Tables & Rules
Game sequences
Pass Template
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12 |
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11 |
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10 |
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9 |
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8 |
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7 |
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6 |
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5 |
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4 |
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3 |
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2 |
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1 |
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T |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
Quick Pass | 0 | |
Short Pass | -1 | |
Long Pass | -2 | |
Long Bomb | -3 |
Injuries
2D6 | Result |
---|---|
2-7 |
Stunned
Leave the player on the field but lay him on his stomach. All stunned players turn prone at the end of their team's next turn even if a turnover occurs. Note that a player cannot go prone the turn he was dtunned. Once prone, he may get up the next turn using the normal rules.
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8-9 |
K.O.
Take the player off the field and place him in the Knocked Out Box in the dugout. On the next kickoff, roll a die for each of your knocked-out players. On 1-3, the player remains knocked out and cannot be used, but you may roll again on the next kickoff. On 4-6, you must place the player back in the Reserves box, and you can use him normally.
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10-12 |
Wounded
Remove the player from the field and place him in the Dead & Injured box in the dugout. The player miss the rest of the game.
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Casualties
D68 | Effect |
---|---|
11-38 |
Badly Hurt
Aucun
|
41 |
Broken Ribs
Miss next match
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42 |
Groin Strain
Miss next match
|
43 |
Gouged Eye
Miss next match
|
44 |
Broken Jaw
Miss next match
|
45 |
Fractured Arm
Miss next match
|
46 |
Fractured Leg
Miss next match
|
47 |
Smashed Hand
Miss next match
|
48 |
Pinched Nerve
Miss next match
|
51 |
Damaged Back
Persistent Injury
|
52 |
Smashed Knee
Persistent Injury
|
53 |
Shamed Hip
-1 M
|
54 |
Smashed Ankle
-1 M
|
55 |
Serious Concussion
-1 AR
|
56 |
Fractured Skull
-1 AR
|
57 |
Broken Neck
-1 AG
|
58 |
Smashed Collar Bone
-1 ST
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61-68 |
Dead !
Dead !
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Miss next match : The player cannot play the next match.
Persistent Injury : Miss next match as above. In addition, all opposing coachs adds +1 to all Injury rolls made for this player (cumulative if multiple injuries persist).
-1 M, ST, AG or AR : Miss next match as above. In addition, the coach notes the characteristic loss on his team roster. No characteristic can be reduced by more than 2 points, nor to a value less than 1. Injuries that would reduce more are ignored (and the player misses the next match).
Dead ! : The coach erases the player from his team roster. He will never play in the Blood Bowl again, unless being recruited by an undead team!
Level Up & SPP
Improvement rolls
2D6 | Result |
---|---|
2-9 |
New skill.
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10 |
New skill, or increase the M or AR characteristic by 1 point.
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11 |
New skill, or increase the AG characteristic by 1 point.
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12 |
New skill, or increase the ST characteristic by 1 point.
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Regardless of the result of your Improvement roll, you may gain a skill from one of the categories in the "Normal" column. If the roll results in a double, you may choose a skill from one of the categories in the "Double" column.
The coach may choose to replace a characteristic increase with a new skill. No characteristic may be increased by more than 2 points above its starting value, nor may it be increased by more than 10. If this happens, you must choose a new skill instead.
XP Chart
Level Up & SPP | Title |
---|---|
0-5 |
Beginner
|
6-15 |
Experienced
|
16-30 |
Veteran
|
31-50 |
Future Star
|
51-75 |
Star
|
76-175 |
Super Star
|
176+ |
Legend
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Random drawing of skills
Players value
New « Simple » skill |
+20K
|
New « Double » skill |
+30K
|
+1 M or +1 AR |
+30K
|
+1 AG |
+40K
|
+1 ST |
+50K
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