Game Tables
Sequences
1
The FansEach coach rolls 2D6 and adds their Dedicated Fans. The total is the Fan Factor for this game.
2
The WeatherRoll 2D6 on the Weather Table to determine the conditions for the game.
3
JourneymenIf a team has fewer than 11 players available, fill with Journeymen (0-5 Loner linemen).
4
InducementsThe team with the lower TV receives petty cash equal to the TV difference. Both teams may purchase inducements.
5
Prayers to NuffleIf both teams have the same TV, both coaches roll once on the Prayers to Nuffle table.
6
Determine Kicking TeamA coin toss (or 2D6 roll-off). The winner chooses to kick or receive.
1
Record OutcomeRecord the result of the game: win, loss, or draw. The winner earns 3 league points, a draw earns 1 each.
2
Dedicated FansThe winning coach may increase their Dedicated Fans by 1 (max 6). After a loss, Dedicated Fans may decrease by 1 (min 1).
3
Player AdvancementPlayers that earned enough SPP may advance. Choose from available improvements based on SPP spent.
4
Hiring, Firing & Temporarily RetiringHire new players, fire existing players, or temporarily retire players. Journeymen may be hired permanently.
5
Expensive MistakesIf your treasury exceeds your TV, roll on the Expensive Mistakes table to determine how much gold is lost.
6
Prepare for Next GameAll injured players recover. Players with MNG miss this game and will be available next match.
Match
2
Sweltering HeatD3 randomly selected players from each team that are on the pitch are placed in the Reserves box. They must miss the next drive.
3
Very SunnyA -1 modifier applies to all passing ability tests.
4–10
Perfect ConditionsNice weather for a game of Blood Bowl!
11
Pouring RainA -1 modifier applies to all Agility tests to catch the ball. Players that are Knocked Down while carrying the ball do not bounce — the ball scatters.
12
BlizzardRush attempts suffer a -1 modifier. Only Quick and Short passes can be attempted (no Long, Long Bomb, or Hail Mary).
Season 3 updated events.
2
Get the Ref!Both teams gain a free Bribe inducement. It may be used to avoid an ejection when a player commits a foul.
3
Time-OutIf the kicking team's turn marker is ahead of the receiving team, the receiving team gains one re-roll for this half. Otherwise, no effect.
4
Solid DefenceThe kicking team's coach may rearrange up to D3+3 of their players on the pitch.
5
High KickOne receiving team player not in a Tackle Zone may be moved to the square where the ball lands (the player catches the ball on a successful catch roll).
6
Charge!D3 randomly selected players from the kicking team that are on the Line of Scrimmage may be moved one square towards the receiving team's End Zone (ignoring Tackle Zones).
7
Brilliant CoachingEach coach rolls D6 and adds their Assistant Coaches. The higher total gains one team re-roll for this half.
8
Cheering FansEach coach rolls D6 and adds their Cheerleaders. The higher total gains one additional team re-roll for this half.
9
Dodgy SnackD3 randomly selected players on the receiving team that are on the pitch are placed in the Reserves box. They must miss the next drive.
10
Throw a RockEach coach rolls D6 and adds their Fan Factor. The lower total has a random player Stunned (or KO if already Stunned). On a tie, both teams are hit.
11
Officious RefA randomly selected player from each team that is on the pitch is Sent Off (the player closest to the Ref). Players with Sneaky Git are immune.
12
Pitch InvasionD3 randomly selected players from each team on the pitch are Stunned. Players with the Ball & Chain trait are immune.
Competitive play: roll D8 (results 1-8 only). Casual play: roll D16 (all results).
1
Treacherous TrapdoorRandomly select one player on the opposing team that is on the pitch. That player is immediately removed and placed in the Knocked-out box.
2
Friends with the RefOne player on your team gains the Sneaky Git skill until the end of this game.
3
StilettoOne player on your team gains the Stab trait until the end of this game.
4
Iron ManOne player on your team gains the Stand Firm and Thick Skull skills until the end of this game.
5
Knuckle DustersOne player on your team gains the Mighty Blow (+1) skill until the end of this game.
6
Bad HabitsRandomly select D3 players on the opposing team. Those players gain the Really Stupid trait until the end of this game.
7
Greasy CleatsRandomly select one opposing player on the pitch. That player has their MA reduced by 1, to a minimum of 1, until the end of this game.
8
Blessed Statue of NuffleChoose one player on your team. That player gains +1 to all dice rolls they make until the end of this drive.
9
Moles Under the PitchRandomly select one opposing player on the pitch. That player is placed in the Reserves box.
10
Perfect PassingChoose one player on your team. That player gains the Accurate and Sure Hands skills until the end of this game.
11
Fan InteractionRandomly select one opposing player on the pitch. Roll a D6: on 1-3 the player is Stunned, on 4-6 the player is placed in the KO box.
12
Necessary ViolenceChoose one player on your team. That player gains the Mighty Blow (+1) and Piling On skills until the end of this game.
13
Fouling FrenzyOne player on your team gains the Sneaky Git and Dirty Player (+1) skills until the end of this game.
14
Throw a RockRandomly select one opposing player on the pitch. Roll an Injury roll for that player, treating Stunned as KO.
15
Under ScrutinyAll opposing team players gain the Watched trait until the end of this game.
16
Intensive TrainingRandomly select one player on your team. That player gains a random Primary skill until the end of this game.
Injury & Casualty
2–7
StunnedThe player is Stunned — place them face-down on the pitch. They lose their tackle zone and must use their next action to stand up.
8–9
KO'dThe player is KO'd and placed in the Knocked-out box. At the start of each drive, roll a D6 — on a 4+ they recover and may re-enter the game.
10–12
Casualty!The player suffers a Casualty! Roll on the Casualty Table to determine the outcome. An Apothecary may be used.
Used instead of the normal Injury Table for players with the Stunty trait.
2–6
StunnedThe player is Stunned — place them face-down on the pitch.
7–8
KO'dThe player is KO'd and placed in the Knocked-out box.
9
Badly HurtThe player is placed in the Casualty box but suffers no lasting injury. They miss the rest of this game.
10–12
Casualty!The player suffers a Casualty! Roll on the Casualty Table.
1–6
Badly HurtNo lasting effect. The player misses the rest of this game but suffers no long-term injury.
7–9
Seriously HurtMNG (Miss Next Game). The player misses their next game while recovering.
10–12
Serious InjuryMNG + Lasting Injury. The player misses their next game and must roll on the Lasting Injuries table.
13–14
Lasting InjuryThe player suffers a lasting injury. Roll on the Lasting Injuries table to determine the characteristic reduction. No MNG.
15–16
DEADThe player is dead and removed from the team roster permanently.
1
Head Injury (-1 AV)The player's AV is reduced by 1, to a minimum of 3+.
2
Smashed Knee (-1 MA)The player's MA is reduced by 1, to a minimum of 1.
3
Broken Arm (-1 PA)The player's PA is reduced by 1 (i.e., the target number increases). If the player has no PA, there is no effect.
4
Neck Injury (-1 AG)The player's AG is reduced by 1 (i.e., the target number increases), to a maximum of 6+.
5
Dislocated Shoulder (-1 ST)The player's ST is reduced by 1, to a minimum of 1.
6
DEADThe player is dead and removed from the roster permanently. The Apothecary cannot save a player from this result.
Coach Actions
When a player is Sent Off for fouling, the coach may argue with the referee.
1
Ejected!Not only is the player Sent Off, but the coach is ejected too! The coach cannot Argue the Call for the rest of the game.
2–5
No EffectThe referee is unmoved. The player is Sent Off as normal.
6
Overturned!The referee changes their mind! The player is not Sent Off and may continue playing.
League / Post-Game
Roll if treasury exceeds Team Value after a game. Cross-reference D6 roll with treasury amount.
| D6 | Treasury ≤ TV | TV < Treasury ≤ 2×TV | Treasury > 2×TV |
|---|---|---|---|
| 1 | No effect | No effect | Lose D6×10k |
| 2 | No effect | Lose D6×10k | Lose D6×10k |
| 3 | No effect | Lose D6×10k | Lose 2D6×10k |
| 4 | Lose D6×10k | Lose D6×10k | Lose 2D6×10k |
| 5 | Lose D6×10k | Lose 2D6×10k | Lose 3D6×10k |
| 6 | Lose D6×10k | Lose 2D6×10k | Lose 3D6×10k |
BB2025 S3 — SPP required per advancement level. Random Primary rolls 2 skills, pick 1.
| Level | Rnd Primary | Chosen Primary | Chosen Secondary | Characteristic |
|---|---|---|---|---|
| Experienced | 3 SPP | 6 SPP | 10 SPP | 14 SPP |
| Veteran | 4 SPP | 8 SPP | 12 SPP | 16 SPP |
| Emerging Star | 6 SPP | 12 SPP | 16 SPP | 20 SPP |
| Star | 8 SPP | 16 SPP | 20 SPP | 24 SPP |
| Super Star | 10 SPP | 20 SPP | 24 SPP | 28 SPP |
| Legend | 15 SPP | 30 SPP | 34 SPP | 38 SPP |
Progression
Roll first D6 for row, second D6 for column within the skill category.
1-1Block
1-2Dauntless
1-3Dirty Player (+1)
1-4Fend
1-5Frenzy
1-6Kick
2-1Pro
2-2Shadow
2-3Strip Ball
2-4Sure Hands
2-5Tackle
2-6Wrestle
Roll when a player gains a stat increase via random advancement.
1–3
+1 MA or +1 AVThe coach chooses to increase the player's MA by 1 or their AV by 1 (max 11+). Cannot improve beyond racial max +2.
4–5
+1 PA or +1 AGThe coach chooses to improve the player's PA by 1 or their AG by 1 (reducing the target number). Cannot improve beyond racial max -2.
6–7
+1 MA or +1 PA or +1 AG or +1 AVThe coach may choose any one characteristic to improve by 1. Same maximums apply as above.
8
+1 STThe player's ST is increased by 1. Cannot improve beyond racial max +2.
