BloodBowl Handicap Tables

Good Karma: Each roll on this table costs 10 points of Handicap
d66Result
11-13BRIBE THE REF: You may set up 12 players on the field once during the match.
14-16EXTRA TRAINING: Your team has worked long and hard all week for this opponent. You may take an extra Team Re-roll to use for this match only.
21-23INTENSIVE TRAINING: One player is really psyched for this week’s match, and has been working very hard preparing for it. Pick a player on your team. He may take one extra skill to use for this match only, just as if he had rolled a New Skill result on the Star Player Table.
24-26INSPIRATION: Watching the opposing team in their previous match has taught one of your players a thing or two. Pick a player on your team and give him an extra MVP. If the additional SPPs are enough to give him a new skill then generate it immediately.
31-33SPONSORSHIP DEAL: Your team is sponsored by Bloodweiser and receives an extra 20,000 gps after the match!
34-36PALMED COIN: You automatically win the coin toss to start the game.
41-43SCUTT’S SCROLL OF WEATHER MAGIC: You have tricked a gullible Wizard into parting with a useful scroll. Once per game, at the start of either player’s turn, you can select a weather result and the weather will immediately change to that result and remain there until a Weather Change kickoff roll is made.
44-46TEAM ANTHEM: Add +D6 to your Fan Factor for this game only.
51-53THAT BOY’S GOT TALENT!: In your last match you spotted a talented fan in the stands, and he agrees to play for your team. Add one player at any position to your roster for this match only. The player leaves the roster when the match ends. Note that you may add a 17th player to a match in this fashion.
54-56EGGHEAD CONVENTION: A local inventor’s guild is sponsoring a convention in the city today.  Several of the attendees are big fans of your team, and are willing to assist your team in today’s match in exchange for getting to watch the game from the sidelines.  With their aid, your team will automatically win any Brilliant Coaching results on the Kickoff Table.
61-63KNUCKLEDUSTERS: A player of your choice in your team counts as having Mighty Blow for this match only.
64-66THAT BABE’S GOT TALENT!: Your team visits the local tavern the night before the game. One of the exotic dancers displays her, umm, ‘talents’, and your players leave her a generous tip. She and a few friends decide to hang out with your team for the day. You automatically win any Cheering Fans results on the Kickoff Table.

Dirty Tricks & Random Events: Each roll on this table costs 25 points of Handicap
d66Result
11-13BAD PRESS: Libelous stories you have spread cut the opposing team’s Fan Factor in half (rounding up) for this match only.
14-16BAD HABITS: The opposing team loses D3 re-rolls for this match only.
21-23BIASED REFEREE: The opposing team count as being under the eyes of the referee for the whole match (ie, all fouls will be spotted on a 4+). Your team can still be under the eyes of the referee as well.
24-26GREASED SHOES: Pick a player on the opposing team. You’ve paid someone to grease the bottom of their shoes and their agility is reduced to 1 until a touch down is scored or the half ends.
31-33SMELLING SALTS: You make all rolls to move a player from the Knocked Out box to the Reserves box on a roll of 2 or better for this match.
34-36NEWS FEATURE: The big cabalvision networks produce a special news feature about your team of plucky underdogs and their chances in the upcoming match. The extra revenue this generates will allow you to roll 2D6 at the end of the game for your match winnings.
41-43GRUDGE MATCH: You may take any number of Foul actions per turn for this match. However you may not foul the same player more than once per team turn.
44-46DUH, WHERE AM I?: One player (your choice) on the opposing team has been out all night on a bender, and isn’t really ready for the game. The Bonehead rule that applies to Ogres applies to the player for this match only.
51-53IRON MAN: One player on your team (your choice) is determined to play hard for the whole game, no matter what the cost – in fact, he refuses to get injured! If an opposing player beats his Armour roll, he is only Stunned.
54-56BRIBE THE REF: You have taken up a collection to ‘convince’ the ref that your players are a nice, clean bunch of fellows! Once per game, you may ignore a penalty called against your team.
61-63ILLEGAL DRUGS: Declare this special play immediately (now!). You may choose one player in your team to have either +1 ST OR +1 AG for this match only.
64-66BUZZING!: One of your players (your choice) has gone heavy on the coffee in anticipation of today’s game. For this match only he gains the Jump Up trait and the Frenzy trait, but will automatically fail any attempt to pick up or catch the ball.

Desperate Measures: Each roll on this table costs 50 points of Handicap
d66Result
11-13APPEARANCE FEE: The player on the opposing team with the most Star Player points has decided that he needs to be paid money to take the field against ‘those bums’. Roll 2D6 and multiply the result by 5,000. The result is the number of gold pieces the player must receive before he will take the field. If he isn’t paid, he’ll sit in the Dugout, refusing to come out until his fee is met or the game ends! The opposing coach may choose to pay the appearance any time after the start of the match if he wishes.
14-16I AM THE GREATEST!: The two players with the most SPPs on the opposing team refuse to be on the pitch at the same time for this match only. Only one may be set up on the field at the start of each drive.
21-23UNDER SCRUTINY: The opposing team may not Foul or use players equipped with Secret Weapons for this match.
24-26RUNNING LATE: Agents in your employ manage to delay D3 randomly selected players on the opposing team for this inconvenient match. The players must miss the first half.
31-33MORLEY'S REVENGE: The opposing team’s drinks have been spiked with a powerful laxative. D3 randomly selected opposing players have drunk the spiked drink, and must roll a D6 before every kick-off. On a roll of 1-3 they are otherwise engaged and may not take part in this drive. On a roll of 4-6 they may be set up normally.
34-36DOOM & GLOOM: Due to some cunningly planted rumors and smear campaigns, the opposing team comes into the game with some serious morale issues. Roll a D6 for each re-roll the opposing team has; for each result other than 6, the opposing team loses a re-roll for the match.
41-43IT WASN'T ME!: One randomly selected player on the opposing team has been getting a little rowdy in anticipation of today’s ‘cakewalk’, and he’s been arrested! He must miss the match.
44-46ASSASSIN: Your team has hired an assassin to take out one of the other team’s top guns. Pick a player on the opposing team and make an Injury roll for him, counting any stunned results as KO. The opposing coach may use his Apothecary or Regenerate trait on the player, but an Apothecary used in such a fashion is not available for this match.
51-53VIRUS: A mysterious illness breaks out among the opposing team, knocking out the unhealthiest members of the bunch. Any opposing player with a niggling injury fails their niggling injury checks on a 1-3 instead of just 1.
54-56MICKEY FINN: An agent in your employ has spiked the pre-game punch the coaching staff shares. They are unavailable for this game, but will return for the next one.
61-63IN THE BAG!: The opposing team is feeling cocky about their chances of winning this match. They can only field the 11 worst available players on their team, based on SPPs. This restriction stops for the rest of the match as soon as your team takes the lead.
64-66YOUR CHOICE: You may select any 50 points of handicap rolls from any of the tables.

Using the Handicap Tables: Calculate the difference between the two team ratings.  That difference is the underdog’s Handicap Points.  They may spend the points on any of the above tables at the start of the match.  These rules replace the handicap system built into the Living Rule Book. No result may be rolled/chosen more than once; reroll any duplicates. If a roll has ABSOLUTELY NO EFFECT (i.e., VIRUS against a team with no Niggling Injuries, or BAD HABITS against a team with no Re-Rolls), that result may be ignored and rerolled for free.

A Note Concerning the Chaos Cup: To represent the "favor" of the Chaos Gods, the holder of the Chaos Cup makes an additional free roll on the Handicap Tables for each game they play. Roll a d6 to determine which table will be used as follows: 1-3 is "Good Karma", 4-5 is "Dirty Tricks & Random Events", and a 6 will be "Desperate Measures". Roll once on the table indicated to determine what "blessing" the Chaos Gods have bestowed upon their champions.

For Use in the Lubbock League: 1 October 2003
Updated: 23 July 2004