

Defender pushed back, attacker may follow. THAN TWICE AS STRONG, Pushed stronger player chooses. Both Down 3 dice: One player is MORE Both Knocked Down, void if Block skill used. Block Dice Results 2 dice: One player is STRONGER, Attacker Down Stronger player chooses which Attacker Knocked Down die is used. Block - (If not knocked over) make one block against a standing player in an adjacent square. Roll a d6 for each square on a 1 the player is knocked down in the square he was moving to. Knocked over players may stand up at a cost of 3 squares. InducementsĮach player, one at a time, may perform one of the following actions per turn: Move - Move a number of squares up to MA. Transfer Gold Players can transfer money from their treasury to Petty Cash to buy inducements. 5.55% Blizzard - GO FOR IT fails on 1– 2. 5.55% Nice - Perfect weather for Blood Bowl! 83.36% Pouring Rain -1 on all CATCH, INTERCEPT and PICKUP rolls. Results Sweltering Heat - After each drive, D6 for each player, on 1 not available next drive.

Weather Each player roll D6, add results: 2D6

5.55% Pitch Invasion: Both roll D6 + FAME for each opposing player on pitch, on 6+ player 12 is Stunned. Roll on Injury table, no Armor roll needed. 11.11% Blitz!: Any kicking team player not in TZ gets a free turn. 13.88% Quick Snap!: All receiving team players can move 1 square (ignore TZs), may be 9 used to opposing half of pitch. Highest team (or tie) 8 gets extra Team Re-roll this half. 16.66% Brilliant Coaching: Each roll D3 + FAME + Assistant Coaches. On 'Nice' result, ball scatters 1 extra 7 square. 13.88% Changing Weather: Re-roll weather result. Highest team (or tie) gets extra 6 Team Re-roll this half. 11.11% Cheering Fans: Each roll D3 + FAME + Cheerleaders. 8.33% High Kick: Receiving can move one player not in a TZ to location where ball will land. 5.55% 4 Perfect Defense: Kicking team can reorganize team. Otherwise roll D6 1–3 both move turn marker forward, 4–6 both move turn marker backwards.

If 3 receiving team has not taken a turn, both move turn marker forward. 2.77% Riot: If receiving team's turn is on Turn 7, both move their turn markers back. Kick-off Table 2D6 Result 2 Get the Ref: Each player gets an extra Bribe. Roll on Kick-Off table and resolve result. Scatter ball to determine where it's about to land (D8, D6). At end of second half the team with the most TD wins. Winner decides which team will be kicking team. Blood Bowl Ultimate Reference Sheet Rules based on Competition Rules Pack Document version 0.90 - by Ulrich Dreyer - Pre-MatchĮach player (coach) buys their squad of 1116 players with 1,000,000 gold.
