Random events

Random events

D8 D6 Évenement aléatoire
1-2 1
*Pop*
If the ball is not currently being carried, it is removed from play. If it is being carried, it can no longer be thrown with a Pass action, but can still be handed off. If the ball touches the ground before the end of the drive (the player carrying it is knocked over, a hand-off is failed and the ball is not recovered, etc.) the ball is removed from play. When the ball is removed from play, place a marker (such as a spare Blood Bowl coin) in the last square it was in. During this turn, after each player completes their action, roll a D6. If the result is less than the number of players that have completed their actions this turn, the ball is thrown back into play by an official. It is thrown in automatically at the end of the turn if it has not already been. Replace the marker with the ball, it then scatters three times, in the same way as an inaccurate pass.
1-2 2
Enthusiastic Apothecary
The next time a player from either team suffers a Casualty or is KO’d, the apothecary will rush forward to help them. Roll a D6. On a 4, 5 or 6, the players is Stunned instead.
1-2 3
Dodgy Trapdoor
Randomly pick one of the two trapdoors on the pitch. For the rest of the drive, if a player moves into that trapdoor’s square (voluntarily or otherwise), they are counted as having been pushed into the crowd. If the ball moves into the square, it will be thrown back out by a helpful groundskeeper, immediately scattering D6 squares in a random direction.
1-2 4
Moment of Glory
Pick a random player on the triggering team who is on the pitch. If that player is the first to be activated this turn, any one dice roll for them (except Armour, Injury or Casualty rolls) can be re-rolled this turn without using a skill or spending a team re-roll, even if they are prone or stunned.
1-2 5
Feud!
Pick a random player from each team (excluding players that are not on the pitch). If one of those players throws a Block against the other, their Strength is increased by 2 and they gain the Mighty Blow skill. This lasts until the end of the drive.
1-2 6
Weather Mage
Each coach rolls a D6 and adds their Fan Factor, re-rolling ties. The coach who rolls the highest can change the current weather to the weather of his choice.
3-4 1
Wish Daemon
The team with the lowest score is granted a wish. If the teams’ scores are drawn, the team with the lowest team value is granted a wish instead. If the scores are drawn and both teams have the same team value, pick a random team to be granted a wish. The team that has been granted a wish places a marker (such as a spare Blood Bowl coin) on the sideline area of their Dugout. Between now and the end of the game, any one time they make a dice roll, they can discard the marker to turn one of the dice in the roll to show a result of their choice.
3-4 2
Distracted Ref
If the triggering team has fewer than 11 players on the pitch, they can immediately take on player from their Reserves box and put them in either of the corner squares of their End Zone. The player can be activated as normal from this turn onward. If they do not do this, they can make a Foul action this turn without the fouling player being at risk of being sent off.
3-4 3
Magical Interference
The triggering team’s coach places a marker (a spare Blood Bowl coin is ideal) in any square on the pitch, even an occupied one, then rolls for scatter and moves the marker D3 squares in that direction. The square containing the marker is the target of a magical fireball. Roll a D6 for each standing player (from either team) that is in the target square, or adjacent to it. On a roll of a 4 or more, the player is Knocked Down, and an Armour roll (and possibly Injury roll) is made for them as though they had been blocked by a player with the Mighty Blow skill. If a player on the triggering team is Knocked Down, this does not cause a turnover unless they were carrying the ball. Remove the marker once this has been resolved.
3-4 4
Streaker
The triggering player places a marker to represent the streaker (a Blood Bowl coin or spare, unused miniature is ideal) in any unoccupied square that is adjacent to one of the sidelines. At the end of each player’s turn, place the thrown-in template over the streaker, with the 3-4 result pointing directly at the opposite sideline. Roll a random direction, they move the streaker D3 squares in that direction. If they would move to an occupied square, or off on of the short edges of the pitch, place the throw-in template over them again, still pointing in the same direction, and randomly pick a new direction for the remainder of their move. If there are no unoccupied squares for them to move into, they say where they are. If they move off the opposite side of the pitch from where they started, they are removed with no effect.
3-4 5
Dreadful Stench
The triggering team’s coach places a marker (a spare Blood Bowl coin is ideal) in any square on the pitch, then rolls for scatter and moves the marker in that direction until it is either in an End Zone or in a square that is adjacent to the sidelines. The marker does not block movement or the ball in any way, but any player must subtract 1 from the D6 when they pass, intercept or catch if they are within six squares of the marker. The marker is removed at the end of the drive.
3-4 6
Tumbling Timber
The triggering team’s coach rolls a D6. On a 1-3 the wide zone on the triggering team’s left flank is affected; on a 4-6 the wide zone on their right flank is affected Wide Zone; if it is failed, the player remains standing, but if it is passed the player is Knocked Down.
5-6 1
Tizcan Wave
The triggering team’s coach puts a marker (such as a spare Blood Bowl coin) in the leftmost square of their End Zone. At the start of each turn, including this one the player whose turn it is rolls the D16 and moves the marker around the edge of the playing field. The marker does not block the ball or players in any way, and can move through occupied squares. If the marker is adjacent to one of the sidelines, it affects all of the squares in its row (i.e. between it and the opposite sideline). If the marker is in an End Zone, it affects all of the squares in its column (i.e. between it and the opposite End Zone) and in the same half as it. Players from either team count as having the Pro skill while they are in an affected square. As soon as the marker reaches the square it started in, or when the drives ends, it is removed.
5-6 2
Abusive Fans
All the players that are within 3 squares of the edge of the board suffer a -1 modifier to all Agility and Pass tests until the end of the drive, at which point both teams make their way into the crowd to set some things straight.
5-6 3
Amnesty
Any players that have been sent off are returned to the Reserves box of their team’s dugout. If no players have been sent off, the Ref will not watch for fouls for the rest of this drive – if a foul is committed, the fouling player will not be sent off, even if a double is rolled. (Note that players can still be sent off for other reasons, such as using a Secret Weapon.)
5-6 4
Enchanted ball
Until the start of the triggering team’s next turn, any attempts to pick up or catch the ball and a +1 modifier.
5-6 5
Burning Barrel
The triggering player places a marker (a spare Blood Bowl coin is ideal) in a square of the pitch, then moves it D6 squares in a random direction (determined by the scatter template). IF it moves off the pitch, or would end in an occupied square, it stops in the last square before it leaves. The square containing the marker contains the burning barrel. Players cannot enter the square or be pushed into it, and if the ball lands in or bounces into the square it will bounce again, in addition, the squares adjacent to the barrel are ablaze, and any attempt to pick pa ball in one of them has a -1 modifier. If a player ends an action standing in one of those squares, roll a D6. If the result is higher than their ST, they are Knocked Down. At the end of each player’s turn, roll a D6, adding 1 to the result if the current Weather is Pouring Rain or a Blizzard. On a result of 6, the fire goes out and the marker is removed. Otherwise, it is removed at the end of the drive.
5-6 6
Commercial Endorsement
Pick a random player from the triggering team (discounting players that are not on the pitch). That player cannot act this turn and loose his tackle zone, although they can still give assists as normal
7-8 1
Sprinkler Failure
Until the start of the triggering team’s next turn, there is an additional -1 modifier to Catch, Intercept and Pick-up rolls.
7-8 2
Whiteout
Any player wishing to move more than five squares during an action must make a Go For It roll for each additional square. For example, a player with MA 7 could move up to five spaces normally, then up to four spaces by Going For It (two remaining squares of their MA, plus the two Go For It attempts that are normally allowed). In addition, Long Passes and Long Bombs may not be attempted, and the Hail Mary Pass skill may not be used. Whiteout lasts until the triggering player’s next turn.
7-8 3
Appeal for Silence
Until the start of the triggering team’s next turn, there is no referee! Teams can make up to three Foul actions during their turn, rather than one, and even if a double is rolled on the Armour or Injury roll, the fouling player will not be sent off. (Players can still be sent off at the end of a drive, i.e. for having a secret weapon.)
7-8 4
Camra Crash
The trigger player places a marker (a spare Blood Bowl coin is ideal) in any square of the pitch, then moves it D6 squares in a random direction (determined by the scatter template). If it moves off the pitch, it stops in the last square before it leaves. If a player is in the square with the marker, they are immediately Pushed two squares in a random direction (determined using by the scatter template) and Knocked Down. The square containing the marker, and all squares that are adjacent to it, are filled with wreckage. Players cannot move into or through those squares, and if the ball lands in or bounces into one of them it will bounce. Remove the marker at the end of the drive.
7-8 5
Pelted with Projectiles
Until the end of the current drive, any attempts to pick up the ball have an additional -1 modifier. In addition, if a player wishes to Go For It more than once during their action, the second and subsequent attempts will fail on a roll of a 1 or 2.
7-8 6
Total Darkness
Until the start of the triggering team’s next turn, the MA of each player on the pitch if halved (rounding up), and all attempts to pass or catch the ball have an additional -2 modifier.