
OLBBL Reference Tables
Index |
Lower Team's Team Rating |
|||||||
TR DIFF |
0-150 |
151-200 |
201-300 |
301-400 |
401-550 |
551-700 |
701+ |
|---|---|---|---|---|---|---|---|
0-10 |
0/ 0 |
0/ 0 |
0/ 0 |
0/ 0 |
0/ 0 |
0/ 0 |
0/ 0 |
11-20 |
+1/ 0 |
+1/ 0 |
0/ 0 |
0/ 0 |
0/ 0 |
0/ 0 |
0/ 0 |
21-30 |
+1/+1 |
+1/+1 |
+1/+1 |
0/ 0 |
0/ 0 |
0/ 0 |
0/ 0 |
31-50 |
+2/+1 |
+2/+1 |
+1/+1 |
+1/+1 |
0/ 0 |
0/ 0 |
0/ 0 |
51-75 |
+2/+2 |
+2/+2 |
+2/+1 |
+2/+1 |
+1/ +1 |
0/ 0 |
0/ 0 |
76-100 |
+3/+2 |
+3/+2 |
+2/+2 |
+2/+1 |
+1/ +1 |
+1/ +1 |
0/ 0 |
101-150 |
+4/+2 |
+3/+3 |
+3/+2 |
+2/+2 |
+2/ +2 |
+1/ +1 |
+1/ 0 |
151-200 |
+5/+1 |
+4/+3 |
+3/+3 |
+3/+2 |
+2/ +2 |
+2/ +2 |
+1/ +1 |
201-350 |
+5/ 0 |
+5/+3 |
+4/+3 |
+3/+3 |
+3/ +2 |
+2/ +2 |
+1/ +1 |
351+ |
N/A |
N/A |
+5/+3 |
+4/+3 |
+3/ +3 |
+3/ +3 |
+2/ +2 |
2d6 |
Result |
|---|---|
2 |
Riot: The game is held up by a riot. Roll a dice, and each team moves their Turn counter this many spaces along the Turn track. If this takes the number of turns to 8 or more for both teams, then the half ends. |
3 |
Get the Ref! Each coach rolls two
dice and adds their team's fan factor to the score; the
high scorer's fans decide the referee has been bought and
exact vengeance! |
4 |
Perfect Defence: The kicking team's coach may reorganise his players - in other words he can set them up again. The receiving team must remain in the set-up chosen by their coach. |
5 |
Cheering Fans: Each coach rolls a dice and adds their team's fan factor and their number of cheerleaders to the score. Re-roll any ties. The side with the highest score is inspired by their fans cheering and gets an extra re-roll this half. |
6 |
Bad Kick: The ball scatters a number of squares equal to the roll of two dice on the kickoff, instead of only one dice. |
7 |
Changing Weather: Make a new roll on the Weather Table. |
8 |
Quick Snap: The offence start their drive a fraction before the defence are 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 field. |
9 |
Brilliant Coaching: Each coach rolls a dice and adds the number of assistant coaches in their team to the score. Re-roll any ties. The side with the highest score gets an extra re-roll this half thanks to the brilliant training provided by the coaching staff. |
10 |
Blitz! The kicking team gets a bonus team turn and may move before the receiving team. The bonus turn does not count against the kicking team's turn limit for the half, so their coach does not have to move the turn marker along a space, and he cannot be called for illegal procedure. |
11 |
Throw a Rock: Each coach rolls two dice and adds their team's fan factor to the score; the high scorer's fans are the ones that threw the rock. Re-roll any ties. Decide randomly which player in the other team was hit (only players on the field are eligible) and roll for the effects of the injury straight away. No Armour roll is required. |
12 |
Pitch Invasion: Each coach rolls two dice and adds their side's fan factor to the score. Re-roll any ties. High score wins, injuring a number of randomly selected players on the losing team equal to the roll of one dice. Roll for the effects of the injuries straight away. No Armour roll is required. |
2d6 |
Result |
|---|---|
2 |
Sweltering
Heat: It's so hot and humid that some players
collapse from heat exhaustion. |
3 |
Very Sunny: A glorious day, but the blinding sunshine causes a -1 modifier on all attempts to pass the ball. |
4-10 |
Nice: Perfect Blood Bowl weather. |
11 |
Pouring Rain: It's raining, making the ball slippery and difficult to hold. This causes a -1 modifier on all attempts to catch the ball, including picking it up and handing it off. |
12 |
Blizzard: It's cold and snowing! The ice on the field means that any player attempting to move an extra square will slip and fall on a roll of 1-2, while the snow means that only quick or short passes can be attempted. |
Team Rating |
|||||||||
Gate |
0-99 |
100-125 |
126-150 |
151-175 |
176-200 |
201-250 |
251-300 |
301-400 |
400+ |
|---|---|---|---|---|---|---|---|---|---|
0-15k |
+1 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
16-30k |
+2 |
+1 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
31-45k |
+3 |
+2 |
+1 |
0 |
0 |
0 |
0 |
0 |
0 |
46-60k |
+4 |
+3 |
+2 |
+1 |
0 |
0 |
0 |
0 |
0 |
61-75k |
+5 |
+4 |
+3 |
+2 |
+1 |
0 |
0 |
0 |
0 |
76-100k |
+6 |
+5 |
+4 |
+3 |
+2 |
+1 |
0 |
0 |
0 |
101-150k |
+7 |
+6 |
+5 |
+4 |
+3 |
+2 |
+1 |
0 |
0 |
151-250k |
+8 |
+7 |
+6 |
+5 |
+4 |
+3 |
+2 |
+1 |
0 |
251k+ |
+9 |
+8 |
+7 |
+6 |
+5 |
+4 |
+3 |
+2 |
+1 |
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 | - |
|||||||||
| 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 | Big Guy |
Title | Star Player Rolls |
|
| 0-5 | 0-10 | Rookie | None | |
| 6-10 | 11-20 | Experienced | One | |
| 11-25 | 21-50 | Veteran | Two | |
| 26-50 | 51-100 | Emerging Star | Three | |
| 51-100 | 101-200 | Star Player | Four | |
| 101-150 | 201-300 | Super-Star | Five | |
| 151-250 | 301-500 | Mega-Star | Six | |
| 251+ | 501+ | Legend | Seven | |
| Won the Match | +1 |
| Lost the Match | -1 |
| Team scored 2+ TD's | +1 |
| Team inflicted 2+ Casualties | +1 |
| Tournament Semi-Final | +1 |
| Tournament Final | +2 |
| Team Fan Factor is 20+ | -1 |
| Team Fan Factor is 30+ | -2 |
| Team Fan Factor is 40+ | -3 |
| D6 | Result |
1 or less |
Fan Factor goes down 1 point |
2-5 |
Fan Factor stays the same |
6 or more |
Fan Factor goes up by 1 point |
General |
|||
| Block | Kick | Pass Block | Strip Ball |
| Dauntless | Leader | Pro | Sure Hands |
| Dirty Player | Nerves of Steel | Shadowing | Tackle |
| Frenzy | |||
| Agility | |||
| Catch | Dodge | Right Stuff | Sprint |
| Diving Catch | Jump Up | Side Step | Sure Feet |
| Diving Tackle | Leap | ||
| Passing | |||
| Accurate | Hail Mary Pass | Safe Throw | Strong Arm |
| Dump Off | Pass | ||
| Strength | |||
| Break Tackle | Mighty Blow | Piling On | Throw Team-Mate |
| Guard | Multiple Block | Stand Firm | |
| Physical | |||
| Big Hand | Horns | Regeneration | Thick Skull |
| Claw(s) | Hypnotic Gaze | Spikes | Two Heads |
| Extra Hands | Prehensile Tail | Stunty | Very Long Legs |
| Foul Appearance | Razor Sharp Fangs | Tentacles | |
| Negative | |||
| Always Hungry | Cold Blooded | Really Stupid | Wild Animal |
| Bone Head | Off For a Bite | Take Root | |