Welcome Coach!

a collection of tools free of charge to use in your blood bowl games

Game Sequence:

Pre-Match Actions:

STEPDESCRIPTION
1. WEATHEREach player rolls a D6, add results and check the Weather Table.
2. FANSEach 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. JOURNEYMANIf a team cannot field 11 players for a league game, the team temporarily takes on a number of Journeyman players.
4. INDUCEMENTSTo work out how much petty cash a team will receive, follow the steps below in order:
  • Higher CTV Team can spend extra GP to purchase Inducements.
  • Lower CTV Team gets petty cash equal to (high CTV+GP spent)-low CTV.
  • Lower CTV Team can spend petty cash, amount not spent is lost.
    No extra GP from their Treasury is allowed.
5. PRAYERS TO NUFFLEIf 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 TEAMA 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:

STEPDESCRIPTION
1. WINNINGSEach 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 ADVANCEMENTAny players that have earned enough SPP may spend them on advancements, check Advancements Table.
4. HIRING, FIRING AND TEMPORARILY RETIRINGNew players and staff are recruited. Injured players may be dismissed or may temporarily retire. Any unwanted staff may be dismissed.
5. EXPENSIVE MISTAKESIf 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:

D16RESULTEFFECT
1-6Badly HurtThe player misses the rest of this game, but suffers no long term effect
7-9Seriously HurtMNG
10-12Serious InjuryNI (+1 per NI, on this table, for future rolls) and MNG
13-14Lasting InjuryCharacteristic reduction (1-2 -1AV, 3 -1MA, 4 -1PA, 5 -1AG, 6 -1ST) and MNG
15-16DEADThis player is far too dead to Play Blood Bowl!

Throw Team-mate Table:

D6 test result (modified*)Throw
natural 6SUPERB
>= PASUPERB
< PA, but >1SUCCESSFUL
<= 1TERRIBLE
natural 1FUMBLE
Throw QualityLandingAG Modifier*
SUPERBScatter (D8,D8,D8)
from landing square
+0
SUCCESSFULScatter (D8,D8,D8)
from landing square
-1
TERRIBLEDeviate (D6+D8)
from throwing square
-2
THROW FUMBLEBounce (D8)
from throwing square
-1
KICK FUMBLEkicked 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?

PAD6 RollMod.ResultThrow Quality
6natural 6SUPERB
5
4
3
2
1natural 1FUMBLE

Passing Table:

D6 test result (modified*)ThrowLanding
natural 6, >= PAACCURATELands
in target square
< PA, but >1INACCURATEScatter (D8,D8,D8)
from target square
<= 1WILDLY INACCURATEDeviate (D6+D8)
from throwing square
natural 1, PA = '-'FUMBLEDBounce (D8)
from throwing square,
Turnover
Throw QualityAG Deflection Modifier
ACCURATE-3
INACCURATE-2
WILDLY INACCURATE-1

Will a player with

PA and modifier of

complete a Pass Action?

PAD6 RollMod.ResultPass Quality
6natural 6ACCURATE
5
4
3
2
1natural 1FUMBLE

Advancements Table:

LevelRandom PrimaryChoose Primary, Random SecondaryChoose SecondaryRandom Characteristic, Choosen Secondary*
1st3 SPP6 SPP12 SPP18 SPP
2nd4 SPP8 SPP14 SPP20 SPP
3rd6 SPP12 SPP18 SPP24 SPP
4th8 SPP16 SPP22 SPP28 SPP
5th10 SPP20 SPP26 SPP32 SPP
6th15 SPP30 SPP40 SPP50 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:

TreasuryCrisis AvertedMinor IncidentMajor IncidentCatastrophe
100-195k GP2-61--
200-295k GP3-61-2--
300-395k GP4-62-31-
400-495k GP5-63-41-2-
500-595k GP64-52-31
600k+ GP-5-63-41-2

Current Value Increase Table:

New SkillsValue 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

Older Notes >