion Warriors (returning the name) have seen a shift towards their fearless lion-fighting fluff.

This change should see them be a little more effective at high TV without affecting them too much lower down.


High Elf
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman6348NoneGA:SP70k
0-2Thrower6348Pass, Safe ThrowGAP:S80k
0-4Lion7348DauntlessGAS:P100k
0-2Blitzer7348BlockGA:SP100k

Re-Rolls: 50k
Apothecary: Yes

Bigger changes than the previous roster, but an attempt to re-imagine the team to match their fluff. Many changes in this one to create a unique elf team.

These changes essentially make the High Elves the hittiest elves, while the Darks are the backstabbers. I think I like this team best, though maybe the best team lies somewhere between the 2 options.


High Elf
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman6348NoneGA:SP70k
0-2Thrower6348Pass, Safe ThrowGAP:S80k
0-2Catcher8347CatchGA:SP90k
0-4White Lion6348DauntlessGAS:P90k

Re-Rolls: 50k
Apothecary: Yes

Large and final changes to the HElves. Think I achieved what I was after this time. Losing 2 catchers and both blitzers in place of the new positional, who has great skill access but limited early ability.

Humans
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman6338NoneG:ASP50k
0-2Thrower6338Sure Hands, PassGP:AS70k
0-4Catcher7337Catch, DodgeGA:SP80k
0-4Blitzer7338BlockGS:AP90k
0-1Ogre5529Bone-head, Mighty Blow, Thick Skull, Throw Team-MateS:GAP140k

Re-Rolls: 50k
Apothecary: Yes

Catchers lose a movement and gain a strength. Increase in price by 10. Human Catchers have always been a bit of an outlier, faster and weaker than all other humans. This corrects that while making them a lot more useful. Loner removed from Ogre
Khemri
QtyTitleMASTAGAVSkillsAccessPrice
0+Skeleton5327Decay, Thick SkullG:ASP30k
0-2Thro-ra6327Pass, Regeneration, Sure HandsGP:AS70k
0-2Blitz-ra6328Block, RegenerationGS:AP90k
0-4Tomb Guardian4519RegenerationS:GAP110k

Re-Rolls: 70k
Apothecary: No

TGs lose Decay which is quite a boost. Price increased by 10. Skeletons lose Regen and gain Decay, price drop by 10. I like the image of Khemri skellies being disposable waste that smash to pieces, and think it fits quite well. The price drop offsets the increase in the Guardian prices.
Lizardmen
QtyTitleMASTAGAVSkillsAccessPrice
0+Skink8237Dodge, StuntyA:GSP60k
0-6Saurus6419NoneGS:AP80k
0-1Kroxigor6519Bone-head, Mighty Blow, Prehensile Tail, Thick SkullS:GAP140k

Re-Rolls: 60k
Apothecary: Yes

Krox loses Loner. Nothing else changes.
Necromantic
QtyTitleMASTAGAVSkillsAccessPrice
0+Zombie4328RegenerationG:ASP40k
0-2Werewolf8338Claw, Frenzy, RegenerationGP:AS120k
0-2Wight6338Block, RegenerationGS:AP90k
0-2Golem4429Regeneration, Stand Firm, Thick SkullGS:AP110k
0-2Ghoul7337DodgeGA:SP70k

Re-Rolls: 70k
Apothecary: No

No changes. Nicely balanced and fun to play.
Norse
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman6337BlockG:ASP50k
0-4Runner7337Block, FendGAP:S90k
0-2Blitzer6337Block, Frenzy, Jump UpGS:AP90k
0-2Ulfwerener6428FrenzyGS:AP110k
0-1Yhetee5519Claw, Disturbing Presence, Frenzy, Wild AnimalS:GAP140k

Re-Rolls: 60k
Apothecary: Yes

Lose (mostly useless) thrower positional and get P access on the runners instead, which are upped to 0-4. Runners swap Dauntless for the more appropriate (for a runner) Fend. Fend, and having more of their better positional, should help Norse improve at high TV where they struggle. Won't change much at low TV where they are good. Runners were over-costed, but I think their cost is appropriate for their new statline. Loner removed from Troll.

Edit: Troll AV increased by 1, and name changed.
Nurgle
QtyTitleMASTAGAVSkillsAccessPrice
0+Rotter5338Decay, Nurgle's RotGM:ASP40k
0-4Pestigors6338Horns, Nurgle's Rot, RegenerationGS:APM80k
0-4Warrior4429Disturbing Presence, Foul Appearance, Nurgle's Rot, RegenerationGS:APM110k
0-1Beast4519Disturbing Presence, Foul Appearance, Mighty Blow, Nurgle's Rot, Really Stupid, Regeneration, TentaclesSM:GAP140k

Re-Rolls: 70k
Apothecary: No

Pestigors and Warriors lose M access on normal rolls. Beast loses Loner but gains M access. Changes should make them less destructive (like Chaos) and M access puts a bit of focus on the huge bloated Beast.

Nurgle
QtyTitleMASTAGAVSkillsAccessPrice
0+Rotter5338Nurgle's Rot, RegenerationGM:ASP60k
0-6Plaguebearer4429Disturbing Presence, Foul Appearance, Nurgle's Rot, RegenerationGSM:AP110k
0-1Beast4519Disturbing Presence, Foul Appearance, Mighty Blow, Nurgle's Rot, Really Stupid, Regeneration, TentaclesSM:GAP140k

Re-Rolls: 70k
Apothecary: No

This larger revision aims to differentiate their players from the Chaos team and make them a bit more 'Nurgley' while also limiting their abilities at high TV where they are strongest. They lose all 4 Pestigors in exchange for 2 extra Warriors (renamed). Considered keeping these 0-4 but felt a bit limiting. This team will be very bashy still, but lose their good ballhandling players. This is compensated by the Rotter swapping Decay for Regen, allowing the team to build solid players that way.

Edit: After the feedback I've had another go at the Nurgle. They're now more similar to their current roster. I think they'll find bashing just as easy as they do now, but should find winning harder (and keeping ball-carriers alive). I decided against dropping the G access for the warriors in the end, but removed it from the Rotters so they're an M access only player. This should bring the mutations more into play and make them more interesting.


Ogre
QtyTitleMASTAGAVSkillsAccessPrice
0+Goblins6237Dodge, Right Stuff, StuntyA:GSP40k
0-12Ogre5529Bone-head, Mighty Blow, Thick Skull, Throw Team-MateS:GAP140k

Re-Rolls: 80k
Apothecary: Yes

Snotlings changed for Gnoblars who are faster and tougher, but price increased to 30. Teams allowed 11 ogres. To me the point of an Ogre team is to field Ogres, not half a team of Ogres. Making them 0-11 means you won't get Journeymen Ogres, but if you can keep a team together you could field a full 11. The removing of Loner from other bigs makes Ogres lose their shtick, so now their thing is 11 Ogres!

Edit: Had another go at these to try and follow HMs advice about the Oldheim Ogres. Changed Gnoblars to Goblins. Increased re-roll cost to 80 to compensate for them being quite a bit better than the Goblin team. Increased Ogres to 0-12. They would be a tough team to face, but with Spiralling Expenses, 80k re-rolls and expensive players few teams will actually get there.
Orcs
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman5339NoneG:ASP50k
0-2Thrower5338Sure Hands, PassGP:AS70k
0-4Blitzer6339BlockGS:AP90k
0-4Blocker4429NoneGS:AP80k
0-4Goblin6237Right Stuff, Dodge, StuntyA:GSP40k
0-1Troll4519Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-MateS:GAP110k

Re-Rolls: 60k
Apothecary: Yes

Underpriced Blitzer increased by 10. Loner removed from Troll. Orcs are already pretty strong at any TV. This will add 40TV to most teams.
Skaven
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman7337NoneG:ASPM50k
0-2Thrower7337Pass, Sure HandsGP:ASM70k
0-4Runner9247DodgeGA:SPM80k
0-2Blitzer7338BlockGS:APM90k
0-1Rat Ogre6529Frenzy, Mighty Blow, Prehensile Tail, Wild AnimalS:GAPM150k

Re-Rolls: 60k
Apothecary: Yes

Loner removed from Rat Ogre. AV increased to 9. No other changes. Skaven remain fast and fragile.
Slann
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman6338Leap, Very Long LegsG:ASP60k
0-4Catcher7247Diving Catch, Leap, Very Long LegsGA:SP80k
0-4Blitzer7338Diving Tackle, Jump Up, Leap, Very Long LegsGAS:P100k
0-1Kroxigor6519Bone-head, Mighty Blow, Prehensile Tail, Thick SkullS:GAP140k

Re-Rolls: 50k
Apothecary: Yes

Krox loses Loner. Blitzers cost reduced by 10. Cost reduction will hopefully help Blitzers see more play. Slann are a very unique team so I didn't wanna mess with them too much.
Undead
QtyTitleMASTAGAVSkillsAccessPrice
0+Zombie4328RegenerationG:ASP40k
0+Skeleton5327Decay, Thick SkullG:ASP30k
0-2Wight6338Block, RegenerationGS:AP90k
0-2Mummy3519Mighty Blow, RegenerationS:GAP110k
0-4Ghoul7337DodgeGA:SP70k

Re-Rolls: 70k
Apothecary: No

No changes for Undead. Nice rounded team. Considered the Khemri skeleton approach but decided against it. I see Khemri as ancient and Undead as freshly made.

Edit: Made the skellies the same as the Khemri ones
Underworld
QtyTitleMASTAGAVSkillsAccessPrice
0+Goblin6237Right Stuff, Dodge, StuntyAM:GSP40k
0-2Lineman7337NoneGM:ASP50k
0-2Thrower7337Pass, Sure HandsGPM:AS70k
0-2Blitzer7338BlockGSM:AP90k
0-1Troll4519Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-MateSM:GAP110k

Re-Rolls: 70k
Apothecary: Yes

Troll loses Loner. Only other change is making Goblins 0+ instead of 0-12. I love Underworld. They are my favourite current roster. They are about where they should be - hard to win with but fun to play. Mutation access is their thing (along with Pact). They now have one of the few non-big guy CPOMBers on normal rolls.
Vampire
QtyTitleMASTAGAVSkillsAccessPrice
0+Thrall6337NoneG:ASP40k
0-6Vampire6448Regeneration, Hypnotic Gaze, Blood LustGAS:P110k

Re-Rolls: 50k
Apothecary: Yes

Re-rolls reduced by 20. A slight change from the 'chaotic team expensive re-rolls' theme, but Vamps are an intelligent race and formerly humans. This will help starting rosters (4 re-rolls instead of 3) and will lower the value of high TV vamp teams.
Wood Elf
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman7347NoneGA:SP70k
0-2Thrower7347PassGAP:S80k
0-4Catcher9247Catch, DodgeGA:SP90k
0-2Wardancer8347Block, LeapGA:SP110k
0-1Treeman26110Mighty Blow, Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team-MateS:GAP120k

Re-Rolls: 50k
Apothecary: Yes

Catchers re-gain movement 9 and lose Sprint. Throwers get 10k reduction in line with other elf throwers. Wardancers lose dodge and reduced by 10k. The catcher change is to redress the change from Ma9 to Sprint made before. The Wardancer is the real power player on the Woodie team, and too strong at low TV. I didn't like suggestions of him losing Block (NTBB) as he's a blitzer, and I think Leap is quite iconic on a wardancer now. Losing Dodge made the most sense, and allowed a price reduction giving the roster more options at creation.


Wood Elf
QtyTitleMASTAGAVSkillsAccessPrice
0+Lineman7347NoneGA:SP70k
0-2Thrower7347PassGAP:S90k
0-4Catcher9247Catch, DodgeGA:SP100k
0-2Wardancer8347Block, Dodge, LeapGA:SP130k
0-1Treeman26110Mighty Blow, Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team-MateS:GAP120k

Re-Rolls: 50k
Apothecary: Yes

Catchers re-gain movement 9 and lose Sprint. Their cost increases by 10. This is mainly just to redress the change from Ma9 to Sprint made before. It felt like a bit of a cop-out. Instead increasing their cost makes them like all woodies - expensive and fragile. More catchers might see play this way, emphasizing their boom or bust playstyle well.