Welcome Coach!
a collection of tools free of charge to use in your blood bowl games
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 | To work out how much petty cash a team will receive, follow the steps below in order:
|
| 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 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 |
| Throw Quality | AG Deflection Modifier |
|---|---|
| ACCURATE | -3 |
| INACCURATE | -2 |
| WILDLY INACCURATE | -1 |
Will a player with
PA and 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 |
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 |
Current Release Notes
REV 8.2 - 11 May 2026
- BB25 - added High Elfs team
- BB25 - Fixed Grim Ironjaw stats