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Handicap Rolls
HANDICAP ROLL TABLE
Difference in Team Ratings | Number of Rolls
0-10 .......0
11-25 .....1
26-50 .....2
51-75 .....3
76-100 ...4
101+ .......4 + pick a fifth result of your choice
Dwarf Runesmiths Instead of a Wizard, a Dwarf team may hire a Runesmith for 50,000 gps. Dwarven Runesmiths can forge mighty runes of power into the armour of a player. Roll a D6 at the start of the match and refer to the table below. A Rune is given to your player of choice and lasts for the duration of the game.
1 - Fizzle! A flaw renders the rune useless!
2 - Rune of Speed. Gain +1 MA and Sprint.
3 - Rune of Might. Gain +1 ST.
4 - Rune of Dexterity. Gain +1 AG.
5 - Rune of Stone. Gain +1 AV and Stand Firm.
6 - Rune of Courage. Gain Dauntless and Frenzy.
WEATHER TABLE 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 field at the end of a half or after a touchdown is scored. 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 attempts to pass the ball.
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 any attempt to catch, intercept, or pick-up the ball.
12 Blizzard: It’s cold and snowing! The ice on the field means that any player attempting to move an extra square (GFI) will slip and fall on a roll of 1-2, while the snow means that only quick or short passes can be attempted.