Le Razze | Gli Skill | Gli Star Player | Gli Incentivi | Regole Lega | Tabelle Utili |
D16 | RESULT | EFFECT |
---|---|---|
1-6 | Badly Hurt | The player misses the rest of this game, but suffers no long term effect |
7-9 | Seriously Hurt | MNG |
10-12 | Serious Injury | NI (+1 per NI, on this table, for future rolls) and MNG |
13-14 | Lasting Injury | Characteristic reduction (1-2 -1AV, 3 -1MA, 4 -1PA, 5 -1AG, 6 -1ST) and MNG |
15-16 | DEAD | This player is far too dead to Play Blood Bowl! |
Level | Random Primary | Choose Primary, Random Secondary |
Choose Secondary | Random Characteristic, Choosen Secondary* |
---|---|---|---|---|
1st | 3 SPP | 6 SPP | 12 SPP | 18 SPP |
2nd | 4 SPP | 8 SPP | 14 SPP | 20 SPP |
3rd | 6 SPP | 12 SPP | 18 SPP | 24 SPP |
4th | 8 SPP | 16 SPP | 22 SPP | 28 SPP |
5th | 10 SPP | 20 SPP | 26 SPP | 32 SPP |
6th | 15 SPP | 30 SPP | 40 SPP | 50 SPP |
2D6 | RESULT | EFFECT |
---|---|---|
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. |
3 | Very Sunny | A gloriuos day, but the clear skies and bright sunlight interfere with the passing game! Apply -1 modifier every time a player tests against their passing Ability. |
4-10 | Perfect Conditions | Neither to o cold nor too hot. A warm, dry and slightly overcast day provides perfect conditions to Blood Bowl. |
11 | Pouring Rain | A torrential downpour leaves te 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 | 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. |
The coach Underdog team may roll once on the Prayer to Nuffle table for every full 50,000 gp of difference in CTV. Roll a D16 and consult the table below. Re-rolling any duplicates results. |
||
1D16 | RESULT | EFFECT |
---|---|---|
1 | Treacherous Trapdoor | Until the end of this half, every time any player enters a Trapdoor square, for any reason, roll a D6. On a roll of 1, the trapdoor falls open and the player is immediately removed from play. Treat them exactly as if they had been pushed into the crowd. If the player was in possession of the ball it bounces from the trapdoor square. |
2 | Friends with the Ref | Until the end of this drive, you may treat a roll of 5 or 6 on the Argue the Call table as a "Well, When You Put it like That..." result and a roll of 2-4 as an "I Don't Care!" result. |
3 | Stiletto | Randomly select one player on your team that is available to play during this drive and that does not have the Loner (X+) trait. Until the end of this drive, that player gains the Stab trait. |
4 | Iron Man | Choose one player on your team that is available to play during this drive and that does not have the Loner (X+) trait. Until the end of this game, that player improves their AV by 1, to a maximum of 11+. |
5 | Knuckle Dusters | Choose one player on your team that is available to play during this drive and that does not have the Loner (X+) trait. Until the end of this drive, that player gains the Mighty Blow (+1) skill. |
6 | Bad Habits | Randomly select D3 opposition players that are available to play during this drive and do not have the Loner (X+) trait. Until the end of this drive, those players gain the Loner (2+) trait. |
7 | Greasy Cleats | Randomly select one opposition player that is available to play during this drive. That player has had their boots tampered with! until the end of this drive, their MA is reduced by 1. |
8 | Blessed Statue of Nuffle | Choose one player on your team that is available to play during this drive and that does not have the Loner (X+) trait. Until the end of this game, that player gains the Pro skill. |
9 | Moles under the Pitch | Until the end of this half, apply a -1 modifier every time any player attempts to Rush an extra square (-2 should it occour that both coaches have rolled this result). |
10 | Perfect Passing | Until the end of this game, any player on your team that makes a completion earns 2 SPP, rather than the usual 1 SPP. |
11 | Fan Interaction | Until the end of this drive, if a player on your team causes a Casualty by pushing an opponent into the crowd, that player will earn 2 SPP exactly as if they had caused a Casualty by performing a Block action. |
12 | Necessary Violence | Until the end of this drive, any player on your team that causes a Casualty earns 3 SPP, rather than the usual 2 SPP. |
13 | Fouling Frenzy | Until the end of this drive, any player on your team that causes a Casualty with a Foul action earns 2 SPP exaclty as if they had caused a Casualty by performing a Block action. |
14 | Throw a Rock | Until the end of this drive, should an opposition player Stall, at the end of their team turn you may roll a D6. On a roll of 5+, an angry fan throws a rock at that player. The player is immediately Knocked Down. |
15 | Under Scrutiny | Until the end of this half, any player on the opposing team that commits a Foul action is automatically seen by the referee, even if a natural double is not rolled. |
16 | Intensive Training | Randomly select one player on your team that is available to play during this drive and that does not have the Loner (X+) trait. Until the end of this game, that player gains a Single Primary skill of choice. |
2D6 | RESULT | EFFECT |
---|---|---|
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. |
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. |
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. |
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. |
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. |
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. |
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. |
9 | Quick Snap | D3+3 Open players on the receiving team may immediately move one square in any direction. |
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. |
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, as described on page 63. |
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. |
1D6 | Da 100.000 gp a 195.000 gp | Da 200.000 gp a 295.000 gp | Da 300.000 gp a 395.000 gp | Da 400.000 gp a 495.000 gp | Da 500.000 gp a 595.000 gp | 600.000 gp e oltre |
---|---|---|---|---|---|---|
1 | Incidente minore | Incidente minore | Incidente grave | Incidente grave | Catastrofe! | Catastrofe! |
2 | Crisi evitata | Incidente minore | Incidente minore | Incidente grave | Incidente grave | Catastrofe! |
3 | Crisi evitata | Crisi evitata | Incidente minore | Incidente minore | Incidente grave | Incidente grave |
4 | Crisi evitata | Crisi evitata | Crisi evitata | Incidente minore | Incidente minore | Incidente grave |
5 | Crisi evitata | Crisi evitata | Crisi evitata | Crisi evitata | Incidente minore | Incidente minore |
6 | Crisi evitata | Crisi evitata | Crisi evitata | Crisi evitata | Crisi evitata | Incidente minore |
1st D6 | 2nd D6 | AGILITY | GENERAL | MUTATION | 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 | Sidestep | 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 |