OnLine Blood Bowl League
LRB Reference Tables


Kickoff Table

 2d6 

Result

2

Get the Ref: The fans exact gruesome revenge on the referee for some of the dubious decisions he has made, either during this match or in the past. His replacement is so intimidated that for the rest of the half he will not send players from either team off for making a foul nor ban players using secret weapons.

3

Riot: The trash talk between two opposing players explodes and rapidly degenerates, involving the rest of the players. Roll a D6. On a 1-3, the referee lets the clock run on during the fight; both teams’ turn markers are moved forward along the turn track a number of spaces equal to the D6 roll. If this takes the number of turns to 8 or more for both teams, then the half ends. On a roll of 4-6 the referee resets the clock back to before the fight started, so both teams turn markers are moved one space back along the track. The turn marker may not be moved back before turn 1; if this would happen do not move the Turn marker in either direction.

4

Perfect Defence: The kicking team’s coach may reorganize his players – in other words he can set them up again into another legal defence. The receiving team must remain in the set-up chosen by their coach.

5

High Kick: The ball is kicked very high, allowing a player on the receiving team time to move into the perfect position to catch it. Any one player on the receiving team who is not in an opposing player’s tackle zone may be moved into the square where the ball will land no matter what their MA may be, as long as the square is unoccupied.

6

Cheering Fans: Each coach rolls a D3 and adds their team’s FAME and the number of cheerleaders on their team to the score. The team with the highest score is inspired by their fans' cheering and gets an extra re-roll this half. If both teams have the same score, then both teams get a reroll.

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.

8

Brilliant Coaching: Each coach rolls a D3 and adds their FAME and the number of assistant coaches on their team to the score. The team with the highest total gets an extra team re-roll this half thanks to the brilliant instruction provided by the coaching staff. In case of a tie both teams get an extra team re-roll.

9

Quick Snap! The offence start their drive a fraction before the defence is ready, catching the kicking team flat-footed. All of the players on the receiving team are allowed to move one square. This is a free move and may be made into any adjacent empty square, ignoring tackle zones. It may be used to enter the opposing half of the pitch.

10

Blitz! The defence start their drive a fraction before the offence is ready, catching the receiving team flat-footed. The kicking team receives a free ‘bonus’ turn: however, players that are in an enemy tackle zone at the beginning of this free turn may not perform an Action. The kicking team may use team re-rolls during a Blitz. If any player suffers a turnover then the bonus turn ends immediately.

11

Throw a Rock: An enraged fan hurls a large rock at one of the players on the opposing team. Each coach rolls a D6 and adds their FAME to the roll. The fans of the team that rolls higher are the ones that threw the rock. In the case of a tie a rock is thrown at each team! Decide randomly which player in the other team was hit (only players on the pitch are eligible) and roll for the effects of the injury straight away. No Armour roll is required.

12

Pitch Invasion: Both coaches roll a D6 for each opposing player on the pitch and add their FAME to the roll. If a roll is 6 or more after modification then the player is Stunned (players with the Ball & Chain skill are KO'd). A roll of 1 before adding FAME will always have no effect.


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 pitch at the end of a drive. 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 passing rolls.

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 all catch, intercept, or pick-up rolls.

12

Blizzard: It’s cold and snowing! The ice on the pitch means that any player attempting to move an extra square (GFI) will slip and be Knocked Down on a roll of 1-2, while the snow means that only quick or short passes can be attempted.


Match Sequence

Pregame

1

Roll on Weather Table

2

Transfer Gold from Treasury to Petty Cash: Both teams at this point may transfer gold pieces from their team treasury into petty cash. Petty cash may be used during the current match to purchase inducements and adds directly to the team value of the team for this match. The team with the highest team value must declare how much gold he is transferring into petty cash first.

3

Inducements: Teams that are at a disadvantage are often given ‘inducements’ to play that will help even the odds. Usually this takes the form of extra gold, offered by the stadium owner to help convince a team to take part in a match against a superior opponent (and thus allowing the stadium owner to recoup his losses and more through tickets sales and merchandise!). To represent this, an underdog in a match may be given a certain amount of gold that can be used to buy things for the team to help them in the upcoming match. The amount of gold the team receives is equal to the difference between the total value of the underdog team and the total value of the opposing team. For example, if one coach had a team worth 1,000,000 gold pieces while his opponent had a team worth 1,250,000 gold pieces, then the first coach would be allowed to spend 250,000 gold pieces on Inducements. Any of the gold that is not spent on Inducements is lost and may not be added to the team treasury. In addition, either coach may use gold from their petty cash to purchase Inducements. If the superior opponent wishes to purchase inducements with gold from his Petty Cash, he must do so before the underdog purchases any of his inducements.

4

The Fans A large number of spectators attend every game of Blood Bowl, some to support one team, some to support another. Others just come to enjoy the spectacle. The number supporting one team compared to the other can have a big effect on the outcome of the game. To determine how many fans turn up to support your team, roll 2D6 and add your Fan Factor to the total. Multiply the score by 1,000 to find the number of fans that have turned up to support your team. For example, the Lowdown Ratz have a Fan Factor of 5. 2D6 are rolled to see how many fans attend. The dice rolls are 2 and 6. Add in the Fan Factor of 5 for a total of 13, which means that 13,000 rat fans have turned up for the match.

The number of fans supporting your team can easily effect which team wins or loses. Their cheers can encourage extraordinary effort from your players or a well aimed rockfilled can of Bloodweiser from a fan can forever remove an opposing star. To represent the effect the fans have on a match, each team has a Fan Advantage ModifiEr (abbreviated to FAME) that can affect some of the results on the Kick-Off table and your winnings in the Post-game. If the roll for the gate means that your team is being supported by an equal number or fewer fans than the opposition, then your FAME for the match is zero. If you have more fans attending the match than your opponent, your FAME is +1 for the match. In the exceptional case that your team has drawn in twice as many or more fans than your opponent, your FAME for the match will be +2 instead.

Game

1-16 

Play: One turn at a time...

Postgame

1

MVPs and Improvement Rolls: Allocate MVPs and make any improvement rolls necessary.

2

Update Team Roster.

2.1

Changes From Game: Delete any players that have been killed from the roster, and record any changes to a player’s value for improvements.

2.2

Generate winnings for the match: Each coach rolls a D6 and adds their FAME. Your team receives this amount x 10,000 gold pieces as winnings for the match. If you won or tied the match you receive an additional 10,000 gold pieces. If you won the match you may also choose to reroll your D6, but you must accept the second result even if it is worse than the first. Remember that teams that concede a match do not receive any winnings.

2.3

Update Treasury: Any gold left in petty cash is transferred back to treasury and then each coach must now pay for spiralling expenses (as described later) through gold in treasury.

2.4

Fan Factor: If a coach lost or tied the match he should roll 2D6. The winning coach should roll 3d6. If a coach won or tied the match and his roll is greater than his team’s current Fan Factor then his team’s Fan Factor increases by one point. If the coach lost or tied the match and his roll is less than his team’s current Fan Factor then his team’s Fan Factor decreases by one point.

2.5

Spend Money: Each coach must decide if they wish to spend any gold in the team treasury to buy new players and coaching staff for their team, and/or let go (i.e. fire) any team re-rolls, players, or coaching staff from their team who are no longer wanted - however, you don’t get your gold back. In addition, each coach can choose to spend gold from their treasury to increase their team’s re-rolls. Adding a re-roll costs double the amount shown on the team list, but only adds the basic (un-doubled) cost to the total value of the team.

2.6

Remove Old Journeymen: If your team has any Journeymen (see step 7 below) on the roster you must either fire them from the team or you may permanently hire them by paying their rookie cost if you have less than 16 players on your roster. If you hire a Journeyman, he loses the Loner skill but may retain any Star Player points he earned or skills learned from Improvement rolls.

2.7

New Journeymen: If your team can only field 10 or less players for the next match, you may bring Journeymen onto your team for free until your team can field 11 players for the next match. A Journeyman is always a player from a 0-16 allowed position on your team's roster, counts his normal rookie cost towards your total team value, but has the Loner skill as they are unused to playing with your team. Journeymen may take the total players on your team (including injured players) to more than 16 at this point.

2.8

Update Roster: Work out the total value of the team and record it on the roster. The value of a team is worked out by adding up the value of the team’s players (including extra values for improvements), support staff, team re-rolls, and Fan Factor. Do not include the value of gold in your treasury or any players that will be forced to miss their next match due to injury. Update your online roster.


Allowed Inducements

 Quantity 

Type

0-2

Bloodweiser Babes: You purchase a keg of extra-special Bloodweiser magic ale for 50,000 gold pieces, and get a lovely lady to serve players before going out for each drive. The combination of the ale and the young lady serving it means that for each purchase of this inducement, players on the team gain a +1 modifier to recover from KO’d for this match.

0-3

Bribes: Each bribe costs 100,000 gold pieces and allows you to attempt to ignore one call by the referee for a player who has committed a foul to be sent off, or a player armed with a secret weapon to be banned from the match. Roll a D6: on a roll of 2-6 the bribe is effective (preventing a turnover if the player was ejected for fouling), but on a roll of 1 the bribe is wasted and the call still stands! Each bribe may be used once per match.

0-4

Extra Team Training: Each extra team training session costs 100,000 gold pieces and allows the team to take one extra Team re-roll that may be used for this match only.

0-1

Halfling Master Chef: Halfling teams may hire a Halfling Master Chef for 100,000 gold pieces; any other team can hire the Chef for 300,000 gold pieces. Roll 3D6 at the start of each half to see what effect the chef’s cooking has on the team. For each dice that rolls 4 or more, the team is so inspired that they gain a Team Re-roll, and in addition the opposing team is so distracted by the fantastic cooking smells emanating from their opponent’s dug-out that they lose a Team Re-roll (but only if they have any left to lose).

0-1

Igor: Any team that cannot purchase a permanent Apothecary can hire an Igor for 100,000 gold pieces to assist the team. An Igor is a master of needle and thread on rotting flesh, connecting hip bone to leg bone, rewrapping funeral wraps and so on. He can really get the boys shambling back to the pitch. An Igor may only be used once per a game to re-roll one failed Regeneration roll for a player.

0-16

Mercenaries: For every player safely employed by a team there are dozens of freelance players who play just one game with a team and then move on. These are the stars who didn't quite make it and the cast offs from teams that went bankrupt. A Mercenary costs 30,000 more than an ordinary player of his position. For example, a Mercenary Human lineman would cost 80,000 gold pieces to hire for a match. The normal limits on the total number of players allowed in a team and in each position do apply to Mercenaries (so they aren't truly unlimited). However, players that are missing the game due to injury do not count towards the number of players on the team, so you can use Mercenaries to replace players that are missing a game if you wish. All Mercenaries have the Loner skill as they are unused to playing with the rest of the team. In addition you may choose to give a Mercenary one additional skill selected from those available to a player of that position on a Normal roll, at an additional cost of 50,000 gold pieces. For example, a Mercenary Human lineman could be given Tackle if desired for a total cost of 130,000 gold pieces to hire for a match. Mercenaries cannot earn Star Player points other than the MVP for the game. Mercenaries can never gain new skills.

0 (see rules)

Star Players: Star Players are the heroes of the Blood Bowl arena, the most resourceful and talented players in the sport. Each Star Player has his own set of special skills and each is an individual, standing out from the rest of the players in the league by virtue of the unique set of skills and talents that they possess (see pages 51 to 52 for Star Player stats and skills). Star players act as free agents playing single matches for any team that can afford their high fees (and that they are willing to assist in the first place), and then moving on to play for another team. You may hire up to two Star Players that are allowed to play for your team. Unless your league commissioner decides otherwise, deaths and serious injuries inflicted on Star Players are waived after the match. Star Players may not take the number of players in the team to more than 16. However, players that are missing the game due to injury do not count towards the number of players on the team, so you can use Star Players to replace players that are missing a game if you wish. It is possible (though unlikely) for both teams to induce the same Star Player. If this happens then neither may use him and he keeps both sets of hiring fees! Star Players can never earn Star Player points other than the MVP for the game. Star Player can never gain new skills. Finally purchased/induced Apothecaries or an Igor may not be used on Star Players ever. Star Players employ their own personal trainers and apothecaries who travel with them to heal them from almost any injury (including death) and to get in shape for their next match and will not use your team's amateur physicians.

0-2

Wandering Apothecaries: Any team may hire a Wandering Apothecary or two to help your team during the match for 100,000 gold pieces each if your team can normally purchase a permanent Apothecary. Often these Apothecaries are powerful priests of the local deity. While they would never allow themselves to be a permanent part of a heathen Blood Bowl team, they have been known to assist for a single match for a generous donation to their faith. The rules for Wandering Apothecaries are identical to the rules for purchased Apothecaries on page 17. Only one Apothecary may be used to re-roll each Casualty roll.

0-1

Wizard: You may hire a Wizard to help your team during the match for 150,000 gold pieces. Once per game, the Wizard is allowed to cast either a fireball spell or a lightning bolt spell. Wizards may only cast spells at the start of their own turn before any player performs an Action OR immediately after their own team's turn has ended even if it ended with a turnover.

Fireball: Choose a target square anywhere on the pitch. Roll one dice to hit each standing player (from either team) that is either in the target square or a square adjacent to it. If the 'to hit' roll is a 4 or more then the target is Knocked Down. If it is a 3 or less he manages to dodge the fireball’s blast. Make an Armour roll (and possible Injury as well) for any player that is Knocked Down as if they had been Knocked Down by a player with the Mighty Blow skill. If a player on the moving team is Knocked Down by a fireball, then the moving team does not suffer a turnover unless the player was carrying the ball at the time.

Lightning Bolt: Pick a standing player anywhere on the pitch, and roll one dice. If the score is a 2 or higher, then he has been hit by the lightning bolt. If the roll is a 1 then he manages to dodge out of the way. A player hit by a lightning bolt is Knocked Down and must make an Armour roll (and possible Injury as well) as if hit by a player with the Mighty Blow skill.

0-10

Cards: Draw from any of the 50k, 100k, 200k, or 400k decks for the appropriate payment.

Passing Ranges

Quick Pass

Short Pass

Long Pass

Long Bomb

0

1

2

3

4

5

6

7

8

9

10

11

12

13

1

1.4

2.2

3.2

4.1

5.1

6.1

7.1

8.1

9.1

10.0

11.0

12.0

13.0

2

2.2

2.8

3.6

4.5

5.4

6.3

7.3

8.2

9.2

10.2

11.2

12.2

13.2

3

3.2

3.6

4.2

5.0

5.8

6.7

7.6

8.5

9.5

10.4

11.4

12.4

13.3

4

4.1

4.5

5.0

5.7

6.4

7.2

8.1

8.9

9.8

10.8

11.7

12.6

-

5

5.1

5.4

5.8

6.4

7.1

7.8

8.6

9.4

10.3

11.2

12.1

13.0

-

6

6.1

6.3

6.7

7.2

7.8

8.5

9.2

10.0

10.8

11.7

12.5

13.4

-

7

7.1

7.3

7.6

8.1

8.6

9.2

9.9

10.6

11.4

12.2

13.0

-

8

8.1

8.2

8.5

8.9

9.4

10.0

10.6

11.3

12.0

12.8

-

9

9.1

9.2

9.5

9.8

10.3

10.8

11.4

12.0

12.7

13.5

-

10

10.0

10.2

10.4

10.8

11.2

11.7

12.2

12.8

13.5

-

11

11.0

11.2

11.4

11.7

12.1

12.5

13.0

-

12

12.0

12.2

12.4

12.6

13.0

13.4

-

13 13.0 13.2 13.3

-


Star Player Points Table

Per Passing Completion

1 SPP

Per Casualty

2 SPP's

Per Interception

2 SPP's

Per Touchdown

3 SPP's

Per Most Valuable Player Award (MVP)

5 SPP's

SPP's Title

Star Player Rolls

0-5 Rookie None
6-15 Experienced One
16-30 Veteran Two
31-50 Emerging Star Three
51-75 Star Player Four
76-175 Super-Star Five
176+ Legend Six

Skill & Trait Categories

General

Block Frenzy Pro Tackle
Dauntless Kick Shadowing Wrestle
Dirty Player Kick-Off Return Strip ball  
Fend Pass Block Sure Hands  
Agility
Catch Dodge Side Step Sure Feet
Diving Catch Jump Up Sneaky Git  
Diving Tackle Leap Sprint  
Passing
Accurate Hail Mary Pass Nerves of Steel Safe Throw
Dump-Off Leader Pass  
Strength
Break Tackle Juggernaut Piling On Thick Skull
Grab Mighty Blow Stand Firm  
Guard Multiple Block Strong Arm  
Mutation
Big Hand Extra Arms Prehensile Tail Very Long Legs
Claw(s) Foul Appearance Tentacles  
Disturbing Presence Horns Two Heads  
Extraordinary
Always Hungry Decay Really Stupid Stunty
Ball & chain Fan Favourite Regeneration Take Root
Blood Lust Hypnotic Gaze Right Stuff Throw Team-Mate
Bombadier Loner Secret Weapon Titchy
Bone-Head No Hands Stab Wild Animal
Chainsaw Nurgle's Rot Stakes  

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