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Agility Table Injury Table

Player' AG 1 2 3 4 5 6+ 2D6 Result


D6 roll 6+ 5+ 4+ 3+ 2+ 1+ 2-7 Stunned: Leave the player on the pitch,
but turn them face-down. All face-down
Modifiers: players are turned face up at the end of their team's
Picking up the ball +1 next turn, even if a turnover takes place. Note that a
Per opposing tackle tone -1 player may not turn face up on the turn they are
Stunned. Once face-up they may stand up on
Dodging: any subsequent turn using the normal rules.
Making a dodge roll +1 8-9 KO’d: Take the player off the pitch and place
Per opposing tackle zone on them in the Dugout in the KO’d Players box. At
the square that the player is the next kick-off, before you set up any players,
dodging to -1 roll for each of your players that have been
KO’d. On a roll of 1-3 they must remain in the
Throwing: KO’d box and may not be used, although you
Throwing a quick pass +1 may roll again for them at the next kick-off. On a
Throwing a short pass +0 roll of 4-6 you must return the player to the
Throwing a long pass -1 Reserves box and can use them as normal from
Throwing a long bomb -2 now on.
Per opposing tackle tone -1 10-12 Casualty: Take the player off the pitch and
place them in the Dugout in the Dead & Injured
Catching: Players box. The player must miss the rest of
Catching an accurate pass +1 the match. In league play roll on the Casualty
Catching a missed pass, kick-off, table (see page 25) to see exactly what has
bouncing ball or throw-in +0 happened to the player.
Per opposing tackle tone -1

Intercepting:
Attempting an Interception -2
Per opposing tackle tone -1

Weather Table Casualty Table


2D6 Result D68 Result Effect
2 Sweltering Heat: It's so hot and humid that some 11-38 Badly Hurt No long term effect
players collapse from heat exhaustion. Roll a D6 for 41 Broken Ribs Miss next game
each player on the pitch at the end of a drive. On a 42 Groin Strain Miss next game
roll of 1the player collapses and may not be set up 43 Gouged Eye Miss next game
for the next kick-off 44 Broken Jaw Miss next game
45 Fractured Arm Miss next game
3 Very Sunny: A glorious day, but the blinding 46 Fractured Leg Miss next game
sunshine causes a -1 modifier on all passing rolls. 47 Smashed Hand Miss next game
48 Pinched Nerve Miss next game
4-10 Nice: Perfect Bloodbowl weather. 51 Damaged Back Niggling Injury
52 Smashed Knee Niggling Injury
11 Pouring Rain: It's raining, making the ball slippery 53 Smashed Hip -1 MA
and difficult to hold. A -1 modifier applies to all catch 54 Smashed Ankle -1 MA
intercept, or pick-up rolls 55 Serious Concussion -1 AV
56 Fractured Skull -1 AV
12 Blizzard: It's cold and snowing! The ice on the pitch 57 Broken Neck -1 AG
means that any player attempting to go for it will slip 58 Smashed Collar Bone -1 ST
and be knocked down on a roll of 1-2, while the snow 61-68 DEAD DEAD!
means that only quick or short passes can be
attempted
Kick Off Table

2D6 Result 2D6 Result


2 Get the ref: The fans exact gruesome revenge on 8 Brilliant Coaching: Each coach rolls a D6 and adds
the referee for some of the dubious decisions he has their FAME and the number of assistant caoches on
made, either during this match or in the past. His their team to the score. The team with the highest
replacement is so intimidated that for the rest of the total gets an extra re-roll for this half thanks to the
half he will not send players from either team off for brilliant instruction provided by the coaching staff.
making a foul nor ban players using secret weapons. In case of a tie both teams get an extra re-roll

3 Riot: The trash talk between two opposing 9 Quick Snap! The offence start their drive a fraction
players explodes and rapidly degenerates, involving before the defence is ready, csatching the kicking
the rest of the players. Roll a D6. On a 1-3, the team flat-footed. All of the players on the receiving
referee lets the clock run on during the fight; both team are allowed to move one square. This is a free
teams’ turn markers are moved forward along the turn move and may be made into any adjacent empty
track a number of spaces equal to the D6 roll. If this square, ignoring tackle zones. It may be used to
takes the number of turns to 8 or more for both enter the opposing half of the pitch.
teams, then the half ends. On a roll of 4-6 the
referee resets the clock back to before the fight 10 Blitz! The defence start their drive a fraction before
started, so both teams turn markers are moved one the offence is ready, catching the receiving team
space back along the track. The turnmarker may flat-footed. The kicking team receives a free ‘bonus’
not be moved back before turn 1; if this would happen turn: however, players that are in an enemy tackle
do not move the Turn marker in either direction. zone at the beginning of this free turn may not
perform an Action. The kicking team may use team
4 Perfect Defence: The kicking team’s coach may re-rolls during a Blitz. If any player suffers a
reorganize his players – in other words he can set turnover then the bonus turn ends immediately.
them up again into another legal defence. The
receiving team must remain in the set-up chosen 11 Throw a Rock: An enraged fan hurls a large rock at
by their coach. one of the players on the opposing team. Each
coach rolls a D6 and adds their FAME (see page
5 High Kick: The ball is kicked very high, allowing a 18) to the roll. The fans of the team that rolls higher
player on the receiving team time to move into the are the ones that threw the rock. In the case of a tie
perfect position to catch it. Any one player on the a rock is thrown at each team! Decide randomly
receiving team who is not in an opposing player’s which player in the other team was hit (only players
tackle zone may be moved into the square where the on the pitch are eligible) and roll for the effects of
ball will land no matter what their MA may be, as the injury straight away. No Armour roll is required.
long as the square is unoccupied.
12 Pitch Invasion: Both coaches roll a D6 for each
6 Cheering Fans: Each coach rolls a D3 and adds opposing player on the pitch and add their FAME
their team's FAME and the number of cheerleaders (see page 18) to the roll. If a roll is 6 or more after
on their team to the score. The Team with the highest modification then the player is Stunned (players with
score is inspired by their fans' cheering and gets an the Ball & Chain skill are KO'd). A roll of 1 before
extra re-roll this half. If both teams have the same adding FAME will always have no effect.
score, then both teams
cheerleaders
get a re-roll
on their

7 Changing Weather: Make a new roll on the Weather


table. Apply the new Weather roll. If the new Weather
roll was a ‘Nice’ result, then a gentle gust of wind
makes the ball scatter one extra square in a
random direction before landing.
Star Player Points Value Modifiers
Completions (COMP) 1 point +20,000 gp New Skill
Touchdowns (TD) 3 points +30,000 gp Skills that can only be taken on a double
Interceptions (INT) 2 points +30,000 gp +1 MA or +1 AV
Casualties (CAS) 2 points +40,000 gp +1 AG
Most Valuable Player (MVP)
5 points +50,000 gp +1 ST

Improvement Roll Table Spiralling Expenses Table


2D6 Result Team Value Expenses
2-9 New Skill < 1,750,000 gp 0
10 Increase Player's MA or AV by 1 point, or new skill 1,750,000 to 1,890,000 gp 10,000 gp
11 Increase Player's AG by 1 point, or new skill 1,900,000 to 2,040,000 gp 20,000 gp
12 Increase Player's ST by 1 point, or new skill 2,050,000 to 2,190,000 gp 30,000 gp
2,200,000 to 2,340,000 gp 40,000 gp
SPP Title Star Player rolls 2,350,000 to 2,490,000 gp 50,000 gp
0-5 Rookie None 2,500,000 to 2,640,000 gp 60,000 gp
6-15 Experienced One per +150,000 gp +10,000 gp ea
16-30 Veteran Two
31-50 Emerging Star Three
51-75 Star Four
76-175 Super Star Five
176+ Legend Six
Skills Table
Agility Skills:
Catch Allows a Re-roll if player fails to catch, hand off, or intercept
Diving Catch Allows player to catch pass, kick-off, or throw-in that would land in any of his tackle zones, stays in square
Diving Tackle Gives a dodging opponent -2 to roll, Tackler is down in dodgers square, no armor roll for tackler
Dodge Allows player to re-roll a failed dodge attempt, also affects block dice
Jump Up Player can stand for free, if Blocking they must make an AG roll at +2 to complete the action
Leap Allows player to jump into any square 1 or 2 squares away, must make AG roll with no modifiers*
Side Step If player is knocked back, they choose any adjacent open square, not the blocker
Sneaky Git Player is only ejected for fouling on a double if armor is penetrated
Sprint Player may Go For It 3 times instead of 2
Sure Feet Player may re-roll a failed Go For It attempt

General Skills:
Block Player is not knocked down when "Both Down" result occurs
Dauntless Player rolls 1 die and adds it to ST, if greater than opponents ST then they block with same ST
Dirty Player Add 1 to any Armor, or Injury roll when fouling
Fend Keeps blocker from following up after knocking player back or down, Blitzer can still move
Frenzy Player Must follow up when making a block, or blitz action, if defender knocked back Must block again
Kick Kicking player may choose to halve the number of squares the ball scatters
Kick-Off Return Player may move up to 3 squares after scatter, but before kick-off table roll
Pass Block Player may move upo up to 3 squares to intercept a pass
Pro Player may re-roll any roll other than Armor, Injury, or Casualty roll. Succeeds on 4-6
Shadowing Player may follow someone leaving his tackle zone
Strip Ball If the result of a block is "Pushed" or "Defender Stumbles", ball is knocked out even if player doesn't fall
Sure Hands Player may re-roll an attempt to pick up the ball, also protects vs Strip Ball
Tackle Negates the use of the Dodge skill in Dodging, and "Defender Stumbles" Result
Wrestle On a "Both Down" result, place both players prone, but no armor rolls are made

Passing Skills:
Accurate The player may add 1 to the D6 roll when he passes.
Dump-Off Player may make a quick pass before determining the result of a block attempt against him
Hail Mary Pass Thrower may throw the ball to any spot on the field, succeeds on 2-6, but is never accurate
Leader Grants the team an additional re-roll, as long as that player is on the pitch
Nerves of Steel The player ignores modifiers for enemy tackle zones when he attempts to pass, catch or intercept.
Pass Player may re-roll a failed pass attempt.
Safe Throw If a pass is intercepted, then thrower makes an unmodified AG roll to cancel the interception

Strength Skills:
Break Tackle The player may use his Strength instead of his Agility when making a Dodge roll.
Grab Blocker may choose any adjacent square when they push back a player they block
Guard Player ignores tackle zones when assisting in a block.
Juggernaut When player blitzes defender may not use Fend, Stand Firm, or Wrestle Skills, Can also treat "both down"
as a "pushed" result
Mighty Blow player may add 1 to any Armor or injury roll
Multiple Block Player may block multiple opponents, defenders ST is increased by 2
Piling On Player may re-roll armor or injury roll. Player is knocked down in own square, no armor roll
Stand Firm Player may choose to not be pushed back
Strong Arm The player may add 1 to the D6 when he passes to Short, Long or Long Bomb range.
Thick Skull Player treats an 8 on the injury roll as stunned rather than Kod

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