Tables & Rules
Game sequences
Weather
2D6 | Result |
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2 |
Sweltering Heat
Some players faint in the unbearable heat! D3 randomly selected players from each team that are on the pitch whena a drive ends are placed in the Reserves box. They must miss the next drive
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3 |
Very sunny
A glorious day, but the blinding sunshine causes a -1 modifier on all passing rolls.
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4-10 |
Nice
Perfect Blood Bowl weather.
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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.
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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.
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Kickoffs
2D6 | Result |
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2 |
Get The Ref
Each Team gets a free bribe Inducement as described on page 91. This Inducement must be used before the end of the game or it is lost.
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3 |
Time-Out
If the kicking team's turn marker is on turn 6, 7 or 8 for the half, both coaches move their turn marker back one space. Otherwise, both coaches move their turn marker forward one space.
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4 |
Solid Defense
D3+3 Open player on the kicking team may be removed and setup again in different locations, following all of the usual set-up rules.
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5 |
High Kick
One open player on the receiving team may be moved any number of squares, regardless of their MA, and placed in the same square the ball will land in.
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6 |
Cheering Fans
Both Coaches roll a D6 and add the number of cheerleaders on their Team Draft list. The coach with the highest total may immediately roll once on the Prayers of Nuffle table, in the case of a tie, neither coach rolls on the Prayers of Nuffle table. Note that if you roll a result that is currently in effect, you must re-roll it. However, if you roll a result that has been rolled previously but has since expired, there is no need to re-roll.
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7 |
Brilliant Coaching
Both coaches roll a D6 and add the number of assistant coaches on their Team Draft list. The coach with the highest total gains one extra team re-roll for the drive ahead. If this team re-roll is not used before the end of this drive, it is lost. In the case of a tie, neither coach gains an extra re-roll.
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8 |
Changing Weather
Make a new roll on the Weather table and apply result. If the weather conditions are "Perfect Conditions" as a result of this roll, the ball will scatter, as described on page 25, before landing.
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9 |
Quick Snap
D3+3 Open players on the receiving team may immediately move one square in any direction.
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10 |
Blitz
D3+3 Open players on the receiving team may immediately activate to perform a Move action. One may perform a Blitz action and one may perform a Throw Team-mate action. If a player Falls over or is Knocked Down, no further players can be activated and the Blitz ends immediately.
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11 |
Officious Ref
Both coaches roll a D6 and add their Fan Factor to the result. The coach that rolls the lowest randomly selects one of their players from among those on the pitch, in the case of a tie, both coaches randomly select a player. Roll a D6 for the selected player(s), On a roll of 2+, the player and the referee argue and come to blows, The player is Placed Prone and becomes Stunned. On a roll of 1 however, the player is immediately Sent-Off.
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12 |
Pitch Invasion
Both coaches roll a D6 and add their Fan Factor to the result. The coach that rolls the lowest randomly selects D3 of their players from among those on the pitch, in the case of a tie, both coaches randomly select D3 players from among those on the pitch. Roll a D6 for the selected player(s), All of the randomly selected players are placed prone and become stunned.
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Prayers to Nuffle
D16 | Result |
---|---|
1 |
Treacherous Trapdoor
Until the end of the half, any player who lands on a Trapdoor rolls 1D6. On 1, he is considered pushed into the Public. If he was carrying the ball, it bounce
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2 |
Friends with the Ref
Until the end of the Phase, argue results are treated as 2-4 and 5-6 instead of 2-5 and 6.
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3 |
Stiletto
Choose 1 of your players available that hasn't got Loner for this Phase, he gets Dagger until the end of the Phase.
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4 |
Iron Man
Choose 1 of your players available that hasn't got Loner for this Phase, he gets +1AR (max 11+) for the duration of the match.
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5 |
Knuckle Dusters
Choisissez 1 de vos joueurs non Solitaire et disponible pour cette Phase, il obtient Châtaigne (+1) pour la durée de la phase.
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6 |
Bad Habits
Randomly select 1D3 non loner opposing players available for this Phase, they get Loner(2+) for the duration of the Phase.
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7 |
Greasy Cleats
Randomly designate 1 opposing player available for this Phase, they get -1M until the end of the Phase.
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8 |
Blessed Statue of Nuffle
Choose 1 of your players available for this Phase that hasn't got Loner, he gets Pro for the duration of the match.
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9 |
Moles under the Pitch
Until the end of the half, apply -1 when rolling for "Go For It" (-2 if both coaches draw this result).
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10 |
Perfect Passing
For the remainder of the game, your players gain 2XP, instead of 1, for each successful pass.
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11 |
Fan Interaction
For the remainder of the Phase, your players who push an opponent into the audience earns 2XP for each successful casulaty.
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12 |
Necessary Violence
For the remainder of the Phase, any of your players gains 3XP, instead of 2, per casulaty inflicted.
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13 |
Fouling Frenzy
Until the end of the Phase, any of your players inflicting one casulaty on an opponent on Aggression earns 2XP.
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14 |
Throw a Rock
Until the end of the Phase, ifan1 opposing player is stalling, roll 1D6 at the end of his team's turn. On 5+, he is "Knocked Down".
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15 |
Under Scrutiny
Until the end of the half, any opponent committing an aggression is ejected even without a double.
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16 |
Intensive Training
Randomly designate one of your available players for this Phase, he gets a main skill (1st column) of your choice until the end of the match.
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Pass Template
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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 & Wounded box in the Pit. Roll on the casualty table.
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Stunty | |
2-6 |
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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7-8 |
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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9 |
Badly Hurt
The player misses the rest of this game, but suffers no long term effect
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10-12 |
Wounded
Remove the player from the field and place him in the Dead & Wounded box in the Pit. Roll on the casualty table.
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Casualties
D16 | Effect |
---|---|
1-6 |
Badly Hurt
The player misses the rest of this game, but suffers no long term effect
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7-9 |
Seriously Hurt
Miss Next Game
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10-12 |
Serious Injury
Rate le prochain match + Blessure persistante (+1 aux futurs jets de blessure)
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13-14 |
Lasting Injury
Characteristic reduction (1-2 -1AV, 3 -1MA, 4 -1PA, 5 -1AG, 6 -1ST) and Miss Next Game
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15-16 |
Dead
Dead
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Level Up & SPP
Level | Random Primary | Chosen Primary or Random Secondary | Chosen Secondary | Random characteristic* |
---|---|---|---|---|
1 | 3 SPP | 6 SPP | 12 SPP | 18 SPP |
2 | 4 SPP | 8 SPP | 14 SPP | 20 SPP |
3 | 6 SPP | 12 SPP | 18 SPP | 24 SPP |
4 | 8 SPP | 16 SPP | 22 SPP | 28 SPP |
5 | 10 SPP | 20 SPP | 26 SPP | 32 SPP |
6 | 15 SPP | 30 SPP | 40 SPP | 50 SPP |
Random drawing of skills
1er D6 | 2e D6 | Agility | General | Mutations | Passing | Strength |
---|---|---|---|---|---|---|
1-3 | 1 | Catch | Block | Big Hand | Accurate | Arm Bar |
1-3 | 2 | Diving Catch | Dauntless | Claws | Cannoneer | Brawler |
1-3 | 3 | Diving Tackle | Dirty Player (+1) | Disturbing Presence | Cloud Burster | Break Tackle |
1-3 | 4 | Dodge | Fend | Extra Arms | Dump-Off | Grab |
1-3 | 5 | Defensive | Frenzy | Foul Appearance | Fumblerooskie | Guard |
1-3 | 6 | Jump up | Kick | Horns | Hail Mary Pass | Juggernaut |
4-6 | 1 | Leap | Pro | Iron Hard Skin | Leader | Mighty Blow (+1) |
4-6 | 2 | Safe Pair of Hands | Shadowing | Monstrous Mouth | Nerves of Steel | Multiple Block |
4-6 | 3 | Side Step | Strip ball | Prehensile Tail | On The Ball | Pile Driver |
4-6 | 4 | Sneaky Git | Sure Hands | Tentacles | Pass | Stand Firm |
4-6 | 5 | Sprint | Tackle | Two Heads | Running Pass | Strong Arm |
4-6 | 6 | Sure Feet | Wrestle | Very Long Legs | Safe Pass | Thick Skull |
Players value
Random Primary |
+10K
|
Compétence primaire choisie |
+20K
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Random Secondary |
+20K
|
Chosen Secondary |
+30K
|
+1 AV |
+10K
|
+1 MA ou +1 PA |
+20K
|
+1 AG |
+40K
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+1 ST |
+80K
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