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Inter-Match Events

After each match, just after each team has worked out its winnings, but before SPP’s have been established, roll a D6 and consult the following table to determine how many events affect your team. 

                                                        D6 Roll             No. of Events

                                                            1                            1    

                                                          2-5                           2

                                                            6                            3

         

Add these modifiers to the dice roll:

                                        Team Rating       Modifier

      0-125                   -1

  126-150                     0

  151-175                   +1

  176-200                   +2

  201+                        +3

 

This represents the team’s increasing fame making them better known and therefore being prone to more extraordinary events.

Now roll D66 for each event, and consult the following table:

11. ‘I’ve come about the job...’

Your management committee is visited by an amateur if somewhat avid Blood Bowl player, desperate to hit the big time. You gave him a trial, and he proves to be an amazing player. He is so desperate for fame, however, that he agrees to join your team for free, or for half price if you are a Big Guy team (those Big Guys are so stupid and stubborn). A regular team cannot get allies or Big Guys in this way.

 

12. ‘I’d like you to do a little something for me..’

A swindling con-artist comes to ask you to fix a match. Roll a D8; this is the score you must get in the game(7=0, re-roll an 8). Roll again to find the score you must try and force your next opponent to get. Do not tell your next opponent that you have been asked to fix the match. If you pull this difficult trick off, you gain D6 + 3 x 10K GPs.

 

13. ‘Fancy trying your luck at my little game, sir, just a bit of fun?’

While walking through a travelling fair, you take part in a bit of gambling. Roll a D6:

On a 1, you lose D6 x 10K GPs. If you can’t pay this off in full, then the person you owe this to is treated like a loan shark (after each game, if you roll 1-3 on a D6, he attacks one of your players - make an injury roll for them immediately).

If you roll 2-5, you come out of the game no worse off, but no better off either.

On a 6, you win the game. You may add D6 x 10K GPs to your treasury.

 

14. Transfer for a bargain price

You are offered a player of your choice (not a Star Player, though) for his full starting price. However, he has had quite a lot of experience, and starts off with two free increases (you should roll for these as soon as you buy him), which doesn’t compromise his ability to gain SPP’s at all - he should be treated as a rookie in all other respects.

 

15. ‘My name ees Doctoor Smeeth...’

You are approached by an Apothecary with a dodgy accent who claims to be called Doctor Smith. In Blood Bowl, however, a false name is no reason not to hire someone, and after all, he is rather good. You may immediately gain a free Apothecary. If you already have an Apothecary, then you gain a level 2 Apothecary, which can heal a Niggling Injury before the game AND heal an injury on the field on a 2+. (This is the only way to get a level 2 Apothecary at this time.)

 

16. ‘Is it just me, or is there knocking coming from that coffin?’

One player from your team who has been killed at any time turns out in fact not to have died at all, but rather to have been in a deep coma. While being buried, he realizes his predicament, and starts to frantically bang on his coffin lid. After being let out, he rejoins your team. He must miss the next match while he recovers fully, but then he will play as normal. Note however that you may use your Apothecary to allow him to play next match.

 

21. ‘Player of the Month

One randomly selected player from your team (not Star Players) receives the prestigious ‘Player of the Month’ award from SPLAT! Magazine (The number one Blood Bowl Magazine - buy it now or you’ll be attacked by our small hit squad of rabid, pet gerbils!). He immediately gains two MVP awards.

 

22. Hall of Fame

The player in your team who has the most SPP’s is admitted into the Hall of Fame. He gains one MVP award for this honour, and your team gains +1 Fan Factor.

 

23. ‘No, not that way, idiots! Look, like this...’

Your players are trained by a retired professional who teaches them many new tricks. You may purchase another Re-roll for 30K GPs, regardless of how much they normally cost a team of your race. However, you must buy this immediately - you cannot wait until you have enough money in the treasury.

 

24. ‘Hey, those T-shirts went down well!’

Your sale of team T-shirts (‘This isn’t fat - it’s a fuel tank for a Blood Bowl player) went down brilliantly, and you gain D6 x 10K GPs from them.

 

25. ‘Have you seen what they’ve printed about us ?!’

The next team you play have been printing libellous stories about you. When you play them, it counts as a grudge match, however, roll a D6. On 3-6 you lose one Fan Factor permanently due to the damaging stories.

 

26. Uneventful Week

Nothing unusual happens to you for the moment, but this simply means that when something does happen, it’s probably going to be worse than normal. The next time you roll on this table (even if it’s after the next match), add +1 to the ten’s dice. Note that this effect is cumulative.

 

31. Win the Pools

You put a bet on the pools for your own match, and get it exactly right (a bit of cheating going on there, I feel, but the administrators didn’t notice). You may add 20K GPs to your treasury.

 

32. ‘You scratch my back, I’ll scratch yours...’

You pay the referee to allow you to use 12 players throughout your next match. Note that if either team’s fans ‘Get the Ref’ at any time during the match, this effect is immediately canceled.

 

33. ‘Going cheap sir, only 50K GPs to you...

A pair of Knuckledusters is for sale. They may be given to one player. From now on whenever he knocks another player over, you may add +1 to both the Armour and Injury rolls (he can , however, still gain the Mighty Blow skill in addition to this if he hasn’t already got it). This is permanent, and they cost the same as the value of the player himself.

 

34. ‘ I work in the sewers. Here’s a little something that might help you, for a fee...’

Someone sells you a map of the sewer systems underneath the pitch for only 10K GPs. You may use it to set up more than eleven players on the pitch during one drive. Nominate as many of your reserve players as you like, and then nominate a square on your half of the pitch. Now roll a D8, adding +1 for every player above 1, and consult this table:

1-3: Perfect! They may be set up on the square you nominated. Any extra player must be set up next to this square.

4-5 Oops! Scatter D6 squares away in a random direction each (roll once for each player). If this takes them off the pitch, then the crowd beats them up as normal.

6-7 Where’d they all go? Only half of the group makes it (rounding fractions down, the rest get disheartened and turn back. Any players that make it (decide randomly) scatter as in result 4-5 above.

8 Hey, where’d they all... Aaarrgh! Only half of the players make it, decide whom randomly, as above. In addition, roll a D6 for each of those who didn’t - on a 4+ they are attacked by an unknown monstrosity from the sewers. Make an injury roll for them immediately (no Armour roll).

 

35. Healing scroll

You may use this scroll once to heal any one player of any injury suffered at any time of any type. It costs 20K GPs to buy.

 

36. Uneventful Week

Nothing unusual happens to you for the moment, but this simply means that when something does happen, it’s probably going to be worse than normal. The next time you roll on this table (even if it’s after the next match), add +1 to the ten’s dice. Note that this effect is cumulative.

 

41. ‘Getchor luvvely helmets here, hard as nails, going cheap...’

One of your players may be given a Magic Helmet (+1 AV) for 20K.

 

42. Apothecary Convention

Your Apothecary (if you have one-if not then treat this result as an Uneventful Week) attends an Apothecary’s convention. Next match he may use all the abilities he has twice.

 

43. ‘Guaranteed pills to increase speed, fell off the back of a cart, guv...’

You purchase some pills for your players (highly illegal practice, but who cares!) Which are a little bit dodgy to say the least. You may use them for one turn. Roll a D6 when you use them. On a 1 or 2, you were sold impure material, and all your players are at -2 Movement for this turn. On a 3 or 4, they are at +2 Movement for this turn. On a 6, they are at +2 Movement and +1 Agility for this turn.

 

44. Potion

You are given a potion, which you may use on one person who is ‘Badly Hurt’ during a match. Roll a D6:

1: They react badly to what turns out in fact to be a dangerous chemical, and unless you use an Apothecary they will die.

2: They react badly to what is in fact a very dodgy substance, and are thus treated as Seriously Injured.

3: They may be moved to the KO’d box.

4-6: They may be placed standing up on the square where they were injured.

 

45. ‘Gimme all your money or I’ll...oooh ****!’

Two of your players are walking home from the match when they are set upon by a gang of muggers. Being Blood Blood players, they easily fend off what are to them comparative wimps, and in the process gain 20K. You may add this money to your treasury.

 

46./51. Uneventful Week

Nothing unusual happens to you for the moment, but this simply means that when something does happen, it’s probably going to be worse than normal. The next time you roll on this table (even if it’s after the next match), add +1 to the ten’s dice. Note that this effect is cumulative.

 

52. Injury

One randomly selected player from your team is injured while he is training. He must miss the next game.

 

53. Peaked

One of your players (selected randomly) gets as good as he’s going to get, and simply stops improving his game. You should note down on your roster that he has been peaked.

 

54. ‘Gentlemen, we have a leak.’ ‘Down the corridor, first on the right, boss.’

Someone has been selling particularly libellous stories about you in the press, there’s a chance that they might even be untrue. Lose one Fan Factor permanently.

 

55. Bad Apothecary Convention

Your Apothecary attends a convention where he is fed up with lies and superstition. You may not use any of his abilities next match. If your team does not include an Apothecary, this result counts as an Uneventful Week.

 

56. Uneventful Week

Nothing unusual happens to you for the moment, but this simply means that when something does happen, it’s probably going to be worse than normal. The next time you roll on this table (even if it’s after the next match), add +1 to the ten’s dice. Note that this effect is cumulative.

 

61. ‘Revenge is mine! Ahahahahaha! Ahahahahaha!

One of your players (choose randomly) is attacked in a revenge beating by a player he previously injured during a match. Make an Injury roll for him immediately. If he is Badly Hurt, he must miss the next match. If he is Seriously Injured, he must miss the next two matches. If he is Knocked Out, he must start the game in the KO’d box. Count any Stunned results as KO’d. Results of Dead are quite self-explanatory.

 

62. ‘That bloke’s a druggie! Oi, Druggie!’

One of your players (random) is exposed as being addicted to drugs. He must miss the next two matches while he goes on a rehabilitation course.

 

63. ‘You’re nicked, matey!’

One player (decide who randomly) is arrested for a serious crime and must miss the next two matches. In addition, you must pay 40K to bail him out.

 

64. Robbery

Roll a D8. On 1-7, you lose all of your winnings this match plus any money you had in the treasury. On a roll of an 8 you manage to catch the thief and in addition to getting your money back, you receive a reward of 50K for catching a wanted criminal.

 

65. Kidnapped Coach

The Coach of your team has been kidnapped. He may not Argue the Call next match, and you must pay 50K to the kidnappers to get him back.

 

66. Assassination!

Someone has sent an assassin after one of your players (decide randomly) to tip the balance next game. Roll immediately on the Injury chart for him, adding +1. Treat any results in the same way as for result 61 on this table.

 

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