Weather

Summer Weather

Both coaches roll 2d6 at the start of the match — and again whenever a Changing Weather kick-off result lands — to determine pitch conditions. Pick a category above to see the table.

2d6 result:
2

Sweltering Heat

Some players faint in the unbearable heat! D3 randomly selected players from each team that are on the pitch when a drive ends are placed in the Reserves box. They must miss the next drive.

Q: When the Sweltering Heat result is rolled on the Weather table, is a single D3 rolled to determine the number of players from each team affected, or do both coaches roll a separate D3?
A: A single D3 is rolled and the same result is applied to each team.
2d6 result:
3

Melting Astrogranite

It’s not just the players that are affected by the hot weather – even the pitch is melting! It might be the heat, or it might be the sticky footing, but the players are certainly struggling to move! The number of squares a player can attempt to Rush is reduced by one (to a minimum of one).

2d6 result:
4-10

Perfect Conditions (well, almost)

It’s still hot, but not as hot as it has been lately! A (tolerably) warm, dry and slightly overcast day provides perfect conditions for Blood Bowl.

2d6 result:
11

Blinding Rays

No cloud cover in the clear, blue skies and the relentless glare of the sun leaves the players squinting and shading their eyes. Apply a -1 modifier every time a player tests against their Passing Ability. Additionally, only Quick and Short pass actions can be performed.

2d6 result:
12

Monsoon

A sudden burst of torrential rain and high winds hits the pitch, making the ball slippery and erratic. Apply a -1 modifier every time a player makes an Agility test to catch or pick up the ball, or to attempt to interfere with a pass. Additionally, when the ball scatters, it moves from the square in which it was placed four times before landing, rather than the usual three.