Blood Bowl Pre and Post-Match Play Sequence
Jan 5, 2017 21:53:32 GMT -5
Post by Southerncap on Jan 5, 2017 21:53:32 GMT -5
I plan on keeping a lot of my BB stuff at the shop for use and reference, but in case you need it, here are the pre and post-match rules...
Pre-Match Sequence:
1 - Flip/Roll/RockPaperScissors for the Kick - Winner decides if he wants to kick or receive first.
2 - Roll on the Weather Table - Each player rolls 1D6 and both dice are totaled.
2= Sweltering Heat. Roll 1D6 for each player on pitch at the end of a drive (end of half or TD scored). Players who roll 1's may not be set up for next kickoff.
3= Very Sunny. -1 Mod on all passing rolls.
4-10= Perfect Blood Bowl weather.
11= Rain. -1 Mod to all Catch, Intercept or Pickup rolls
12= Blizzard. Going for it rolls fail on 1 or 2. Passes can only be Quick or Short (range 1-2).
3 - Choose Inducements - Each team, starting with the team with the higher TV, can pay for inducements out of their treasury. The team with the lower TV gets additional gp equal to the difference between both teams' TV. This "free" money is lost if not spent.
Check out this Link for Inducement info. For this version, however, there is no wizard and special play cards cost 100k. Ignore the Halfing and Goblin modifiers.
4 - Draw Special Play cards face down (higher TV team first) at the following rates based on highest TV (same draws for both teams, just based on the higher team):
< 100k gp - Draw 2 Keep 1
100k-1.9mil - Draw 3 Keep 2
2mil-2.9mil - Draw 4 Keep 3
3mil+ - Draw 5 Keep 4
Each Special Play Cards Inducement adds 1 to both your Draw and Keep totals.
5 - Work out number of Fans and FAME - Roll 2D6 and add your Fan Factor. This total x 1000 equals how many fans you draw for the game.
FAME influences some rolls. If you have equal or less fans than your opponent, your FAME is 0. If you have more, it's +1; If you have double than your opponent, it's +2.
Play the match, score touchdowns, murder people. Remember to roll on the Kickoff Table (BB Rulebook p27) for each kickoff.
Record each of the following and to which player it happens to during a match:
- Completed pass to intended receiver gives passer 1 SPP
- Player who scores a TD gets 3 SPP
- Player who intercepts a pass gets 1 SPP
- Player who causes a roll on the injury table which results in a casualty gets 2 SPP. Fouls, crowd-inflicted, chainsaws, bombs, and stabs DO NOT count for this.
- In competitive league matches, each coach nominates 3 players at the end of the game for MVP. Roll D3 to decide the winner for each team, who then gets 5 SPP. If you concede you get no MVP, and your opponent gets 2.
Post-Match Sequence:
1 - Player Improvement Rolls - Add up earned SPP for each player, and if they move up to the next rank, they get to roll on the improvement table.
Ranks:
Rookie
Experienced - 6 SPP
Veteran - 16
Emerging Star - 31
Star - 51
Superstar - 76
Legend - 176
Improvement Table (2D6):
2-9 - New Skill
10 - New Skill or MA+1 or AV+1
11 - New Skill or AG+1
12 - New Skill or ST+1
If you roll a double on the 2D6, you can choose your skill from the Double column instead.
2 - Update your team stats - League Score, Team TD's, Casualties Inflicted (only if they earned SPPs, can't stabby-stabby your way to the top).
3 - Record FAME and Fortune - Roll D6, add FAME modifier, total x 10000 = gp earned for match. If you won or tied get additional 10k. Winners can choose to re-roll their D6, but must take the result.
Fan Factor Table:
Winner - Goes up by 1 if 3D6 is higher than current Fan Factor
Loser - Goes down by 1 if 2D6 is lower than current Fan Factor
Draw - Roll 2D6: Up 1 if higher than current, down 1 if lower than current.
4 - Hire (and Fire) new players, coaching staff, cheerleaders, apothecaries, etc. Fired staff or players gives no gold back. New re-rolls cost double your faction re-roll cost.
5 - Prep for next match - If you have at least 100kgp in your treasury, you have to roll on the expensive mistakes table (reference page 25 of death zone). If you can only field 10 or few players, you get free rookie players up to 11. They always come from your highest total allowed class (ie Linemen for humans), and they have the Loner skill. Finally, work out your new Team Value. Free players add to TV at the rookie cost level, even though they were free. You can choose to purchase them outright at the end of a later match, if you wish. They go away if you purchase other players bringing you up to, or close to, the 11 player minimum.
Hope this helps!
Edit- As a reminder, Friendlies matches modify the above in the following ways:
- No league points are earned for the match.
- No MVP prize is awarded, which means no "guaranteed" SPP for the match.
- D3 instead of D6 for match winnings.
Pre-Match Sequence:
1 - Flip/Roll/RockPaperScissors for the Kick - Winner decides if he wants to kick or receive first.
2 - Roll on the Weather Table - Each player rolls 1D6 and both dice are totaled.
2= Sweltering Heat. Roll 1D6 for each player on pitch at the end of a drive (end of half or TD scored). Players who roll 1's may not be set up for next kickoff.
3= Very Sunny. -1 Mod on all passing rolls.
4-10= Perfect Blood Bowl weather.
11= Rain. -1 Mod to all Catch, Intercept or Pickup rolls
12= Blizzard. Going for it rolls fail on 1 or 2. Passes can only be Quick or Short (range 1-2).
3 - Choose Inducements - Each team, starting with the team with the higher TV, can pay for inducements out of their treasury. The team with the lower TV gets additional gp equal to the difference between both teams' TV. This "free" money is lost if not spent.
Check out this Link for Inducement info. For this version, however, there is no wizard and special play cards cost 100k. Ignore the Halfing and Goblin modifiers.
4 - Draw Special Play cards face down (higher TV team first) at the following rates based on highest TV (same draws for both teams, just based on the higher team):
< 100k gp - Draw 2 Keep 1
100k-1.9mil - Draw 3 Keep 2
2mil-2.9mil - Draw 4 Keep 3
3mil+ - Draw 5 Keep 4
Each Special Play Cards Inducement adds 1 to both your Draw and Keep totals.
5 - Work out number of Fans and FAME - Roll 2D6 and add your Fan Factor. This total x 1000 equals how many fans you draw for the game.
FAME influences some rolls. If you have equal or less fans than your opponent, your FAME is 0. If you have more, it's +1; If you have double than your opponent, it's +2.
Play the match, score touchdowns, murder people. Remember to roll on the Kickoff Table (BB Rulebook p27) for each kickoff.
Record each of the following and to which player it happens to during a match:
- Completed pass to intended receiver gives passer 1 SPP
- Player who scores a TD gets 3 SPP
- Player who intercepts a pass gets 1 SPP
- Player who causes a roll on the injury table which results in a casualty gets 2 SPP. Fouls, crowd-inflicted, chainsaws, bombs, and stabs DO NOT count for this.
- In competitive league matches, each coach nominates 3 players at the end of the game for MVP. Roll D3 to decide the winner for each team, who then gets 5 SPP. If you concede you get no MVP, and your opponent gets 2.
Post-Match Sequence:
1 - Player Improvement Rolls - Add up earned SPP for each player, and if they move up to the next rank, they get to roll on the improvement table.
Ranks:
Rookie
Experienced - 6 SPP
Veteran - 16
Emerging Star - 31
Star - 51
Superstar - 76
Legend - 176
Improvement Table (2D6):
2-9 - New Skill
10 - New Skill or MA+1 or AV+1
11 - New Skill or AG+1
12 - New Skill or ST+1
If you roll a double on the 2D6, you can choose your skill from the Double column instead.
2 - Update your team stats - League Score, Team TD's, Casualties Inflicted (only if they earned SPPs, can't stabby-stabby your way to the top).
3 - Record FAME and Fortune - Roll D6, add FAME modifier, total x 10000 = gp earned for match. If you won or tied get additional 10k. Winners can choose to re-roll their D6, but must take the result.
Fan Factor Table:
Winner - Goes up by 1 if 3D6 is higher than current Fan Factor
Loser - Goes down by 1 if 2D6 is lower than current Fan Factor
Draw - Roll 2D6: Up 1 if higher than current, down 1 if lower than current.
4 - Hire (and Fire) new players, coaching staff, cheerleaders, apothecaries, etc. Fired staff or players gives no gold back. New re-rolls cost double your faction re-roll cost.
5 - Prep for next match - If you have at least 100kgp in your treasury, you have to roll on the expensive mistakes table (reference page 25 of death zone). If you can only field 10 or few players, you get free rookie players up to 11. They always come from your highest total allowed class (ie Linemen for humans), and they have the Loner skill. Finally, work out your new Team Value. Free players add to TV at the rookie cost level, even though they were free. You can choose to purchase them outright at the end of a later match, if you wish. They go away if you purchase other players bringing you up to, or close to, the 11 player minimum.
Hope this helps!
Edit- As a reminder, Friendlies matches modify the above in the following ways:
- No league points are earned for the match.
- No MVP prize is awarded, which means no "guaranteed" SPP for the match.
- D3 instead of D6 for match winnings.