Welcome Coach!
a collection of tools free of charge to use in your blood bowl games
Choose one of the sections below and start your journey in 2020 Ruleset Nuffle's realm:
Game Sequence:
Pre-Match Actions:
STEP | DESCRIPTION |
---|---|
1. WEATHER | Each player rolls a D6, add results and check the Weather Table. |
2. FANS | Each player rolls a D3 and adds their Dedicated Fans. This is recorded as the Fan Factor (FF). Add together the Fan Factor of both teams to determine the Fan Attendance (FA) |
3. JOURNEYMAN | If a team cannot field 11 players for a league game, the team temporarily takes on a number of Journeyman players. |
4. INDUCEMENTS | Both coaches decide if they will purchase any Inducements for the game ahead, paid for from a team's Treasury, from 'Petty Cash', or both. |
5. PRAYERS TO NUFFLE | If one team now has a lower CTV than the other, it may be able to roll on the Prayers to Nuffle table once for every full 50k GP of difference in CTV. |
6. DETERMINE KICKING TEAM | A coin is flipped or dice are rolled (2d6 each, higher result wins) to determine which team will decide to Kick or Receive the Ball. |
Post-Match Actions:
STEP | DESCRIPTION |
---|---|
1. WINNINGS | Each team receives a fee for playing,(FA/2 + Team TD)*10k = Results |
2. UPDATE DEDICATED FANS | If your team won, Roll a D6. If result is equal to or higher than your current Dedicated Fans, increase your number of Dedicated Fans by 1. If your team lost, Roll a D6. If result is less than your current Dedicated Fans, decrease your number of Dedicated Fans by 1. If the game was a draw, neither team’s Dedicated Fans change. |
3. PLAYER ADVANCEMENT | Any players that have earned enough SPP may spend them on advancements, check Advancements Table. |
4. HIRING, FIRING AND TEMPORARILY RETIRING | New players and staff are recruited. Injured players may be dismissed or may temporarily retire. Any unwanted staff may be dismissed. |
5. EXPENSIVE MISTAKES | If you have 100,000 GP or more in your TREASURY, Roll a D6 and apply the result from the Expensive Mistakes Table. |
Useful Tables:
Casualty Table:
D16 | RESULT | EFFECT |
---|---|---|
1-6 | Badly Hurt | The player misses the rest of this game, but suffers no long term effect |
7-9 | Seriously Hurt | MNG |
10-12 | Serious Injury | NI (+1 per NI, on this table, for future rolls) and MNG |
13-14 | Lasting Injury | Characteristic reduction (1-2 -1AV, 3 -1MA, 4 -1PA, 5 -1AG, 6 -1ST) and MNG |
15-16 | DEAD | This player is far too dead to Play Blood Bowl! |
Throw Team-mate Table:
D6 test result (modified*) | Throw |
---|---|
natural 6 | SUPERB |
>= PA | SUPERB |
< PA, but >1 | SUCCESSFUL |
<= 1 | TERRIBLE |
natural 1 | FUMBLE |
Throw Quality | Landing | AG Modifier* |
---|---|---|
SUPERB | Scatter (D8,D8,D8) from landing square |
+0 |
SUCCESSFUL | Scatter (D8,D8,D8) from landing square |
-1 |
TERRIBLE | Deviate (D6+D8) from throwing square |
-2 |
THROW FUMBLE | Bounce (D8) from throwing square |
-1 |
KICK FUMBLE | kicked player is removed from pitch. Roll on injury table and treat "Stunned" as a "KO" |
Will a player with
PA and a modifier of
throw a Team-mate?
PA | D6 Roll | Mod. | Result | Throw Quality |
---|---|---|---|---|
6 | natural 6 | SUPERB | ||
5 | ||||
4 | ||||
3 | ||||
2 | ||||
1 | natural 1 | FUMBLE |
Passing Table:
D6 test result (modified*) | Throw | Landing |
---|---|---|
natural 6, >= PA | ACCURATE | Lands in target square |
< PA, but >1 | INACCURATE | Scatter (D8,D8,D8) from target square |
<= 1 | WILDLY INACCURATE | Deviate (D6+D8) from throwing square |
natural 1, PA = '-' | FUMBLED | Bounce (D8) from throwing square, Turnover |
Quick pass: 0, Short pass: -1, Long pass: -2, Long Bomb: -3. For each enemy tackle zone add an additional -1.
Throw Quality | AG Deflection Modifier |
---|---|
ACCURATE | -3 |
INACCURATE | -2 |
WILDLY INACCURATE | -1 |
Will a player with
PA and a modifier of
complete a Pass Action?
PA | D6 Roll | Mod. | Result | Pass Quality |
---|---|---|---|---|
6 | natural 6 | ACCURATE | ||
5 | ||||
4 | ||||
3 | ||||
2 | ||||
1 | natural 1 | FUMBLE |
Advancements Table:
Level | Random Primary | Choose Primary, Random Secondary |
Choose Secondary | Random Characteristic,Choosen Secondary* |
---|---|---|---|---|
1st | 3 SPP | 6 SPP | 12 SPP | 18 SPP |
2nd | 4 SPP | 8 SPP | 14 SPP | 20 SPP |
3rd | 6 SPP | 12 SPP | 18 SPP | 24 SPP |
4th | 8 SPP | 16 SPP | 22 SPP | 28 SPP |
5th | 10 SPP | 20 SPP | 26 SPP | 32 SPP |
6th | 15 SPP | 30 SPP | 40 SPP | 50 SPP |
*If a Characteristic is skipped you can choose a Secondary skill, but SPP are spent as for a Random Characteristic advancement.
Expensive Mistakes Table:
Treasury | Crisis Averted | Minor Incident | Major Incident | Catastrophe |
---|---|---|---|---|
100-195k GP | 2-6 | 1 | - | - |
200-295k GP | 3-6 | 1-2 | - | - |
300-395k GP | 4-6 | 2-3 | 1 | - |
400-495k GP | 5-6 | 3-4 | 1-2 | - |
500-595k GP | 6 | 4-5 | 2-3 | 1 |
600k+ GP | - | 5-6 | 3-4 | 1-2 |
- Crisis Averted: No effect.
- Minor Incident: You lose D3 x 10k GP from your TREASURY.
- Major Incident: Half the gold in your TREASURY (rounding down to the nearest 5k GP) is lost.
- Catastrophe: Your TREASURY is emptied, except for 2D6 x 10k GP.
Current Value Increase Table:
New Skills | Value Increase |
---|---|
Random Primary | +10k |
Choosen Primary | +20k |
Random Secondary | +20k |
Choosen Secondary | +40k |
+1 AV | +10k |
+1 MA or +1 PA | +20k |
+1 AG | +40k |
+1 ST | +80k |
Not ready to change ruleset yet?
If you are looking for BB16/CRP goodies check below:
Current Release Notes
REV 7.3 - 03 June 2024
- Update FaQ's "commentary May 2024" to errata version link.
- DB21 - added Spike 17 content (College of Shadwows)
- BB20 - Horatio X. Schottenheim, Master Mage cost updated, thank you guys for your feedback <3!