This list will expand/cpntract when I recall think if things I want to add (and I'm not above stealing others ideas

In no way do I expect this to appeal to anyone, let alone everyone.
So...
Rosters:
Khemri: Blitzers and Throwers get Thick Skull free, Throwers gain NOS for 10K, 0-2 Mummies (as per Undead), 0-2 Tomb Guardians 4/4/1/8 Break Tackle (cost to be settled) GS/AP, 0-2 Skellie Catcher 6/3/2/7 Catch, NOS 60K-ish (NO Thick Skull) GA/SP
Goblins: 0-4 Secret Weapon position - each SW can be taken 0-2 times (so you could have 2 B&C and 2 Chainsaws, but no Bomber for example). 0-3 on-roster Bribes
Dwarfs: Linemen lose Tackle, Blitzers gain Tackle - costs to be decided, as 60K seems a little cheap for the new lineman.
Ogres: Ogres cost reduced by 10K, Snots MA6 for free
Humans: Catcher AV8, Blitzer -10k cost, Big Guy option becomes 0-1 Ogre (at -10K cost) or 0-1 Minotaur
Chaos: BG option 0-1 Mino OR 0-1 Ogre OR 0-1 Troll
Amazons need changing, not sure in what direction though - I'd like to test the MA7 Diving Catch catcher and Fend linos.
Dark Elves - Assassin goes to MA7 for 10K
Halfling: 0-4 Catchers MA6, Catch, 60K. On roster Chef. Return of the "help to stand up" rule.
Necro: Zombies become 0-8, Skellies 5/3/2/7 Regen 30K G/ASP added as 0-8.
Norse: Norse Werewolf back to Ulfwerner


Orcs: Goblins 0-2, BOBs 0-3 (these are my house rules, so I can ignore JJ's iirational rule that positionals have to be even numbers)
Undead: Zombies 0-8; Skellies 0-8, lose Thick Skull and 30K
Vampire: Thralls gain Thick Skull, and become 50K
Wood Elves: Wardancers lose Dodge and become 110K
Chaos Dwarf: Lose Mutation access
Rules:
Petty Cash removed, Bank added
Journeymen from 0-16, 0-12 or 0-8 position
TTM attempts can be intercepted by opposing BG players, using their ST as Agility - a thrown player intecepted is scattered from the interceptor, placed prone and make a AV/Inj roll as normal - all other rules as per intercpetion.
Kick-off table: to be expanded, ideally to 2D8, maybe D6+D8 - Bad Kick returns.
Fouling: Fouler gets +1 to AV roll. Argue the call returns.
There is an additional 10K surcharge when a player gains their 3rd skill, and again when they gain their 5th.
Mutations: Rolled for randomly (table to be worked out) - a coach may elect not to take the mutation rolled, in which case they can take a skill as per the roll, but not another mutation.
Skills:
Traits: Skills listed as traits have an additional 10K added to their cost, no change in availablility
List to be decided, but include Claw, Jump Up (back to LRB4 version), Piling On, Leader (moved back to General), Stand Firm
Jump Up can be used in conjunction with Pass Block.
Sneaky Git - in addition to the CRP rules, if sent off, go to the KO box (thanks Martin

Foul Appearance: combines FA and Disturbing Presence, DP removed.
Guard: Is cancelled by opposing Guard.
No Hands: If a player with No Hands somehow gains Extra Arms (Chaos Cup win for example), then the 2 cancel (so can pick up ball, but no bonus)
Secret Weapon: SW rolls return from LRB4, using the numbers from there.
Stab: No longer ignores Niggles.
Stand Firm: LRB4 version returns (but is a trait).
New skills:
Distract: An additional -1 to pick up, throw or catch in this players TZ - Distract does work against NOS.
Spikes: +1AV, works against Claw (so Claw would break on a modified 9+ vs Spikes), Mutation
Inducements:
Igor: Becomes 0-2
Wizards: Become 200K, can have a 2nd spell for an additional 150K (so 2 uses for 350K)
Let the flames commence!
