Sei sulla pagina 1di 13

PRE-MATCH SEQUENCE

1, Flip to Kick
2. Roll on Weather Table; each
coach rolls D6 and the combined
scores are compared to the
Weather Table.
3. Choose Inducements; either team
may use Treasury GP to purchase
inducements, however the team
with the lower Team Value gains
inducements equal to the difference
in Team Values to spend on
inducements. Unspent inducements
are discarded.
4. Draw Special Play Cards
5. Calculate Fans attendance and
FAME
6. Kick-off Place the ball; Scatter;
Roll Kick Off Table; Bounce

WEATHER TABLE
2D RESULT
6
2 Sweltering Heat; Roll D6 for
each player at the end of each
drive, on a 1 the player is placed
in reserves
3 Very Sunny; -1 on Pass rolls
4- Nice; Perfect Blood Bowl weather
10
11 Pouring Rain; -1 on Catch,
Intercept or Pick-up rolls.
12 Blizzard; Go For It rolls fail on a
1 or 2. Only Hand-Offs & Short
Passes.

INDUCEMENTS
0-2 Bloodweiser Kegs; 50,000GP
+1 to KO Recovery ea
Roll
0-3 Bribes; Ignore a 100,000 GP
Refs call for Fouling ea
or Secret Weapons on
2+ roll on D6
0-4 Extra Training; +1 100,000 GP
Team Re-roll per half. ea
Mercenaries List +30,000
GP
0-2 Star Players Varies
0-2 Wandering 100,000 GP
Apothecaries; re-roll ea
one Injury roll.
0-5 Special Plays; 100,000 GP
draw an extra Special ea
Play Card.
0-1 Halfling Master 300,000 GP
Chef; each half roll (100,000 GP
3D6, each 4+ gives for Halfling
you a Team Re-roll & teams).
your opponent loses a
Team Re-roll.
0-1 Igor; Khemri Tomb 100,000 GP
Kings, Necromantic
Horror & Shambling
Undead Teams Only.
Re-roll Regeneration
roll once per game.

SPECIAL PLAY CARDS (Highest Team


Value)
< 1,000,000 GP Draw 2, Keep 1
1,000,000- Draw 3, Keep 2
1,990,000 GP
2,000,000- Draw 4, Keep 3
2,990,000 GP
3,000,000- Draw 5, Keep 4
3,990,000 GP

CALCULATING FANS & FAME


Each team rolls 2D6 +Fan Factor
(multiplied by 1,000).
+1 FAME goes to the team with more
fans attending. If Fan attendance is
double the opponents then they receive
+2 FAME.

KICK OFF TABLE


2D6 RESULT
2 Get the Ref; Each team receives a
Bribe to use (see inducements).
3 Riot; If receiving player is on turn
7, both teams move the turn
counter back one; otherwise roll
D6; 1-3 move turn counter forward;
4-6 move turn counter back.
4 Perfect Defence; Receiving team
may rearrange their players.
5 High Kick; Receiver moves one
player to the balls target square
regardless of MA.
6 Cheering Fans; Each team roll D3
+FAME, winner received an extra
re-roll. In a tie, both teams gain a
re-roll.
7 Changing Weather; Roll on the
Weather Table. If result is Nice, ball
scatters one extra square before
landing.
8 Brilliant Coaching; Each team roll
D3 +FAME, winner received an
extra re-roll. In a tie, both teams
gain a re-roll.
9 Quick Snap; All players of the
receiving team may move one
square, ignoring tackle zones.
10 Blitz; Kicking team receive a bonus
turn for unchecked players.
11 Throw a Rock; Each team roll
D6+FAME. Loser must randomly
select player and roll for injury
(with no armour roll).
12 Pitch Invasion; Both coaches roll
a D6+FAME for each opposition
player. On a score of 6+ the player
is Stunned. Players with Ball &
Chain skill are KOd.

CASUALTY TABLE
11- None
38
41 Miss Next Game (MNG)
51- Niggling Injury* & MNG
52
53- -1 MA & MNG
54
55- -1 AV & MNG
56
57 -1 AG & MNG
58 -1 ST & MNG
61- Dead!
68
*Niggling Injuries add +1 to future Injury
Rolls

AGILITY MODIFIERS
Dodging
+1 Making a Dodge Roll
-1 Per opposition tackle zone on the
square being dodged into.
Picking Up
+1 Picking up the ball
-1 Per opposition tackle zone covering
the ball
Passing
+1 Quick Pass
+0 Short Pass
-1 Long Pass
-2 Long Bomb
-1 Per opposition tackle zone on the
player
Catching
+1 Catching an accurate pass
+0 Catching a scattered pass, kick-off,
bouncing ball or throw-in
-1 Per opposing tackle zone on the
player
Handing-Off
+1 Catching a Hand-off
-1 Per opposition tackle zone on the
player

CONCEDEING
Teams that concede at the start of the
game as they have <3 Players suffer no
further penalties.
Teams conceding the game for any other
reason they lose all their winnings and the
opponent receives the MVP SPP.
In addition they automatically lose 1 Fan
Factor and any players with <51 SPPs will
leave the team unless you roll 4+ on D6.

POST-MATCH SEQUENCE
1. Improvement Rolls
2. Update Team Stats
3. Record Fortune and FAME
4, Hire & Fire
5. Prepare for Next Match

WINNINGS
Both D6 + FAME x 10,000 GP
Players
Win +10,000 GP & re-roll on
Winnings roll.
Conceded No winnings
Friendly D3 + FAME x 10,000 GP

STAR PLAYER POINTS


Completions 1 SPP
Touch Downs 3 SPP
Interception 2 SPP
Casualty 2 SPP
MVP 5 SPP
FAN FACTOR
Win Roll 3D6 and gain +1 Fan
PREPARE FOR NEXT
Factor if result MATCH
is higher than
Hire & current (youFan do not get any gold
Factor.
Fire
Loss backand
Roll 2D6 for fired
gainplayers
+1 Fan
STAR PLAYER
Players Factor ifPOINTS
the resultTABLEis lower
0-5
Hire thanRookie
Ifcurrent
you team Fanconsists
Factorof less
6-15 Roll
Journeym
Dra Experienced
than 11
2D6; +1players you may
Fan Factor hire
if the
an16-30 Veteran
Journeyman from
w result is higher or -1 the
Fanbasic
31-50 Emerging Star
0-12 or 0-16 rookie players
51-75 Factor
Star if your result is lower
76- than to fillStar
your
Super out the roster.
current Fan Factor
LEAGUE
175 Journeymen
POINTS have the Loner
Win
176+ skill. Team 3Roster
Legend LP including
Draw injured players 1 LP may not
Loss exceed 16 0 LP
players.
Friendly Game
Calculate Calculate 0 LP
the total value of
IMPROVEMENTS TABLE
Team
2-9 the Players
New Skill (including Player
Value
10 Value
New SkillIncreases),
or +1 MA or Coaching
+1 AV
11 Staff,
New SkillTeam
or +1Re-rolls
AG and Fan
12 New Skill Do
Factor. or +1
notSTinclude
Doubl New Skill from
Treasury DoublePlayers
or Injured Column
e* who will miss next game.
Rerolls Extra rerolls costs double to
purchasing mid-season
Expensiv
PLAYER VALUE If Treasury
INCREASEis >100,000GP,
eNew Skill (Normal)
consult with+20K the expensive
New Skill mistakes table.
Mistakes +30K
(Doubles) MISTAKES
EXPENSIVE
If+1 MA Treasury
Team / AF exceeds +30K 100,000 GP
+1 AG +40K
roll on the following table.
+1 ST +50K
1 2 3 4 5 6
<190,000 < < - - - -
200,000 > < < - - -
SKILLS
290,000
AGILITY Catch,
300,000 C Diving
> < Catch,
< Diving
- -
390,000 Tackle, Dodge, Jump Up,
400,000 Leap,CSideC Step, > Sneaky
< < Git, -
490,000 Sprint, Sure Feet
GENERA
500,000+ Block,CDauntless,
C C > Dirty< <
Crisis
L Averted Player, Nothing further Kick,
Fend, Frenzy,
(-) Kick-off Return, Pass Block,
Minor Incident Lose D3 x 10,000
Pro, Shadowing, GP
Strip Ball,
(<) Sure Hands, Tackles, Wrestle
Major Incident
MUTATI Lose Half
Big Hands, your Treasury
Claw(s),
(>)
ON (rounded
Disturbing up to nearest
Presence, Extra
Arms,10,000 GP)
Foul Appearance,
Catastrophe Lose all your Treasury
Horns, Prehensile Tail,
(C) less 2D6 x 10,000 GP
Tentacles, Two Heads, Very
Long Legs
PASSING Accurate, Dump-off, Hail
Mary Pass, Leader, Nerves of
Steel, Pass, Safe Throw
STRENG Break Tackle, Grab, Guard,
TH Juggernaut, Mighty Blow,
Multiple Block, Stand Firm,
Strong Arm, Thick Skull

Accurate (Passing)

+1 on Pass

Always Hungry (Extraordinary)

On Throw Team-Mate, roll D6 after move. On 1, roll another D6. On 1, teammate is killed. On 2+, fumble teammate.

Animosity (Extraordinary)

Player hates players of any other race and must roll 2+ to perform a Pass or Hand-off to them.

Ball & Chain (Extraordinary)

Player moves randomly using the Throw-in Template for each point of movement. Moving into an occupied square (friend or foe) is treated as a Block action, following up as normal before continuing move. Prone players are pushed back and player rolls to
Break Armour. If Knocked Down, roll immediately for Injury, treating stunned as KOd. May not be used with Diving Tackle, Frenzy, Kick-off Return, Leap, Pass, Block or Shadowing. Ignores Tackle Zones and Foul Appearance.

Big Hand (Mutation)

Ignores modifiers for enemy TZs or Pouring Rain weather for Picking Up the Ball.

Block (General)

While blocking, on Both Down, player is not Knocked Down.

Blood Lust (Extraordinary)

Roll 2+ before any action. If failed, the Vampire must feed on a Thrall team mate, moving adjacent to them before continuing with their action. Roll Injury, counting Casualty result as Badly Hurt. If they cannot reach a Thrall, they will move into the crowd to
feed and are placed in Reserves, dropping the ball where they stood, bouncing as usual.

Bombardier (Extraordinary)

Player may throw a Bomb but may do nothing else that turn. Bomb is thrown and caught the same as a ball, but does not count as teams throw action. If the Bomb is intercepted, it must be immediately thrown again. The bomb explodes when it lands in an
empty square or the catch is failed. When it explodes, the player in the same square is Knocked Down and those in adjacent Square are Knocked Down on the 4+, including already prone players. Pass Block may not be used. Scores no SPP.

Bone-head (Extraordinary)

On Action roll D6, on 1 player losses Action. No TZ, intercept, pass, assist, or move until roll of 2+.

Break Tackle (Strength)

Use ST instead of AG on Dodge roll.

Catch (General)

Re-roll failed Catch, Hand-Off or Intercept.

Chainsaw (Extraordinary)

Player must attack with Chainsaw as part of Block or Blitz action. Roll D6, 2-6; Hits opponent, 1; Kicks Back. Break Armour +3. May be used to Foul in same manner. If knocked down, Break Armour +3. Once per turn. May not be used with Frenzy or Multiple
Block. May not move after Blitz action. Scores no SPPs.
Claw/Claws (Mutation)

When opponent is Knocked Down during Block, any Armor roll of 8+ after modifications automatically breaks armour.

Dauntless (General)

On Block, roll D6 + ST if <= Opponent ST, use normal ST. If >Opponent ST, use opponent ST for Block. Then factor assists.

Decay (Extraordinary)

On Casualty, roll twice on Casualty table, apply both. Only miss 1 game, Regeneration heals both.

Dirty Player (General)

On Foul, +1 to Armor or Injury roll.

Disturbing Presence (Mutation)

Any player within 3 squares must subtract 1 from Catch, Pass or Intercept for each Disturbing Presence nearby.

Diving Catch (General)

+1 accurate pass on square. May catch pass, throw-in or kick-off in TZ as normal. Diving catchers cancel each other.

Diving Tackle (General)

Opposing player -2 on Dodge from player's TZ. Only one DT applies. After, Place Prone in vacated square (no Armor/Injury).

Dodge (General)

Re-roll failed Dodge. Helps with Pow/Push on Block (push only).

Dump-Off (Passing)

Make Quick Pass if opponent Blocks. Finish pass before block. No turnover on throw. No use on second block from Frenzy nor with Bombardier or Throw Teammate.

Extra Arms (Mutation)

+1 to Pick Up, Catch or Intercept.

Fend (General)

Opponent may not follow-up after block even if player Knocked Down. Can continue move after Blitz.

Foul Appearance (Mutation)

Before Block, opponent must roll D6, on 1 Block wasted.

Frenzy (General)

Always use skill. After all blocks must follow up if he can. On Push or Pow/Push result, must throw second block if able. On Blitz, must pay to follow, unless no more move or GFI.

Grab (Strength)

On Block, can choose an empty adjacent square for push. Grab cancels Side Step, use normal rules instead.

Guard (Strength)

Assist blocks even while in another player's TZ.


Hail Mary Pass (Passing)

Throw to any square on 2+ (1 is fumble). Pass is never accurate & can't be intercepted. Scatter 3 times.

Horns (Mutation)

On Blitz, +1 ST.

Hypnotic Gaze (Extraordinary)

Use at end of move on adjacent opponent. AG roll (-1 for each TZ other than target), on success target loses TZ & no catch, intercept, pass, assist or move until next Action or drive ends.

Juggernaut (Strength)

On Blitz opponents can't use Fend, Stand Firm or Wrestle vs blocks. Also, may treat Both Down as Push.

Jump Up (General)

On any but Block may stand up for free. Can Block while Prone on AG roll with +2 modifier. Failed loses action & still Prone.

Kick (General)

May chose to halve (round down) kick-off scatter.

Kick-Off Return (General)

During kick-off, if not on LoS or in TZ; move 3 squares after scatter before kick-off table result. Only 1 player can use. Can't cross LoS.

Leader (Passing)

+1 re-roll while Leader on field (both halves) after Master Chef. Carries over to OT.

Leap (General)

Player can leap to any empty square within 2, even over other players. Unmodified AG roll, except Very Long Legs. No Dodge needed. If failed, Knocked Down in target square, roll Armor. Only use once per turn.

Loner (Extraordinary)

On Team Re-roll, D6, 1-3 lose re-roll lost.

Mighty Blow (Strength)

+1 to Armor or Injury roll. Can't be used with Stab or Chainsaw.

Multiple Block (Strength)

On Block, if next to 2 opponents can block both. Defenders get +2 ST. Can't follow either. Can be used instead of Frenzy, not together. For second block, must be standing.

Nerves of Steel (Passing)

Ignore TZ modifiers for Pass, Catch or Intercept.

No Hands (Extraordinary)

Player may not Pick-up, Intercept or Carry the Ball and will automatically fail any Catch roll.

Nurgle Rot (Extraordinary)

Players Killed by player with Nurgle Rot may join your roster as a new Rotter with no skills or SPP and counts towards team value. Does not affect players with <S5, Decay, Regeneration or Stunty skills.

Pass (Passing)

Re-roll failed Pass roll.


Pass Block (Passing)

3 square out of sequence move to cover the Passing player or Catching player with the players TZ and must follow all normal movement rules.

Prehensile Tail (Mutation)

Opponents suffer -1 Dodge Roll

Pro (General)

Once per game, roll 4+. If successful, player may Re-roll one dice other than Armour, Injury or Casualty roll.

Really Stupid (Extraordinary)

Must roll 4+ before performing any action. If team mate is adjacent gain +2 to roll.

Regeneration (Extraordinary)

Casualty result is ignored on a 4+ and player is returned to Reserves box. Opponent still received SPPs.

Right Stuff(Extraordinary)

Player may be thrown by a player with the Thrown Team-mate skill. If Thrown or Fumbled the player must make an AG roll with -1 for each TZ covering the target square. If successful, they land on their feet. A failed roll or landing on an opponent will result in
the player being Knocked Down and roll for Break Armour as usual. A failed Landing roll or landing in the crowd does not cause a turn over unless they were the ball carrier.

Safe Throw (Passing)

If players Pass is Intercepted make an unmodified AG test and ignore the Intercept if successful. Ignore any Fumbled Pass result except a 1.

Shadowing (General)

Opponent who makes a successful Dodge must roll 2D6 adding MA and subtracting Shadowing players MA. If the result is <7, the Shadowing player will move into the vacated square.

Secret Weapon (Extraordinary)

Player is sent off at the end of the Drive, regardless of if they are on the Pitch or not.

Side Step (Agility)

Coach may choose square into which the player is Pushed or Knocked Down.

Sneaky Git (Agility)

Player is not ejected for rolling doubles on Foul roll unless the Break Armour roll is successful.

Sprint (Agility)

Player may Go For It three square (rather than two)

Stab (Extraordinary)

Player may make a Stab action rather than a Block. Roll Break Armour. Injury rolls are unmodified. May not move after Stab actions as part of a Blitz. Scores no SPPs.

Stand Firm (Strength)

Choose to not be pushed back.

Strip Ball (General)


On block results 'Pushed' or 'Defender Stumbles', ball carrier drops the ball in square they are pushed.

Strong Arm (Strength)

+1 Pass roll for Short, Long or Long Bomb range.

Stunty (Extraordinary)

Ignore TZ on Dodge (unless Secret Weapon). -1 on Pass roll. Injury roll 7 = KO & 9 = BH.

Sure Feet (General)

Re-roll on Go For It. Only once per turn.

Sure Hands (General)

Re-roll on Pick Up the Ball. Also, Strip Ball doesn't work.

Tackle (General)

Can't use Dodge skill when leaving TZ nor for block result.

Take Root (Extraordinary)

After declaring Action before taking it roll D6. On 1, MA is 0 until drive ends or Knocked Down/Placed Prone. If failed on Blitz no block allowed.

Tentacles (Mutation)

If target dodge or leap out of TZ; target coach roll 2D6 + target ST - tentacle ST, 5 < target held firm, Action over. Only one per target.

Thick Skull (Strength)

8 on Injury table = Stunned not KO.

Throw Team-Mate (Extraordinary)

Throw Right Stuff, adjacent, standing teammate. Roll -1 Pass, no Long/Long Bomb, always inaccurate, scatter 3 times. No intercept. Fumbled player goes back to start square. Thrown out of bounds = pushed out. If land on player, player is Knocked Down, roll
Armor, then scatter until empty square. Right Stuff for landing.

Tim-ber (Extraordinary)

+1 to Stand Up Roll for each adjacent player with this skill.

Titchy (Extraordinary)

+1 Dodge. No -1 dodge when opponent leaves TZ.

Two Heads (Mutation)

+1 Dodge rolls.

Very Long Legs (Mutation)

+1 Intercept or Leap rolls. Voids Safe Throw for intercept rolls.

Weeping Dagger (Extraordinary)

Casualty Rolls of Badly Hurt will become Miss Next Game on a 4+.

Wild Animal (Extraordinary)

Player must roll 4+ before undertaking any declared actions or remain stationary for the turn; +2 to roll for Block or Blitz.
Wrestle (General)

On 'Both Down', both placed prone (even if Block is used). No Armor roll. Turnover only if active player has the ball.
WIZARDS

Fireball: Each player in the target square


or adjacent squares are Knocked Down
on a 4+; Break Armour with +1; Roll
Injury as normal. No turn over unless
ball is dropped.

Lightning Bolt: Target player is hit on a


2+; Break Armour with +1; Roll Injury as
normal. No turn over unless ball is
dropped.

Potrebbero piacerti anche