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Blood Bowl Kickoff Reference Sheet

The document outlines various game events and extra skills that can occur during a Blood Bowl match, including effects of riots, referee influence, and weather conditions. It details how different skills like Dauntless, Frenzy, and Jump Up can impact gameplay, providing players with strategic advantages. Additionally, it describes the consequences of weather changes on player performance and ball handling during the game.

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0% found this document useful (0 votes)
550 views1 page

Blood Bowl Kickoff Reference Sheet

The document outlines various game events and extra skills that can occur during a Blood Bowl match, including effects of riots, referee influence, and weather conditions. It details how different skills like Dauntless, Frenzy, and Jump Up can impact gameplay, providing players with strategic advantages. Additionally, it describes the consequences of weather changes on player performance and ball handling during the game.

Uploaded by

uswchemist
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd

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KICK OFF (ROLL 2D6) EXTRA SKILLS


2 RIOT: The riot holds the game up, and adds 1D6 turns to the DAUNTLESS: A player with this skill is capable of psyching
number so far elapsed in this half for each team. If this takes themselves up so that they can take on even the very strongest
the number of turn to 8 or more for both teams, then the half opponent. This skill only works when the player attempts to block
ends. an opposing player who is stronger than himself. If the player's
3 GET THE REF!: Each coach rolls a 2D6 and adds their strength is the same or higher than his opponents, then he counts
team's fan factor to the score; the high scorer's fans decide his normal strength value. When the skill is used roll two dice and
the ref has been bought and exact vengeance! His add their scores together. If the total is greater than the opponent’s
replacement is so intimidated that for the rest of the half he strength value, the dauntless player's strength is counted as being
will not award penalties against the team if he spots them equal to his opponent when he makes the block, before any
making a foul. If the score is tied, both teams' fans get the ref bonuses are added for defensive or offensive assists. If the dice roll
and the replacement will not award penalties against either is less than or equal to the opponents strength value, then the
team! dauntless player must use his own strength value.
4 PERFECT DEFENSE: The kicking team's coach may FRENZY: A player with the Frenzy skill is allowed to make an
reorganise his players - in other words he can set them up extra block if he pushes back an opposing player without knocking
again. The receiving team must remain in the setup chosen by them over. A frenzied player must follow their opponent up if they
their coach. fail to knock them over, and then must throw and extra block
5 CHEERING FANS: Each coach rolls a D6, adds their Fan against the player who was pushed back. Each additional block
Factor, and the number of Cheerleaders in their team to the made by a frenzied player costs them an extra movement point if
score. The side with the highest score gets a bonus re-roll this they are taking a Blitz action. The extra blocks are free if the
half. Re-Roll any ties. player is taking a Block action, but the player may not throw more
6 BAD KICK: The ball scatters 2D6 squares instead of only blocks than he has movement points.
1D6 squares. JUMP UP: A player with skill does not have to pay three squares
7 WEATHER: The weather seems to be changing. Make a of movement in order to stand up. Instead they may stand up for
new roll on the Weather Table and apply the new result for free at the start of an action. This means a player with the Jump Up
the rest of the match or until you roll this result again. skill who is prone is allowed to take a block action, because they
8 QUICK SNAP: The offense start their drive a fraction can stand up for free at the start of the action.
before the defense is ready, catching the kicking teams flat- LEAP: A player with the leap skill may jump over an occupied
footed. All of the players on the receiving team are allowed square at a cost of 2 squares of their movement. If the leaping
to move one square. This is a free move and may be made player starts the jump in a tackle zone then he must dodge in order
into any adjacent empty square, ignoring tackle zones. It may to leave as normal. A player may not use this skill to leap over
be used to enter the opposing half of the pitch. empty squares, but may use it to jump over players in his own
9 BRILLIANT COACHING: Each coach rolls a D6 and adds team.
the number of assistant coaches to the score (count both head MIGHTY BLOW: Add +1 to any armour and injury rolls made
and assistant coaches). The side with the highest score gets a by a player with this skill.
bonus reroll this half. Re-Roll any ties. RIGHT STUFF: A player with this skill may be thrown by a large
10 BLITZ!!: The kicking team gets a bonus team turn and may monster with the Throw Teammate skill. This skill may only be
move before the receiving team. The bonus turn does not used by players with a strength of 2 or less.
count against the kicking team's turn limit for the half, so SURE FEET: You may re-roll the dice if you fall over when
their coach does not have to move the turn marker along a trying to move an extra square.
space, and he cannot be called for illegal procedure. SPRINT: You may attempt to move up to 3 extra squares rather
11 THROW A ROCK: Each Coach rolls a 2D6 and adds their than the normal 2. You must still roll to see if you fall over in each
teams Fan Factor to the score; the higher scorer's fans are the extra square that you enter.
ones who threw the rock. Decide randomly which player in STRIP BALL: A player with this skill forces any opposing player
the other team was hit (players in the Dugout are eligible) an that he pushes back to drop the ball, even if the opposing player
roll for the effects of the injury straight away (no armor roll was not knocked down.
is required). THICK SKULL: Roll a D6 if the player if KO'd. On a roll of 4 or
12 PITCH INVASION: Each Coach rolls a 2D6 and adds their more then they shake off the effects and are treated as only being
teams Fan Factor to the score. Highest score wins, injuring stunned. On a roll of 3 or less then they are placed in the KO'd
1D6 randomly selected players on the losing team. Roll for players box as normal.
the effects of the injury straight away (no armor roll is THROW TEAM MATE: A player with this skill may throw
required). teammates who have the Right Stuff skill. This skill may only be
used by players with a strength of 6 or more.
.
WEATHER (roll 2D6)
2 SWELTERING HEAT: It's very hot and extremely 11 POURING RAIN: It's raining making the ball slippery
humid. You must roll a D6 for each player on the pitch and difficult to hold. This causes a -1 modifier on all
for heat exhaustion after a touchdown is scored. On a . attempts to catch the ball, picking it up and handing it off.
roll of 1 the player collapses and must miss the next
drive.
3 VERY SUNNY: A glorious day, but the blinding 12 BLIZZARD: It’s cold and snowing! The ice on the pitch
sunshine causes a -1 modifier on all attempts to pass the . means that any player attempting to move and extra square
ball. will slip and fall on a roll of 1-2, while the snow means
4-10 NICE: Perfect Blood Bowl weather. . that only quick and short passes can be attempted.

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