League Match Sequence:
Pre-Match Sequence:
1 - Hire Freebooters
2 - Roll on Weather Table
3 - Work out the Gate
4 - Work out Handicap
5 - Take Special Play Cards
6 - Roll for Niggling Injuries (1D6, on a 1 the player must miss the match)
Post-Match Sequence:
1 - Work out each team's winnings
2 - Allocate Star Player Points
3 - Roll on the Fan Factor table
4 - Make any purchases
5 - Work out new Team Rating

In game tables

Weather (2D6)
2 - Sweltering Heat: It's very hot and extremely humid. You must roll a D6 for each player on the pitch for heat exhaustion after a touchdown is scored. On a roll of 1 the player collapses and must miss the next drive.
3 - Very Sunny: A glorious day, but the blinding sunshine causes a -1 modifier on all attempts to pass the ball.
4-10 - Nice: Perfect Blood Bowl weather.
11 - Pouring Rain: It's raining, making the ball slippery and difficult to hold. This causes a -1 modifier on all attempts to catch the ball, including picking it up and handing it off.
12 - Blizzard: It's cold and snowing! The ice on the pitch means that any player attempting to move an extra square will slip and fall on a roll of 1-2, while the snow means taht only quick or short passes can be attempted.

The Gate
Tournament Semi-Final +1 per dice
Tournament Final +2 per dice
The Gate = (One dice per Fan Factor + modifiers) x 1,000

Handicap Table
Difference in team Ratings Bonus Cards Bonus MVP's
0-10
0
0
11-20
1
0
21-30
1
1
31-50
2
1
51-75
2
2
76-100
3
2
100+
3
3

 

Special Play Cards
D6 Roll Number of Special Play Cards
1
1
2-5
2
6
3

 

 

Match Winnings Table
The Gate 1-99 100-125 126-150 151-175 176-200 201-225 226-250 251-275 276-300 301+
0-20,000
+1
+0
-1
-2
-3
-4
-5
-6
-7
-8
20,001-40,000
+2
+1
+0
-1
-2
-3
-4
-5
-6
-7
40,001-60,000
+3
+2
+1
+0
-1
-2
-3
-4
-5
-6
60,001-80,000
+4
+3
+2
+1
+0
-1
-2
-3
-4
-5
80,001-100,000
+5
+4
+3
+2
+1
+0
-1
-2
-3
-4
100,001-120,000
+6
+5
+4
+3
+2
+1
+0
-1
-2
-3
120,001-140,000
+7
+6
+5
+4
+3
+2
+1
+0
-1
-2
140,001-160,000
+8
+7
+6
+5
+4
+3
+2
+1
+0
-1
160,001+
+9
+8
+7
+6
+5
+4
+3
+2
+1
+0
Won Match: +1
Match Winnings = (dice roll + modifiers) x 10,000.
Negative Winnings just means the team doesn't make any money that game, no money is removed from the team's treasury.

Star Player Points
1spp Completion: Player throwing an accurate pass that is caught by another player of the same team.
3spp Touchdown: Player who scores a touchdown
2spp Interception: Player who successfully makes an Interception
2spp Casulty: Player who kills, serious injures or badly hurts an opposing player while blocking or being blocked
5spp Most Valuable Player: Randomly picked player at end of game (can be awarded post humously so include all players who started in the match when rolling for MVP)

Big Guys require DOUBLE the SPPs to gain title/star player rolls.

SPP's Title Star Player Rolls
0-5
Rookie
None
5-10
Experienced
One
11-25
Veteran
Two
26-50
Star Player
Three
51-100
Star Player
Four
101-150
Star Player
Five
151-250
Star Player
Six
251+
Star Player
Seven
Star Player Roll Table
2D6 Results
2-9 New Skill.
10 Increase the player's MA by 1 point or new skill
11 Increase the player's AG by 1 point or new skill
12 Increase the player's ST by 1 point or new skill

 

Fan Factor Table
D6 Result
1 or less Fan Factor goes down 1 point
2-5 Fan Factor stays the same
6 or more fan Factor goes up 1 point
Won the Match: +1
Lost the Match: -1
Team score 2+ TDs: +1
Team inflicted 2+ Casulties: +1
Tournament Semi-Final: +1
Tournament Final: +2
For every 10 points of Fan Factor team already has (round down): -1
Unmodified 1 & 6 count as 1 & 6

Team Ratings:
For every 10,000 gold pieces a team is worth, it receives 1 team rating point. Include all players, coaches & staff, treasury, re-rolls, fan factor, etc.
For every 5 Star Player points on a team, it received 1 team rating point rounded down. Include points for players who have to miss the next match.

Injury Table
2D6 Result
2-7 Stunned - Leave the player on the field, but turn them face down. All they may do for their next action is turn face up. Once face up, they may stand up on any subsequent turn using the normal rules.
8-9 KO'd - Take the player off the field and place them in the Dugout in the KO'd Players box. At the next kick-off, before you set up any players, roll for each of your players that have been KO'd. On a roll of 1-3 they must remain in the KO'd box and may not be used. On a roll of 4-6 you may return the player to the Reserves box and can use them as normal from now on.
10-12 Casulty - Roll a D6 on the Casulty table
Casulty Table
D6 Result
1-3 Badly Hurt- Take the player off the field and place them in the Dugout in the Dead & Injured Players box. The player must miss the rest of the game.
4-5 Serious injury - Take the player off the field and place them in the Dugout in the Dead & Injured Players box. The player must miss the rest of the game. Roll on the Serious Injuries table.
6 Dead! - Take the player off the field and place them in the Dugout in the Dead & Injured Players box. The player won't be playing Blood Bowl any more unles he joins an Undead team...
Serious Injury Table
D66 Result Effect
11-13 Concussion Miss next game.
14-16 Broken Ribs Miss next game.
21-23 Groin Strain Miss next game.
24-26 Gouged Eye Miss next game.
31-33 Broken Jaw Miss next game.
34-36 Fractured Arm Miss next game.
41-43 Fractured Leg Miss next game.
44-46 Smashed Hand Miss next game.
51-52 Damaged Back Niggling Injury.
53-54 Smashed Knee Niggling Injury.
55-56 Pinched Nerve Niggling Injury.
61 Smashed Hip -1 MA.
62 Smashed Ankle -1 MA.
63 Smashed Collar Bone -1 ST.
64 Broken Neck -1 AG.
65 Serious Concussion -1 AV.
66 Fractured Skull -1 AV.
Miss Next Game - Write an M in the injuries box on the team roster, and rub it out at the end of the next match.
Niggling Injury - Miss next game as above. In addition, write an N in the injuries box on the team roster. Before each match you must roll one dice per Niggling Injury the player has suffered. On a roll of 1 the player must miss the match.
-1 MA, ST, AG, AV - Miss next game as aboove. In addition, record the characteristic change on the team roster. However, no characteristic may be reduced by more than 2 points, any injuries that could reduce it further are ignored.

 

 

Kick Off
2D6 Result
2 Riot: The riot holds the game up, and adds 1D6 turns to the number so far elapsed in this half for each team. If this takes the number of turns to 8 or more for both teams, then the half ends.
3 Get the Ref!: Each coach rolls 2D6 and adds their team's fan factor to the score; the high scorer's fans decide the ref has been bought and exact vengeance! His replacement is so intimidated that for the rest of the half he will not award penalties against the team if he spots them making a foul. If the score is tied, both teams' fans get the ref and the replacement will not award penalties against either team!
4 Perfect Defence: The kicking team's coach may reorganise his players - in other words he can set them up again. The receiving team must remain in the set-up chosen by their coach.
5 Cheering Fans: Each coach rolls a D6 and adds their fan factor and the number of Cheerleaders in their team to the score. The side with the highest score gets a bonus re-roll this half. Re-roll any ties.
6 Bad Kick: The ball scatters 2D6 squares on the kick off instead of only 1D6 squares.
7 Weather: The weather seems to be changing. Make a new roll on the Weather Table and apply the new result for the rest of the match or until you roll this result again.
8 Quick Snap: The offence start their drive a fraction before the defence are ready, catching the kicking team flat-footed. All of the players on the receiving team are allowed to move one square. This is a free move and may be made into any adjacent empty square, ignoring tackle zones. It may be used to enter the opposing half of the pitch.
9 Brilliant Coaching: Each coach rolls a D6 and adds the number of coaches in their team to the score (count both head and assistant coaches). The side with the highest score gets a bonus re-roll this half. Re-roll any ties.
10 Blitz!!: The kicking team gets a bonus team turn and may move before the receiving team. The bonus turn does not count against the kicking team's turn limit for the half, so their coach does not have to move the turn along a space, and he cannot be called for illegal procedure.
11 Throw a Rock: Each coach rolls 2D6 and adds their team's fan factor to the score; the high scorer's fans are the ones that thre the rock. Decide randomly which player in the other team was hit (players in the dugout are elegible) and roll for the effects of the injury straight away (no armour roll is required).
12 Pitch Invasion: Each coach rolls 2D6 and adds their side's fan factor to the score. Highest score wins, injuring 1D6 randomly selected players on the losing team. Roll for the effects of the injuries straight away (no armour roll is required).

 

Agility Table
Player's Agility
1
2
3
4
5
6
D6 Roll Required
6+
5+
4+
3+
2+
1+

Catching Modifiers:
Catching an accurate pass: +1
Catching a scattered pass, bouncing ball or throw-in: +0
Per enemy tackle zone on the player catching the ball: -1
Dodging Modifiers:
Making a Dodge roll: +1
Per enemy tackle zone on the square that the player is dodging to: -1
Landing Modifiers:
Attempting to land after an accurate throw: +0
Attempting to land after a scattered throw: -1
Per enemy tackle zone on the square the player is thrown to: -1
Passing Modifiers:
Throwing a Quick Pass: +1
Throwing a Short Pass: +0
Throwing a Long Pass: -1
Throwing a Long Bomb: -2
Per enemy tackle zone on the player throwing the ball: -1
Interception Modifiers:
Attempting an interception: -2
Per enemy tackle zone on the player intercepting the ball: -1
Pick Up Modifiers:
Picking up the ball: +1
Per enemy tackle zone on the player picking up the ball: -1

 

Blocking
Player's Strengths Roll:
Both players equal strength One block dice
One player stronger Two block dice*
One player more than twice as strong Three block dice*

*The coach of the stronger player picks which block dice is used.

Skull - Attacker Down: The attacking player is knocked down
Skull/Spark- Both Down: Both players are knocked down, unless one or both of the players involved has the Block skill. If one player has the Block skill then he is not knocked over by the result, though his opponent will still go down. If both the players have the Block skill then neither player is knocked down.
Arrow - Push Back: The defending player is pushed back one square. The attacking player may follow up the defender.
Spark - Defender Down: The defending player is pushed back and knocked down in the square they are moved to. The attacking player may follow up the defender.
Spark/Exclamation - Defender maybe Down: The defender is pushed back and knocked over unless they have the Dodge skill. If they do have the Dodge skill then they are only pushed back. The attacking player may follow up the defender.

Musician Kick Off
2D6 Result
2 The Musicians performance is absolutely terrible. It is so bad that it even puts the team off their game. The enraged Coach sacks the head Musician. Lose one re-roll for this half and lose one Musician from your staff.
3-4 The crowd are totally unimpressed by this performance. They attack the Musicians killing one in the process. Lose one Musician from your staff.
5-9 An enjoyable little tune is performed, no noticeable effect on the game.
10-11 The Musicians strike up a crowd favourite which drives their enthusiasm for the game even higher. Add one to your Fan Factor for the duration of the half.
12+ This is one of the greatest musical shows seen at a Blood Bowl game, even the team are feeling the effects of this fantastic performance. Add one re-roll for this half.
+1 per Musician on the staff (maximum +3)
A roll of 2 is always a result no matter what modifiers are applied - the music really is that bad.