Weather
Classic
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.
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3 |
Very sunny
A glorious day, but the blinding sunshine causes a -1 modifier on all passing rolls.
|
4-10 |
Perfect Conditions
Neither too cold nor too hot. A warm, dry and slightly overcast day provides perfect conditions to Blood Bowl.
|
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.
|
Spring
2D6 | Result |
---|---|
2 |
Morning Dew
The pitch is dew-covered from the cold of night, making everything a little slippery. Apply a -1 modifier every time a player attempts to Rush an extra square. Additionally, apply a -1 modifier every time a player makes an Agility test to pick up the ball.
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3 |
Blossoming Flowers
The flowers are blooming, the tree sap is pumping and the pollen count is high, forcing the hay fever-afflicted referee to seek shelter indoors. Whilst this weather condition is in effect, players cannot be Sent-off for committing a Foul, even if they roll a natural double on either the Armour roll or the Injury roll.
|
4-10 |
Perfect Conditions
It’s not quite warm but then again, it’s not quite cold – ideal weather for a game of Blood Bowl!
|
11 |
Misty Morning
A haze of thick mist has descended upon the pitch, greatly reducing visibility. Players can move only a maximum of six squares, although they may still Rush as normal. Additionally, only Quick and Short pass actions can be performed
|
12 |
High Winds
The winds are whistling through the stadium and the players can barely hear each other. Roll a D6 each time a player on your team wishes to use a team re-roll. On a roll of 2+, you may use a team re-roll as normal. On a 1, a team re-roll cannot be used.
|
Summer
2D6 | Result |
---|---|
2 |
Sweltering Heat
Some players faint in the unbearable heat! D3 randomly selected players from each team that are on the pitch when a drive ends are placed in the Reserves box. They must miss the next drive.
|
3 |
Melting Astrogranite
It’s not just the players that are affected by the hot weather – even the pitch is melting! It might be the heat, or it might be the sticky footing, but the players are certainly struggling to move! The number of squares a player can attempt to Rush is reduced by one (to a minimum of one).
|
4-10 |
Perfect Conditions
It’s still hot, but not as hot as it has been lately! A (tolerably) warm, dry and slightly overcast day provides perfect conditions for Blood Bowl.
|
11 |
Blinding Rays
No cloud cover in the clear, blue skies and the relentless glare of the sun leaves the players squinting and shading their eyes. Apply a -1 modifier every time a player tests against their Passing Ability. Additionally, only Quick and Short pass actions can be performed.
|
12 |
Monsoon
A sudden burst of torrential rain and high winds hits the pitch, making the ball slippery and erratic. Apply a -1 modifier every time a player makes an Agility test to catch or pick up the ball, or to attempt to interfere with a pass. Additionally, when the ball scatters, it moves from the square in which it was placed four times before landing, rather than the usual three.
|
Automne
2D6 | Result |
---|---|
2 |
Leaf-strewn Pitch
Huge drifts of leaves have piled up at regular intervals across the pitch. It looks terrible, but they’re soft to land on! When a player Falls Over or is Knocked Down, the coach of the opposing team must apply a -1 modifier when making an Armour roll against them.
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3 |
Autumnal Chill
Winter is fast approaching and players are reluctant to leave the comfortable warmth of the dugout. During the End of Drive sequence, apply a -1 modifier when rolling to see if a player recovers from being KO’d.
|
4-10 |
Perfect Conditions
It’s not quite warm, but then again it’s not quite cold – ideal Blood Bowl weather! A pleasant autumn afternoon provides perfect conditions for Blood Bowl.
|
11 |
Pouring Rain
A torrential downpour leaves the players soaked and the ball very slippery! Apply a -1 modifier every time a player makes an Agility test to catch or pick up the ball, or to attempt to interfere with a pass.
|
12 |
Strong Winds
If it wasn’t for the winds, it would be a lovely day. The ball does not deviate normally. Instead, after placing the kick, the coach of the kicking team rolls a D8 to determine the direction in which the wind is blowing: D8 - WIND DIRECTION 1-2 Towards the kicking team’s End Zone. 3-4 Towards the receiving team’s End Zone. 5-6 Towards the Sideline to the left of the kicking team. 7-8 Towards the Sideline to the right of the kicking team. Next, place the Throw-in template over the square in which the kick was placed, with the central arrow (3-4) pointing in the direction in which the wind is blowing. The kick then deviates in a direction determined by rolling a D6 and referring to the Throw-in template. Additionally, the number of squares the ball moves is determined by rolling a D8, rather than a D6.
|
Winter
2D6 | Result |
---|---|
2 |
Cold Winds
The fans are shivering in the stands as a viciously cold wind blows steadily down the pitch. Apply a -1 modifier every time a player tests against their Passing Ability. Players also find it harder to get motivated and get back on the pitch. Additionally, during Step 2 of the End of Drive sequence, apply a -1 modifier when rolling to see if any player in the Knockedout box recovers.
|
3 |
Freezing
A sudden cold snap turns the ground as hard as granite (and not the ‘astro’ variety that players are used to). When a player Falls Over or is Knocked Down, the coach of the opposing team must apply a +1 modifier when making an Armour roll against them.
|
4-10 |
Perfect Conditions
It’s rather chilly and it’s threatening to rain (or snow), but considering the time of year, the conditions are almost perfect for Blood Bowl.
|
11 |
Heavy Snow
Freezing conditions and heavy falls of snow make the footing treacherous. Apply a -1 modifier every time a player attempts to Rush an extra square. Additionally, the poor visibility means that only Quick and Short passes can be attempted.
|
12 |
Blizzard
Freezing conditions and heavy falls of snow make the footing treacherous. Apply a -1 modifier every time a player attempts to Rush an extra square. Additionally, the poor visibility means that only Quick and Short passes can be attempted.
|
Subterranean
2D6 | Result |
---|---|
2 |
Bubbling up from Below
The players are aghast as viscous liquid begins to seep up from below. Whether this is a natural phenomenon, the result of sabotage or a dire warning that stadia have no place being built above sewage pipes, it’s definitely not pleasant. All players on the pitch subtract 1 from their MA.
|
3 |
Gloomy
The players are aghast as viscous liquid begins to seep up from below. Whether this is a natural phenomenon, the result of sabotage or a dire warning that stadia have no place being built above sewage pipes, it’s definitely not pleasant. All players on the pitch subtract 1 from their MA.
|
4-10 |
Perfect Conditions
The light of the sun might be missing, but the conditions are almost perfect for Blood Bowl.
|
11 |
Thermal Geysers
Vapour begins to whistle up from cracks in the ground, followed by forceful gouts of roiling steam. If a player on your team Falls Over or is Knocked Down, roll a D6. On a roll of 1, they crack open a thermal geyser. That player is immediately catapulted through the air. Immediately treat that player as being thrown (as if they had the Right Stuff trait) by another player (with the Throw Team-mate trait), and treat the quality of the throw as terrible.
|
12 |
Seismic Activity
“Uh oh… was that a tremor?” Roll a D6 at the end of each team turn, adding 1 to the result for each player on the pitch with a Strength of 5 or more. On a roll of 6+, rocks tumble down from up above. Both coaches roll off. The coach that rolls the lowest randomly selects one of their players from among those on the pitch. That player is struck by a falling rock and Knocked Down. If the roll-off results in a tie, do not roll again. Instead, both coaches must randomly select a player to be struck by a falling rock.
|
Primoridal forest
2D6 | Result |
---|---|
2 |
Praise the Sun Gods
The sun beats down upon the jungle canopy, turning the air below into a furnace and turning the ground to rock! If a player Falls Over whilst Rushing, apply a +1 modifier to the Armour roll. Additionally, apply all of the Heat Wave weather condition rules as well.
|
3 |
Heat Wave
A glorious day, but as the heat begins to rise, it becomes harder for players to push themselves. Apply a -1 modifier every time a player attempts to Rush an extra square. Players also find it harder to get motivated and get back on the pitch. Additionally, during Step 2 of the End of Drive sequence, apply a -1 modifier when rolling to see if any player in the Knockedout box recovers.
|
4-10 |
Perfect Conditions
It’s muggy and the mosquitos are out, but otherwise it’s perfect Blood Bowl weather.
|
11 |
Jungle Showers
It’s raining those big, fat jungle raindrops, making the ball slippery and difficult to hold. Apply a -1 modifier every time a player makes an Agility test to pick up or catch the ball, or whenever a player attempts to interfere with a pass.
|
12 |
Tropical Monsoon
Sheets of rain pour through the tree canopy creating a wall of water, the ground becomes boggy and visibility is severely reduced. While the monsoon persists, only Quick pass or Short pass actions can be attempted and the number of squares a player can attempt to Rush is reduced by one (to a minimum of 1).
|
Graveyard
2D6 | Result |
---|---|
2 |
Angry Locals
An angry mob of locals has arrived at the stadium looking for the town Necromancer. Unable to find the fiend, they decide he’s disguised himself as one of the players! Both coaches roll off. The coach that rolls the lowest randomly selects one of their players from among those on the pitch. That player is immediately removed from the pitch and placed in the Reserves box, where they will hide until the end of the game, or until this weather condition is replaced by another. If the roll-off results in a tie, do not roll again. Instead, both coaches must randomly select a player to hide from the locals. If this weather condition is rolled again, this process is repeated. The locals are nothing if not generous in their misplaced suspicion of the players!
|
3 |
Fog
A real pea-souper has descended, reducing visibility to almost nothing! While the fog persists, only Quick pass or Short pass actions can be attempted and the number of squares a player can attempt to Rush is reduced by one (to a minimum of 1). Additionally, the referee is far less likely to spot any foul play that occurs. Whilst this weather condition is in effect, players cannot be Sent-off for committing a Foul, even if they roll a natural double on either the Armour roll or the Injury roll.
|
4-10 |
Perfect Conditions
It’s a bit gloomy, and there’s a strong suggestion of faint voices whispering too quietly to be heard, but otherwise it’s perfect Blood Bowl weather.
|
11 |
Pouring Rain
A torrential downpour leaves the players soaked and the ball very slippery! Apply a -1 modifier every time a player makes an Agility test to catch or pick up the ball, or to attempt to interfere with a pass.
|
12 |
Lightning
Thunder rumbles and the night sky is lit up by regular lightning strikes. At the end of every team turn, roll a D6. On a roll of 1, a single randomly selected player on the active team is struck by lightning and immediately Knocked Down. When a player is Knocked Down by lightning, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
|
Desolate Wasteland
2D6 | Result |
---|---|
2 |
Tremors
The ground is constantly shaking and shuddering. At the end of every team turn, roll a D6 for each Standing player on the active team that is currently on the pitch. On a roll of 1, that player loses their balance and is Placed Prone.
|
3 |
Pouring Rain
A torrential downpour leaves the players soaked and the ball very slippery! Apply a -1 modifier every time a player makes an Agility test to catch or pick up the ball, or to attempt to interfere with a pass.
|
4-10 |
Perfect Conditions
It’s not quite warm but then again, it’s not quite cold – ideal weather for a game of Blood Bowl!
|
11 |
Lava Bombs
A local volcano is erupting a bit, causing lumps of volcanic rock to rain down for miles around. Whilst this weather condition is in effect, all players are considered to have the Bone Head trait – representing them constantly looking skyward to avoid being struck by unexpected lumps of falling rock.
|
12 |
Strong Winds
If it wasn’t for the winds, it would be a lovely day. The ball does not deviate normally. Instead, after placing the kick, the coach of the kicking team rolls a D8 to determine the direction in which the wind is blowing: D8 - WIND DIRECTION 1-2 Towards the kicking team’s End Zone. 3-4 Towards the receiving team’s End Zone. 5-6 Towards the Sideline to the left of the kicking team. 7-8 Towards the Sideline to the right of the kicking team. Next, place the Throw-in template over the square in which the kick was placed, with the central arrow (3-4) pointing in the direction in which the wind is blowing. The kick then deviates in a direction determined by rolling a D6 and referring to the Throw-in template. Additionally, the number of squares the ball moves is determined by rolling a D8, rather than a D6.
|
Mountainous
2D6 | Result |
---|---|
2 |
Gale Force Winds
The wind is unbelievably strong, making passing play impossible and even affecting the kick-off! Whilst this weather condition is in effect, ignore Step 2 of the Start of Drive sequence – it is not possible for a kick-off to be resolved and a touchback is automatically caused instead. Additionally, whilst this weather condition is in effect, no Pass actions or Throw Team-mate actions can be performed.
|
3 |
Very Sunny
A glorious day, but the clear skies and bright sunlight interfere with the passing game! Apply a -1 modifier every time a player tests against their Passing Ability
|
4-10 |
Perfect Conditions
It’s rather chilly and it’s threatening to rain (or snow), but considering the time of year, the conditions are almost perfect for Blood Bowl.
|
11 |
Blizzard
Freezing conditions and heavy falls of snow make the footing treacherous. Apply a -1 modifier every time a player attempts to Rush an extra square. Additionally, the poor visibility means that only Quick and Short passes can be attempted.
|
12 |
Ice Storm
It is extremely cold, so cold in fact that it is raining literal lumps of ice! The ice on the pitch is so treacherous that none of the players are willing to hurry, no matter how much their coach shouts! Apply a -1 modifier every time a player attempts to Rush an extra square. Additionally, all players on the pitch subtract 1 from their MA.
|
Coastal
2D6 | Result |
---|---|
2 |
Gale Force Winds
The wind is unbelievably strong, making passing play impossible and even affecting the kick-off! Whilst this weather condition is in effect, ignore Step 2 of the Start of Drive sequence – it is not possible for a kick-off to be resolved and a touchback is automatically caused instead. Additionally, whilst this weather condition is in effect, no Pass actions or Throw Team-mate actions can be performed.
|
3 |
Strong Winds
If it wasn’t for the winds, it would be a lovely day. The ball does not deviate normally. Instead, after placing the kick, the coach of the kicking team rolls a D8 to determine the direction in which the wind is blowing: D8 - WIND DIRECTION 1-2 Towards the kicking team’s End Zone. 3-4 Towards the receiving team’s End Zone. 5-6 Towards the Sideline to the left of the kicking team. 7-8 Towards the Sideline to the right of the kicking team. Next, place the Throw-in template over the square in which the kick was placed, with the central arrow (3-4) pointing in the direction in which the wind is blowing. The kick then deviates in a direction determined by rolling a D6 and referring to the Throw-in template. Additionally, the number of squares the ball moves is determined by rolling a D8, rather than a D6.
|
4-10 |
Perfect Conditions
Neither too cold nor too hot. A warm, dry and slightly overcast day provides perfect conditions for Blood Bowl.
|
11 |
Torrential Rain
A torrential downpour is making the ball slippery and difficult to hold. Apply a -1 modifier every time a player makes an Agility test to catch or pick up the ball, or to attempt to interfere with a pass. Additionally, the poor visibility means that only Quick and Short passes can be attempted. Finally, all players on the pitch subtract 1 from their MA. However, such extreme downpours seldom last long. During the End of Drive sequence, after Step 2 but before Step 3, roll again on the Weather table.
|
12 |
Blizzard
Freezing conditions and heavy falls of snow make the footing treacherous. Apply a -1 modifier every time a player attempts to Rush an extra square. Additionally, the poor visibility means that only Quick and Short passes can be attempted.
|
Desert
2D6 | Result |
---|---|
2 |
Sweltering Heat
Some players faint in the unbearable heat! D3 randomly selected players from each team that are on the pitch when a drive ends are placed in the Reserves box. They must miss the next drive.
|
3 |
Verry Sunny
A glorious day, but the clear skies and bright sunlight interfere with the passing game! Apply a -1 modifier every time a player tests against their Passing Ability.
|
4-10 |
Perfect Conditions
It’s still hot, but it is bearable! Hot and dry but with a sufficient breeze to take the edge off makes for ideal Blood Bowl conditions.
|
11 |
Strong Winds
If it wasn’t for the winds, it would be a lovely day. The ball does not deviate normally. Instead, after placing the kick, the coach of the kicking team rolls a D8 to determine the direction in which the wind is blowing: D8 - WIND DIRECTION 1-2 Towards the kicking team’s End Zone. 3-4 Towards the receiving team’s End Zone. 5-6 Towards the Sideline to the left of the kicking team. 7-8 Towards the Sideline to the right of the kicking team. Next, place the Throw-in template over the square in which the kick was placed, with the central arrow (3-4) pointing in the direction in which the wind is blowing. The kick then deviates in a direction determined by rolling a D6 and referring to the Throw-in template. Additionally, the number of squares the ball moves is determined by rolling a D8, rather than a D6.
|
12 |
Sandstorm
The shifting sands have been stirred up into a violent sandstorm and visibility is severely affected. Whilst this weather condition is in effect, no Pass actions or Throw Team-mate actions can be performed, and no player can attempt to Rush. Additionally, the referee has retreated indoors and isn’t bothering to even pretend they’re keeping an eye on the action! Whilst this weather condition is in effect, players cannot be Sent-off for committing a Foul, even if they roll a natural double on either the Armour roll or the Injury roll.
|