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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.
SPPs Title Star Player Rolls Ageing
0–5 Rookie None None
6–15 Experienced One 3+
16–30 Veteran Two 4+
31–50 Emerging Star Three 5+
51–75 Star Player Four 6+
76–125 Super-Star Five 7+
126–175 Mega-Star Six 8+
176+ Legend Seven 9+
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
???? 11-12 EXTRA TRAINING: Your team has worked long and hard all week for this opponent. You may take an extra Team Re-roll to use for this match only. ????
???? 13-14 INTENSIVE TRAINING: One player is really psyched for this week’s match, and has been working very hard preparing for it. Pick a player on your
team. He may take one extra skill to use for this match only, just as if he had rolled a New Skill result on the Star Player Table.
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???? 15-16 INSPIRATION: Watching the opposing team in their previous match has taught one of your players a thing or two. Pick a player on your team and
give him an extra MVP. If the additional SPPs are enough to give him a new skill then generate it immediately.
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???? 21-22 I AM THE GREATEST!: The two opposing players with the most Star Player Points refuse to be on the pitch at the same time in this match. Only
one may be set up on the field at the start of each drive. In case of ties, the coach rolling this result may select the player effected.
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???? 23-24 BAD PRESS: Libelous stories you have spread cut the opposing team’s Fan Factor in half (rounding up) for this match only. ????
???? 25-26 ILLEGAL DRUGS: Declare this special play immediately (now!). You may choose one player in your team to have either +1 ST OR +1 AG for this
match only.
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???? 31-32 MORLEY’S REVENGE: The opposing team’s drinks have been spiked with a powerful laxative. D3 randomly selected opposing players have drunk
the spiked drink, and must roll a D6 before every kick-off. On a roll of 1-3 they are otherwise engaged and may not take part in this drive. On a roll of
4-6 they may be set up normally.
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???? 33-34 SMELLING SALTS: You make all rolls to move a player from the Knocked Out box to the Reserves box on a roll of 2 or better for this match. ????
???? 35-36 PALMED COIN: You automatically win the coin toss to start the game. Do not flip the coin. ????
???? 41-42 DOOM & GLOOM: The opposing team is feeling uninspired. For the first half, their Team Re-rolls are cut in half, rounded down. ????
???? 43-44 IT WASN’T ME!: One randomly selected player on the opposing team has been getting a little rowdy in anticipation of today’s ‘cakewalk,’ and he’s
been arrested! He must miss the match.
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???? 45-46 THAT BOY’S GOT TALENT: In your last match you spotted a talented fan in the stands, and he agrees to play for your team. Add one player at any
position to your roster for this match only. The player leaves the roster when the match ends. Note that you may add a 17th player to a match in this
fashion and this player can exceed your normal positional limits.
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???? 51-52 DUH, WHERE AM I?: One player of your choice from the opposing team has been out all night on a bender, and isn’t really ready for the game. The
Bone Head rule that applies to Ogres applies to the player for this match only. This result cannot be given to a player with Big Guy or Bone Head.
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???? 53-54 BRIBE THE REF: You have taken up a collection to ‘convince’ the ref that your players are a nice, clean bunch of fellows! You may ignore the first
penalty called against your team.
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???? 55-56 KNUCKLEDUSTERS: A player of your choice in your team counts as having mighty blow for this match only. ????
???? 61-62 VIRUS: A mysterious illness breaks out among the opposing team, knocking out the unhealthiest members of the bunch. Any opposing player with a
niggling injury is too sick to show up for this match.
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???? 63-64 IRON MAN: A player of your choice in your team is determined to play hard for the whole game, no matter what the cost – in fact, he refuses to get
injured! If an opposing player beats his Armour roll, he is only Stunned (do not roll for Injury).
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???? 65-66 BUZZING: A player of your choice in your team has gone heavy on the coffee in anticipation of today’s game. For this match only he gains the Jump
Up trait and the Frenzy trait, but will automatically fail any attempt to pick up, intercept or catch the ball.
MATCH WINNINGS TABLE
TEAM RATING
The Gate 1-99 100-125 126-150 151-175 176-200 201-225 226-250 251-275 276-300 301+
0-20,000 +1 0 -1 -2 -3 -4 -5 -6 -7 -8
20,001-40,000 +2 +1 0 -1 -2 -3 -4 -5 -6 -7
40,001-60,000 +3 +2 +1 0 -1 -2 -3 -4 -5 -6
60,001-80,000 +4 +3 +2 +1 0 -1 -2 -3 -4 -5
80,001-100,00 +5 +4 +3 +2 +1 0 -1 -2 -3 -4
100,001-120,000 +6 +5 +4 +3 +2 +1 0 -1 -2 -3
120,001-140,000 +7 +6 +5 +4 +3 +2 +1 0 -1 -2
140,001-160,000 +8 +7 +6 +5 +4 +3 +2 +1 0 -1
160,001 +9 +8 +7 +6 +5 +4 +3 +2 +1 0
Won Match: +1 Match Winnings = (D6 roll + Modifiers) x 10,000