Table Summary Blood Bowl

GAME SEQUENCES

PRE-GAME

Roll for stadium and referee (optional)
Roll for weather
Use the cash / Petty Cash
Draw special cards (optional)
Devoted fans Each Coach rolls 1D3+ devotedfans to determine the Popularity Factor.
Devoted fans Each Coach rolls 1D3+ devotedfans to determine the Popularity Factor.
Flip a coin (Toss)

GAME

Kickoffs Event
Scatter
Lets Play!

POST-GAME

Roll for MVP
Improvement rolls
Calculate the gains
((Sum of Popularity Factors) / 2 + (TD scored by team)) x 10,000 If a coach conceded the game with a penalty, the PF is not halved, with the winner receiving the full payout.
Popularity update
The winning coach rolls 1D6, the losing coach 1D6 (no roll in the event of a draw). If the winning coach rolls a result equal to or greater than his level of Dedicated Fans, he increases his level by one point; if the losing coach rolls a result less than his level of Dedicated Fans, he decreases his level by one point.
Hire and fire
Prepare for next game

PASS TEMPLATE

WEATHER

2D6 RESULT
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.
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
Perfect Conditions
Neither to o cold nor too hot. A warm, dry and slightly overcast day provides perfect conditions to Blood Bowl.
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.
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.
Weather Table Blood Bowl

KICKOFF EVENT

2D6RESULT
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.
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.
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.
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.
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.
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.
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, before landing.
Quick Snap
D3+3 Open players on the receiving team may immediately move one square in any direction.
Blitz
D3+3 Open players on the kicking 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.
A Kick-Off Blitz isn’t a team turn, you cant use a team Re-roll
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.
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 of their players from among those on the pitch. All of the randomly selected players are Placed Prone and become Stunned.
Kickoff Event Table Blood Bowl

PRAYERS TO NUFFLE

D16RESULT
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.
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.
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.
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+.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
Prayers to Nuffle Table Blood Bowl

INJURIES

2D6Result
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 stunned. Once prone, he may get up the next turn using the normal rules.
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.
Wounded
Remove the player from the field and place him in the Dead & Wounded box in the Pit. Roll on the casualty table.
Injuries Table Blood Bowl

Stunty Injuries

STUNTY
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.
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.
Badly Hurt
The player misses the rest of this game, but suffers no long term effect
Wounded
Remove the player from the field and place him in the Dead & Wounded box in the Pit. Roll on the casualty table.
Stunty Injuries Table Blood Bowl

CASUALTIES

CASUALTIES

D16Effect
Badly Hurt
The player misses the rest of this game, but suffers no long term effect
Seriously Hurt
Miss Next Game
Serious Injury
Miss the next game + Persistent Injury (+1 next Injury roll)
Lasting Injury
Characteristic reduction (1-2 -1AV, 3 -1MA, 4 -1PA, 5 -1AG, 6 -1ST) and Miss Next Game
Dead
Dead
Casualties Table Blood Bowl

LEVEL UP & SPP

LevelRandom PrimaryChosen Primary or Random SecondaryChosen SecondaryRandom characteristic*
13 SPP6 SPP12 SPP18 SPP
24 SPP8 SPP14 SPP20 SPP
36 SPP12 SPP18 SPP24 SPP
48 SPP16 SPP22 SPP28 SPP
510 SPP20 SPP26 SPP32 SPP
615 SPP30 SPP40 SPP50 SPP
Level Up and SPP Table Blood Bowl

RANDOM DRAWING OF SKILLS

1er D62e D6AgilityGeneralMutationsPassingStrength
1-31CatchBlockBig HandAccurateArm Bar
1-32Diving CatchDauntlessClawsCannoneerBrawler
1-33Diving TackleDirty Player (+1)Disturbing PresenceCloud BursterBreak Tackle
1-34DodgeFendExtra ArmsDump-OffGrab
1-35DefensiveFrenzyFoul AppearanceFumblerooskieGuard
1-36Jump upKickHornsHail Mary PassJuggernaut
4-61LeapProIron Hard SkinLeaderMighty Blow (+1)
4-62Safe Pair of HandsShadowingMonstrous MouthNerves of SteelMultiple Block
4-63Side StepStrip ballPrehensile TailOn The BallPile Driver
4-64Sneaky GitSure HandsTentaclesPassStand Firm
4-65SprintTackleTwo HeadsRunning PassStrong Arm
4-66Sure FeetWrestleVery Long LegsSafe PassThick Skull
Random Drawing of Skills Table Blood Bowl

PLAYERS VALUE

Random Primary+10K
Chosen Primary+20K
Random Secondary+20K
Chosen Secondary+40K
+1 AV+10K
+1 MA ou +1 PA+20K
+1 AG+40K
+1 ST+80K
Player Value Table Blood Bowl

Note: All information and tables contained in this article are the property of Games Workshop. The information and compilation of these tables are provided for reference purposes only.