Tables

Game sequences

Pre-game

1. Roll for stadium and referee (optional)

2. Roll for weather

3. Use the cash

4. Draw special cards (optional)

5. Determine number of fans and the FAME

6. Flip a coin (Toss)

The game

1. Kickoffs

2. Play the game !

Post-game

1. Roll for JPV

2. Improvement rolls

3.

Calculate the gains
(1D6 + Fame +1 if win) x 10,000". If a coach conceded the match with a penalty, the winner receives the opponent's winnings.

4.

Mise à jour de la popularité
Le coach gagnant jette 3D6 et gagne 1 en popularité si sont jet est supérieur à sa popularité actuelle. Le perdant jette 2D6 et perd 1 de popularité si le résultat est inférieur à sa popularité actuelle. En cas d'égalité, les deux coachs lancent 2D6 et gagnent de la popularité s'il leur jet est supérieur à leur popularité actuelle, ils en perdent si le résultat est inférieur.

5. Hire and fire

6. Prepare for next game

Weather

2D6 Result
2
Sweltering Heat It's so hot and humid that some players collapse from heat exhaustion. Roll a D6 for each player on the pitch at the end of a drive. On a roll of 1 the player collapses and may not be set up for the next kick-off.
3
Very sunny A glorious day, but the blinding sunshine causes a -1 modifier on all passing rolls.
4-10
Nice Perfect Blood Bowl weather.
11
Pouring Rain It's raining, making the ball slippery and difficult to hold. A -1 modifier applies to all catch, intercept, or pick-up rolls.
12
Blizzard It's cold and snowing! The ice on the pitch means that any player attempting to move an extra square (GFI) will slip and be Knocked Down on a roll of 1-2, while the snow means that only quick or short passes can be attempted.

Kickoffs

2D6 Result
2
Get the ref The fans exact gruesome revenge on the referee for some of the dubious decisions he has made, either during this match or in the past. His replacement is so intimidated that he can be more easily persuaded to look the other way. Each team receives 1 additional Bribe to use during this game. A Bribe allows you to attempt to ignore one call by the referee for a player who has committed a foul to be sent off, or a player armed with a secret weapon to be banned from the match. Roll a D6: on a roll of 2-6 the bribe is effective (preventing a turnover if the player was ejected for fouling), but on a roll of 1 the bribe is wasted and the call still stands! Each bribe may be used once per match.
3
Riot The trash talk between two opposing players explodes and rapidly degenerates, involving the rest of the players. If the receiving team's turn marker is on turn 7 for the half, both teams move their turn marker back one space as the referee resets the clock back to before the fight started. If the receiving team has not yet taken a turn this half the referee lets the clock run on during the fight and both team's turn markers are moved forward one space. Otherwise roll a D6. On a 1-3, both teams turn markers are moved forward one space. On a 4-6, both team's turn markers are moved back one space.
4
Perfect Defence The kicking team's coach may reorganize his players – in other words he can set them up again into another legal defence. The receiving team must remain in the set-up chosen by their coach.
5
High Kick The ball is kicked very high, allowing a player on the receiving team time to move into the perfect position to catch it. Any one player on the receiving team who is not in an opposing player's tackle zone may be moved into the square where the ball will land no matter what their MA may be, as long as the square is unoccupied.
6
Cheering Fans Each coach rolls a D3 and adds their team's FAME and the number of cheerleaders on their team to the score. The team with the highest score is inspired by their fans cheering and gets an extra re-roll this half. If both teams have the same score, then both teams get a re-roll.
7
Changing Weather Make a new roll on the Weather table. Apply the new Weather roll. If the new Weather roll was a 'Nice' result, then a gentle gust of wind makes the ball scatter one extra square in a random direction before landing.
8
Brilliant Coaching Each coach rolls a D3 and adds their FAME and the number of assistant coaches on their team to the score. The team with the highest total gets an extra team re-roll this half thanks to the brilliant instruction provided by the coaching staff. In case of a tie both teams get an extra team re-roll.
9
Quick Snap ! The offence start their drive a fraction of time before the defence is ready, catching the kicking team flat-footed. All of the players on the receiving team are allowed to move one square. This is a free move and may be made into any adjacent empty square, ignoring tackle zones. It may be used to enter the opposing half of the pitch.
10
Blitz ! The defence start their drive a fraction of time before the offence is ready, catching the receiving team flat-footed. The kicking team receives a free 'bonus' turn. However, players that are in an enemy tackle zone at the beginning of this free turn may not perform an Action. The kicking team may use team re-rolls during a Blitz. If any player suffers a turnover then the bonus turn ends immediately.
11
Throw a Rock An enraged fan hurls a large rock at one of the players on the opposing team. Each coach rolls a D6 and adds their FAME (see page 18) to the roll. The fans of the team that rolls higher are the ones that threw the rock. In the case of a tie a rock is thrown at each team! Decide randomly which player in the other team was hit (only players on the pitch are eligible) and roll for the effects of the injury straight away. No Armour roll is required.
12
Pitch Invasion Both coaches roll a D6 for each opposing player on the pitch and add their FAME to the roll. If a roll is 6 or more after modification then the player is Stunned (players with the Ball & Chain skill are KO'd). A roll of 1 before adding FAME will always have no effect.

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.
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.
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.

Casualties

D68 Effect
11-38
Badly Hurt Aucun
41
Broken Ribs Miss next match
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
61-68
Dead ! Dead !

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!

XP

Improvement rolls
2D6 Result
2-9
New skill.
10
New skill, or increase the M or AR characteristic by 1 point.
11
New skill, or increase the AG characteristic by 1 point.
12
New skill, or increase the ST characteristic by 1 point.

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
XP Title
0-5
Beginner
6-15
Experienced
16-30
Veteran
31-50
Future Star
51-75
Star
76-175
Super Star
176+
Legend

Tirage au hasard de compétences

Players value

New « Simple » skill
+20K
New « Double » skill
+30K
+1 M or +1 AR
+30K
+1 AG
+40K
+1 ST
+50K