| Le Razze | Gli Skill | Gli Star Player | Gli Incentivi | Regole Lega | Tabelle Utili |
| D16 | RESULT | EFFECT |
|---|---|---|
| 1-8 | Badly Hurt | The player suffers no long term effect |
| 9-10 | Seriously Hurt | The player must miss next game. |
| 11-12 | Serious Injury | The player suffers a Niggling Injury and must miss next game. |
| 13-14 | Lasting Injury | The player suffers a characteristic reduction (1-2 -1AV, 3 -1MA, 4 -1PA, 5 -1AG, 6 -1ST) and must miss next game. |
| 15-16 | DEAD! DEAD! DEAD! DEAD! | The player is dead! |
| Level | Random Primary | Choose Primary, Random Secondary |
Choose Secondary | Random Characteristic, Choosen Secondary* |
|---|---|---|---|---|
| 1st | 3 SPP | 6 SPP | 10 SPP | 14 SPP |
| 2nd | 4 SPP | 8 SPP | 12 SPP | 16 SPP |
| 3rd | 6 SPP | 12 SPP | 16 SPP | 20 SPP |
| 4th | 8 SPP | 16 SPP | 20 SPP | 24 SPP |
| 5th | 10 SPP | 20 SPP | 24 SPP | 28 SPP |
| 6th | 15 SPP | 30 SPP | 34 SPP | 38 SPP |
| 2D6 | RESULT | EFFECT |
|---|---|---|
| 2 | Sweltering Heat | The intense heat causes some players to faint! At the end of each Drive whilst this weather condition is in effect, one Coach rolls a D3 and each Coach randomly selects that many of their players that were on the pitch when the Drive ended. The selected players are placed in the Reserves Box and cannot be set up on the pitch for the next Drive. |
| 3 | Very Sunny | The glorious sunshine makes for a beautiful day, but plays havoc with the passing game! Whenever a player makes a Passing Ability Test, apply a -1 modifier to the roll. |
| 4-10 | Perfect Conditions | Not too hot, nor too cold. It's perfect weather for Blood Bowl! There is no additional effect. |
| 11 | Pouring Rain | The heavens have opened and the sudden downpour has left the players soaked and the ball rather slippery! Whenever a player attempts to pick up or Catch the ball, or Intercept a Pass Action, they suffer a -1 modifier to the roll. |
| 12 | Blizzard | The freezing conditions and swirling snow makes the footing treacherous and drastically impedes a player's vision. Whenever a player attempts to Rush, apply an additional -1 modifier to the roll. Additionally, when a player makes a Pass Action, they may only attempt to make a Quick Pass or a Short Pass. |
| Roll a D16 and consult the table below. Re-rolling any duplicates results. If a result requires a player to be selected, Star Players cannot be selected. Effects last until the end of the match. |
||
| 1D16 | RESULT | EFFECT |
|---|---|---|
| 1 | Treacherous Trapdoor | When a player enters a square with a Trapdoor, roll a D6. On a roll of 1, the Trapdoor opens, the player falls through, takes an Injury Roll, and if holding the ball, it Bounces. |
| 2 | Friends with the Ref | When "Argue the Call," a roll of 5 or 6 is treated as "Well, when you put it like that..." |
| 3 | Stiletto | Randomly select a player on your team to gain the Stab Trait. |
| 4 | Iron Man | Select a player on your team to improve their AV (Armour Value) by 1 (to a maximum of 11+). |
| 5 | Knuckle Dusters | Select a player on your team to gain the Mighty Blow Skill. |
| 6 | Bad Habits | Randomly select D3 opposition players to gain the Loner (2+) Trait. |
| 7 | Greasy Cleats | Randomly select one opposition player to reduce their MA (Movement Allowance) by 1 (to a minimum of 1). |
| 8 | Blessing of Nuffle | Randomly select a player on your team to gain the Pro Skill. |
| 9 | Moles under the Pitch | Opposition players apply a -1 modifier to Rush rolls. |
| 10 | Perfect Passing | Any player on your team making a Completion earns 2 SPP (Star Player Points) instead of the usual 1. |
| 11 | Dazzling Catching | Any player on your team successfully Catching the ball from a Pass Action earns 1 SPP. |
| 12 | Fan Interaction | If an opposition player suffers a Casualty from being Pushed into the Crowd, the pushing player earns 2 SPP. |
| 13 | Fouling Frenzy | Any player on your team causing a Casualty from a Foul Action earns 2 SPP. |
| 14 | Throw a Rock | Once per game, at the start of a turn, you can randomly select an opposition player and roll a D6; on a 4+, an angry fan throws a rock, knocking the player down. |
| 15 | Under Scrutiny | Any opposition player performing a Foul Action is automatically Sent-off if they break armour, regardless of a natural double roll. |
| 16 | Intensive Training | Randomly select a player on your team to gain a single Primary Skill of your choice. |
| 2D6 | RESULT | EFFECT |
|---|---|---|
| 2 | Get The Ref | Each team immediately receives one free Bribe Inducement. This Bribe must be used by the end of the game or it is lost. |
| 3 | Time-Out | If the kicking team's Turn Marker is on turn 6, 7 or 8 for the half, move both teams' Turn Marker back one space. Otherwise, move both teams' Turn Marker forwards one space. |
| 4 | Solid Defense | The Coach of the kicking team selects up to D3+3 Open players on their team. The selected players are then removed from the pitch and can be set up again following all the usual restrictions for setting up the team. |
| 5 | High Kick | One Open player on the receiving team may immediately be placed in the square the ball is going to land in. |
| 6 | Cheering Fans | Both Coaches roll a D6 and add the number of Cheerleaders on their Team Roster. The first Block Action performed during the Coach with the highest roll's next Turn receives an additional Offensive Assist. If both Coaches roll the same, both will receive this benefit during their next Turn. |
| 7 | Brilliant Coaching | Both Coaches roll a D6 and add the number of Assistant Coaches on their Team Roster. The Coach with the highest total, or both Coaches in the result of a tie, immediately gains a free Team Re-roll for the Drive ahead. If this free Team Re-roll has not been used by the end of the Drive, it is lost. |
| 8 | Changing Weather | Immediately make a new roll on the Weather Table. If the new result is Perfect Conditions, the ball will Scatter (3) in the air before it lands. |
| 9 | Quick Snap | The Coach of the receiving team selects up to D3+3 Open players on their team. The selected players may immediately move one square in any direction, even if this takes them into the opposition's half. |
| 10 | Charge! | The Coach of the kicking team selects up to D3+3 Open players on their team. The selected players may then be activated one at a time, exactly as if it was their team's Turn, and perform a free Move Action. One of the selected players may instead perform a free Blitz Action, one may perform a free Throw Team-mate Action, and one may perform a free Kick Team-mate Action. If a selected player Falls Over or is Knocked Down during their activation, no further selected players can be activated and the Charge ends. |
| 11 | Dodgy Snack | Both Coaches roll a D6. The Coach that rolled the lowest, or both Coaches in the result of a tie, randomly selects one of their players on the pitch and rolls a D6. On a 2+, the player's pre-drive snack has not gone down well and for the duration of the Drive the player reduces their MA and AV by 1. On a 1, the player's pre-drive snack has violently disagreed with them; place the player in the Reserves box as they spend the rest of the Drive locked in the lavatory! |
| 12 | Pitch Invasion | Both Coaches roll a D6 and add their Fan Factor. The Coach that rolled lowest, or both Coaches in the result of a tie, randomly selects D3 of their players on the pitch. The selected players are immediately Placed Prone and become Stunned. |
| 1D6 | Da 100.000 gp a 195.000 gp | Da 200.000 gp a 295.000 gp | Da 300.000 gp a 395.000 gp | Da 400.000 gp a 495.000 gp | Da 500.000 gp a 595.000 gp | 600.000 gp e oltre |
|---|---|---|---|---|---|---|
| 1 | Minor Incident | Minor Incident | Major Incident | Major Incident | Catastrophe! | Catastrophe! |
| 2 | Crisis Averted | Minor Incident | Minor Incident | Major Incident | Major Incident | Catastrophe! |
| 3 | Crisis Averted | Crisis Averted | Minor Incident | Minor Incident | Major Incident | Major Incident |
| 4 | Crisis Averted | Crisis Averted | Crisis Averted | Minor Incident | Minor Incident | Major Incident |
| 5 | Crisis Averted | Crisis Averted | Crisis Averted | Crisis Averted | Minor Incident | Minor Incident |
| 6 | Crisis Averted | Crisis Averted | Crisis Averted | Crisis Averted | Crisis Averted | Minor Incident |
| 1st D6 | 2nd D6 | AGILITY | DEVIOUS | GENERAL | MUTATION | PASSING | STRENGTH |
|---|---|---|---|---|---|---|---|
| 1-3 | 1 | Catch | Dirty Player | Block | Big Hand | Accurate | Arm Bar |
| 1-3 | 2 | Diving Catch | Eye Gouge | Dauntless | Claws | Cannoneer | Brawler |
| 1-3 | 3 | Diving Tackle | Fumblerooskie | Fend | Disturbing Presence | Cloud Burster | Break Tackle |
| 1-3 | 4 | Dodge | Lethal Flight | Frenzy | Extra Arms | Dump-Off | Grab |
| 1-3 | 5 | Defensive | Lone Fouler | Kick | Foul Appearance | Give and Go | Guard |
| 1-3 | 6 | Hit and Run | Pile Driver | Pro | Horns | Hail Mary Pass | Juggernaut |
| 4-6 | 1 | Jump Up | Put the Boot In | Steady Footing | Iron Hard Skin | Leader | Mighty Blow |
| 4-6 | 2 | Leap | Quick Foul | Strip Ball | Monstrous Mouth | Nerves of Steel | Multiple Block |
| 4-6 | 3 | Safe Pair of Hands | Saboteur | Sure Hands | Prehensile Tail | On The Ball | Pile Driver |
| 4-6 | 4 | Sidestep | Shadowing | Tackle | Tentacles | Pass | Stand Firm |
| 4-6 | 5 | Sprint | Sneaky Git | Taunt | Two Heads | Punt | Strong Arm |
| 4-6 | 6 | Sure Feet | Violent Innovator | Wrestle | Very Long Legs | Safe Pass | Thick Skull |