OnLine Blood Bowl League
OLBBL Reference Tables

Index

Handicap Table

Kickoff Table

Weather Table

Match Winnings Table

Passing Ranges

Star Player Points Table

Fan Factor Table

Skill Categories


Handicap Table

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


Kickoff Table

 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!
His replacement is so intimidated that for the rest of the half he will not award penalties against the team whose fans got his predecessor, even if he spots them making a foul. If the score is tied, both teams' fans get the ref and the replacement will not award penalties against either team!

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.


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 field after a touchdown is scored. 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 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.


Match Winnings Table

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


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

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

Fan Factor Table

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

Skill Categories

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  

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