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Blood Bowl Ultimate Reference Sheet

Rules based on Competition Rules Pack


Document version 0.90 - by Ulrich Dreyer - www.pnprpg.de

Pre-Match Match Post Match


Each player (coach) buys their squad of 11- Two halves of sixteen turns each. At end of second half the team with the most TD wins. 1. Improvement Rolls
16 players with 1,000,000 gold. Fill out Kick-off Sequence SPP # Rolls
Star Player Points 2D6 Result
team rosters. 1. Place ball on pitch. 0-5 0 2- New Skill
Completion 1
Flip a coin. Winner decides which team will 2. Scatter ball to determine where it's about to land (D8, D6). 6 - 15 1 9 83.35%
Casualty 2
be kicking team. 3. Roll on Kick-Off table and resolve result. Interception 2 16 - 30 2 MA, AV or
4. Bounce, catch or touchback the ball. New Skill
Touchdown 3 31 - 50 3
1. Weather Kick-off Table 10 8.33%
MVP 5 51 - 75 4 AG or New
Each player roll D6, add results: 2D6 Result 76 - 175 5 11 Skill 5.55%
2D6 Results 2 Get the Ref: Each player gets an extra Bribe. 2.77% 176+ 6 ST or New
Sweltering Heat After each Riot: If receiving team's turn is on Turn 7, both move their turn markers back. If 12 Skill 2.77%
2 drive, D6 for each player, on 1 not 3 receiving team has not taken a turn, both move turn marker forward. Otherwise roll D6; 2. Update Team Roster
available next drive. 2.77% 13 both move turn marker forward, 46 both move turn marker backwards. 5.55% 2.1 Delete Dead Players
Very Sunny -1 on all PASS 4 Perfect Defense: Kicking team can reorganize team. 8.33%
3 Remove all dead players.
rolls. 5.55% High Kick: Receiving can move one player not in a TZ to location where ball will land.
5 2.2 Generate Winnings
4- Nice Perfect weather for Blood MA doesn't matter. Must be unoccupied. 11.11%
10 Bowl! 83.36% Cheering Fans: Each roll D3 + FAME + Cheerleaders. Highest team (or tie) gets extra ((D6 + FAME) * 10,000 GP) + (if won or tied then 10,000 GP)
6
Pouring Rain -1 on all CATCH, Team Re-roll this half. 13.88% If you won, you can re-roll D6; must accept second roll!
11 INTERCEPT and PICKUP rolls. Changing Weather: Re-roll weather result. On 'Nice' result, ball scatters 1 extra 2.3 Petty Cash
7 Team Value Expenses
5.55% square. 16.66% Transfer Petty Cash back
Blizzard GO FOR IT fails on 1 Brilliant Coaching: Each roll D3 + FAME + Assistant Coaches. Highest team (or tie) < 1,750,000 0
8 to Treasury. Coach must
12 2. Only QUICK and SHORT PASS gets extra Team Re-roll this half. 13.88% 1,750,0001,890,000 10,000
now pay spiralling
allowed. 2.77% Quick Snap!: All receiving team players can move 1 square (ignore TZs), may be 1,900,0002,040,000 20,000
9 expenses, before
used to opposing half of pitch. 11.11% 2,050,0002,190,000 30,000
2. Transfer Gold Blitz!: Any kicking team player not in TZ gets a free turn. A turnover ends bonus turn. recalculating TV
10 2,200,0002,340,000 40,000
Players can transfer money from their 8.33% (Recalcuate in 2.8).
Throw a Rock: Roll D6 + FAME. Highest (or tie) fans attack opponent. Choose
treasury to Petty Cash to buy inducements. 11 2,350,0002,490,000 50,000
randomly. Roll on Injury table, no Armor roll needed. 5.55%
This does affect team value. Team with Pitch Invasion: Both roll D6 + FAME for each opposing player on pitch, on 6+ player 2,500,0002,640,000 60,000
highest TV declares first. 12
is Stunned. 1 before FAME = no effect. 2.77% Every 150,000 +10,000
2.4 Fan Factor
3. Inducements Roll 2D6 on lost or tie, 3D6 on win. Compare value to current. On
Each player, one at a time, may perform one of the following actions per turn:
Move - Move a number of squares up to MA. Knocked over players may stand up at a cost of win or tie and value greater than current, Fan Factor increases by
Bloodweiser Babes
+1 on KO recovery 0-2 50k GP 3 squares. You can Go for it up to 2 times. Roll a d6 for each square; on a 1 the player is 1. On loss or tie and value less than current, Fan Factor
roll. knocked down in the square he was moving to. Roll for injury. decreases by 1.
Bribes Block - (If not knocked over) make one block against a standing player in an adjacent square. 2.5 Hire New Players/Team Goods
Ignore sent off call on 0 - 3 100k GP 1 die: Strengths are EQUAL. Block Dice Results Changes to team happen now, hire or fire players, add or remove
2+ (roll D6). 2 dice: One player is STRONGER, Attacker Down team goods. Buy Team Re-rolls (cost double). Firing players
Extra Team Taining Stronger player chooses which Attacker Knocked Down does not return their value.
Extra re-roll this 0-4 100k GP die is used. 2.6 Hire Journeymen
Both Down
game. 3 dice: One player is MORE Coaches may now hire Journeymen at Rookie cost. They lose
Halfling Master Both Knocked Down, void if Block skill used.
THAN TWICE AS STRONG, Loner skill and keep SPPs.
Chef Pushed
stronger player chooses. 2.7 Aquire Journeymen
Each half, roll 3D6, Defender pushed back, attacker may follow.
0-1 300k GP Blitz (only one player per turn) Take on Journeymen to be able to field 11 players for next match.
4+ team gains Team
Move as above and make one Defender Stumbles Only available from 012 or 016 Positions. Same as normal,
Re-roll, opponent
losses Team Re-roll. block during the move, which Defender pushed back and Knocked Down, except have Loner skill. No cost.
unless Dodge used. Attacker may follow. 2.8 Team Value
Igor costs one square of movement.
Re-roll for 0-1 100k GP Defender Down Normal skill +20k
The player may carry on moving Work out the value of the team,
Regeneration. Defender pushed back and Knocked Down.
if successful. include extra value for improvements, Double skill +30k
+30k GP Attacker may follow.
Mercenaries Foul (only one player per turn) support staff, Team Re-rolls and Fan +1 MA or +1 AV +30k
Position player, Move as above and make one foul. The player cannot move after fouling. Factor. Do NOT include Treasury gold +1 AG +40k
original cost plus Pass (only one player per turn) move as above and may pass the ball at the end of the move. or players that will Miss Next Game. +1 ST +50k
some. Add normal 0+
+50k GP Hand Off - Move as above and may give the ball to a adjacent player. The player cannot Conceding
skill at additional
cost. Position limit move after handing off. If a coach that cannot field 3 or more players concedes, before
still in effect. Injury Results setting up for a kick-off, the team suffers no penalties. For any
Star Players 2D6 Result other reason; the winner takes the loser's winnings (Step 2.2) and
Select a Star Player 0-2 Varies Stunned Leave player on pitch, place face down. Player may not turn over MVP (Step 1). Also, any Player on losing team with 51+ SPP will
2-7
from Race Team list. same turn. 58.33% leave team on roll 13 on D6. Roll for each player.
Wandering KO'd Player placed in Dugout. On next kick-off, roll D6; 13 stay in dugout, 46
8-9
Apothecaries player moved to Reserves. 25.01%
0-2 100k GP
Additional Casualty 10 - 12 Casualty Player moved to Dead & Injured box. Roll on Casualty Table. 16.66%
Re-rolls. Casualty Result
Wizard D68 Effect D68 Effect
Casts either Fireball 0-1 150k GP 11 - 38 BH: No long term effect 5556 SI: -1 AV
or Lightning Bolt. 41 - 48 MNG: Miss next game 57 SI: -1 AG
Fans
51 - 52 NI: Niggling Injury 58 SI: -1 ST
Number of fans for each team is (2D6 +
53 - 54 SI: -1 MA 61 - 68 RIP: Dead
Fan Factor) * 10,000. If your Fans are
greater than your opponent's, your FAME is Turnovers
+1. If you double your opponent's Fans, 1. Moving team player knocked down/falls over.
FAME is +2. 2. Ball passed/handed-off and comes to rest without being caught by moving team player.
Kick-off 3. Moving team player attempts ball pick up and fails.
The kicking team lines up, then the 4. A touchdown is scored.
receiving team lines up. Proceed to match 5. Four minute time limit for the turn runs out.
kick-off sequence. 6. Pass attempt is fumbled even if a player from that team catches the fumbled ball.
PLAYER'S AGILITY 1 2 3 4 5 6+
7. A player with the ball is thrown or is attempted to be thrown and fails to land successfully.
8. A player is ejected by the referee for a foul. D6 ROLL REQUIRED 6+ 5+ 4+ 3+ 2+ 1+
An unmodified 1 is ALWAYS a failure and an unmodified 6
is ALWAYS a success
Throwing Template (Throw Team Mate only Q & S)
B B PASSING MODIFIERS
Throwing a Quick Pass +1
B B B B B THROW TEAM-MATE/RIGHT STUFF
Throwing a Short Pass +0 MODIFIERS
B B B B B B B Throwing a Long Pass -1 0
Throwing a Quick Pass
L L L B B B B B B Throwing a Long Bomb -2 Throwing a Short Pass -1
Per enemy tackle zone on the player throwing the ball -1 NOT
L L L L L B B B B B Throwing a Long Pass ALLOWED
INTERCEPTION MODIFIERS NOT
L L L L L L L B B B B
Attempting an Interception -2 Throwing a Long Bomb ALLOWED
L L L L L L L L B B B Per opposing tackle zone on the player -1 Per opposing tackle zone on the player -1
throwing the ball AND on the square thrown
S S S S L L L L L B B B PICK UP MODIFIERS player is landing in
S S S S S L L L L B B B Picking up the ball +1 *Always Inaccurate: Thrown player scatters 3xs
*Fumbles not a turnover; fumbled player lands in his original
Per opposing tackle zone on the player -1
S S S S S S L L L L B B B square, roll to see if he lands on feet
CATCHING MODIFIERS *Cant be intercepted
Q Q S S S S S L L L B B B *If thrown player lands on occupied square, knocks down
Catching an accurate pass or a hand-off +1
Q Q Q S S S S L L L L B B player and knocked down player makes armor roll, scatter
Catching a scattered pass, bouncing ball or throw-in +0 thrown player until he lands in unoccupied square. Cannot
Q Q Q Q S S S L L L L B B B Per enemy tackle zone on the player catching the ball -1 land on more than on player.
LANDING MODIFIERS
T Q Q Q S S S L L L L B B B DODGING MODIFIERS +0
Attempting to land after an accurate throw
T = Thrower's Square L = Long Pass Making a Dodge roll +1 Attempting to land after an scattered throw -1
Q = Quick Pass B = Long Bomb Per opposing tackle zone on the square that the player is dodging to -1 -1
Per enemy tackle zone on the player is thrown to
S = Short Pass
Skills Skills Skills
Accurate (Passing) Dodge (Agility) Prehensile Tail (Mutation)
+1 on Pass Re-roll failed Dodge. Helps with Pow/Push on Block (push Addition -1 to Dodge out of player's TZ.
only).
Always Hungry (Extraordinary) Dump-Off (Passing) Pro (General)
On Throw Team-Mate, roll D6 after move. On 1, roll Make Quick Pass, if opponent Blocks. Finish pass before block. Player get re-roll on all but Armor, Injury or Casualty. First D6, 4+
another D6. On 1, teammate is killed. On 2+, fumble No turnover on throw. No use on second block from Frenzy nor reroll allowed. Can use Team Re-roll on Pro roll.
teammate. with Bombardier or Throw Teammate. Really Stupid (Extraordinary)
Animosity (Extraordinary) Extra Arms (Mutation) After declaring an Action but before taking it roll D6, 4+ proceed.
On Pass or Hand-off, if target is different race roll D6. On Non Really Stupid adjacent ally, +2 to roll.
1, player refuses. Coach may pick another target as long +1 to Pick Up, Catch or Intercept.
Regeneration (Extraordinary)
as same race, no more movement allowed. Fan Favourite (Extraordinary) After Casualty & Apothecary rolls, roll D6. 4+ ignore injury, place in
Ball & Chain (Extraordinary) +1 FAME on Kick-Off table per Fan Fav, but not on Winnings Reserves. Can't be re-rolled. SPP still earned.
Only allowed to take Move, use throw-in template for each roll. Right Stuff (Extraordinary)
square of movement. If square is occupied, player throws Fend (General)
Block (friend or foe). Ignores Foul Appearance. Prone or Can be thrown by Throw Team-Mate. For Landing, AG roll, -1 per
Stunned players are pushed back & armor is rolled. On Opponent may not follow-up after block even if player Knocked TZ. If failed, Placed Prone, make Armor roll. If not injured, can
push-back, player must follow, then carry on move as Down. Can continue move after Blitz. make Action. Failed landing isn't turnover unless with ball.
normal. If Knocked Down or Prone, roll injury (no armor Foul Appearance (Mutation) Safe Throw (Passing)
roll needed). May use Grab skill. Can never use Diving On Interception, make AG roll, if passes no interception. On non-1
Tackle, Frenzy, Kick-off Return, Leap, Pass Block or Before Block, opponent must roll D6, on 1 Block is wasted.
fumble; no fumble, player keeps ball, no turnover.
Shadowing skills. Frenzy (General) Secret Weapon (Extraordinary)
Big Hand (Mutation) Always use skill. After all blocks must follow up if he can. On
Ignores modifiers for enemy TZs or Pouring Rain Weather Push or Pow/Push result, must throw second block if able. On At end of drive, if player has played at all, banned by ref.
for Picking Up the Ball. Blitz, must pay to follow, unless no more move or GFI. Shadowing (General)
Block (General) Grab (Strength) If target moves out of TZ; target coach roll 2D6 + target MA -
While blocking, on Both Down, player is not Knocked On Block, can chose an empty adjacent square for push. Grab shadow MA. If < 7, move into vacated square (no dodge needed).
Down. cancels Side Step, use normal rules instead. Only one shadower per target.
Blood Lust (Extraordinary) Guard (Strength) Side Step (Agility)
After declaring Action with Vamp, roll D6. On 1, Vamp Assist blocks even while in another player's TZ. When pushed back player can chose any empty adjacent square.
must feed. Block may be changed to Move. At end of
Action, but before pass, hand off or score; if standing next Hail Mary Pass (Passing) Sneaky Git (Agility)
to Thrall, make Injury roll, treat any casualty as Badly Hurt. Throw to any square on 2+ (1 is fumble). Pass is never
No turnover unless ball carrier bitten. After bite finish Only caught on Foul if armor breaks.
accurate & can't be intercepted. Scatter 3 times.
Action. Failure to bite is a turnover, move Vamp to Sprint (Agility)
Reserve Box. Can't score unless he feed. Horns (Mutation)
Bombardier (Extraordinary) On Blitz, +1 ST. 3 Go For It squares instead of 2.

A Bombardier who is not Prone or Stunned may throw a Hypnotic Gaze (Extraordinary) Stab (Extraordinary)
bomb instead of taking any other Action. This is not a Stab instead of throwing block, unmodified Armor roll, if it breaks,
Use at end of move on adjacent opponent. AG roll (-1 for each
Pass Action. The bomb is thrown just like throwing a ball, then unmodified Injury roll. No move after Blitz. No SPP for
except that the player may not move or stand up before TZ other than target), on success target loses TZ & no catch,
intercept, pass, assist or move until next Action or drive ends. Casualty.
throwing it. Intercepted bomb passes are not turnovers.
Juggernaut (Strength) Stakes (Extraordinary)
Fumbles or any bomb explosions that lead to a player on
the active team being Knocked Down are turnovers. All On Blitz, opponents can't use Fend, Stand Firm or Wrestle vs +1 Armor roll for Stab against Khemri, Necromantic, Undead or
ball throwing skills may be used. A bomb may be blocks. Also, may treat Both Down as Push. Vampire teams.
intercepted or caught using the same rules for a ball, Stand Firm (Strength)
Jump Up (Agility)
catcher may take special bonus Action to throw bomb. Ball
carrier can catch or intercept & throw a bomb. The bomb On any but Block may stand up for free. Can Block while Prone Choose to not be pushed back.
explodes in empty square or not caught (i.e., bombs don't on AG roll with +2 modifier. Failed loses action & still Prone.
Strip Ball (General)
'bounce'). On fumble, explodes in thrower's square. A Kick (General)
bomb in crowd does nothing. On bomb explode, any On block results 'Pushed' or 'Defender Stumbles', ball carrier
player in same square is Knocked Down, & players in May chose to halve (round down) kick-off scatter. drops the ball in square they are pushed.
adjacent squares are Knocked Down on a roll of 4+. Can Strong Arm (Strength)
Kick-Off Return (General)
be hit even if Prone or Stunned. Make Armor & Injury rolls
for Knocked Down players. No SPP on Casualty. During kick-off, if not on LoS or in TZ; move 3 squares after +1 Pass roll for Short, Long or Long Bomb range.
scatter before kick-off table result. Only 1 player can use. Can't
Bone-head (Extraordinary) Stunty (Extraordinary)
cross LoS.
On Action roll D6, on 1 player losses Action. No TZ, Ignore TZ on Dodge (unless Secret Weapon). -1 on Pass roll.
Leader (Passing)
intercept, pass, assist, or move until roll of 2+. Injury roll 7 = KO & 9 = BH.
+1 re-roll while Leader on field (both halves) after Master Chef.
Break Tackle (Strength) Sure Feet (Agility)
Carries over to OT.
Use ST instead of AG on Dodge roll. Leap (Agility) Re-roll on Go For It. Only once per turn.
Catch (Agility) Player can leap to any empty square within 2, even over other Sure Hands (General)
players. Unmodified AG roll, except Very Long Legs. No Dodge
Re-roll failed Catch, Hand-Off or Intercept. needed. If failed, Knocked Down in target square, roll Armor. Re-roll on Pick Up the Ball. Also, Strip Ball doesn't work.
Only use once per turn.
Chainsaw (Extraordinary) Tackle (General)
Loner (Extraordinary)
Must use on Block or Blitz, can use on Foul. Roll D6 Can't use Dodge skill when leaving TZ nor for block result.
instead of Block dice. On 1 hits wielder, Armor roll +3. If On Team Re-roll, D6, 1-3 lose re-roll lost.
wielder is Knocked Down, Armor roll +3. If opponent is Take Root (Extraordinary)
Knocked Down while blocking, Armor roll +3. Use once Mighty Blow (Strength)
After declaring Action before taking it roll D6. On 1, MA is 0 until
per turn (not with Frenzy or Multiple Block). Can't move drive ends or Knocked Down/Placed Prone. If failed on Blitz, no
+1 to Armor or Injury roll. Can't be used with Stab or Chainsaw.
after Blitz. No SPP on Casualty. block allowed.
Claw/Claws (Mutation) Multiple Block (Strength)
Tentacles (Mutation)
When opponent is Knocked Down during Block, any 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 If target dodge or leap out of TZ; target coach roll 2D6 + target ST
Armor roll of 8+ after modifications automatically breaks -tentacle ST, 5 < target held firm, Action over. Only one per target.
armor. together. For second block, must be standing.
Nerves of Steel (Passing) Thick Skull (Strength)
Dauntless (General)
On Block, roll D6 + ST if <= Opponent ST, use normal ST. Ignore TZ modifiers for Pass, Catch or Intercept. 8 on Injury table = Stunned not KO.
If > Opponent ST, use opponent ST for Block. Then factor Throw Team-Mate (Extraordinary)
assists. No Hands (Extraordinary)
Can't pick up, intercept or carry ball. Auto-fail catch. On attempt, Throw Right Stuff, adjacent, standing teammate. Roll -1 Pass, no
Decay (Extraordinary) Long/Long Bomb, always inaccurate, scatter 3 times. No intercept.
bounce & turnover.
On Casualty, roll twice on Casualty table, apply both. Only Fumbled player goes back to start square. Thrown out of bounds =
miss 1 game, Regeneration heals both. Nurgle's Rot (Extraordinary) pushed out. If land on player, player is Knocked Down, roll Armor,
Dirty Player (General) On RIP from Block, Blitz or Foul, opponent becomes rookie then scatter until empty square. Right Stuff for landing.
Rotter. Opponent must be removed from roster in Step 2.1 of Titchy (Extraordinary)
On Foul, +1 to Armor or Injury roll. Post-Game; Rotter added for free during Step 2.5.
Pass (Passing) +1 Dodge. No -1 dodge when opponent leaves TZ.
Disturbing Presence (Mutation)
Any player within 3 squares must subtract 1 from Catch, Re-roll inaccurate pass or fumbles. Two Heads (Mutation)
Pass or Intercept for each Disturbing Presence nearby. +1 Dodge rolls.
Pass Block (General)
Diving Catch (Agility)
After opponent announces Pass, can move 3 squares to Very Long Legs (Mutation)
+1 accurate pass on square. May catch pass, throw-in or intercept or TZ on thrower or catcher. Can be used against +1 Intercept or Leap rolls. Also, voids Safe Throw for intercept
kick-off in TZ as normal. Diving catchers cancel each
Dump-Off. If Knocked Down during = turnover. rolls.
other.
Piling On (Strength) Wild Animal (Extraordinary)
Diving Tackle (Agility)
Only after Block or Blitz, & still standing adjacent to Knocked
Opposing player -2 on Dodge from player's TZ. Only one After declaring Action before taking, D6; +2 Block/Blitz; need 4+.
Down target. Re-roll Armor or Injury. Player Placed Prone in
DT applies. After, Place Prone in vacated square (no own square. Not turnover, unless holding ball. Can't use w/ Wrestle (General)
Armor/Injury).
Stab or Chainsaw.
On 'Both Down', both placed Prone (even if Block is used). No
Armor roll. Turnover only if active player has the ball.

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