Welcome Coach!

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

Game Sequence:

Pre-Match Actions:

STEPDESCRIPTION
1. THE 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)
2. THE WEATHEREach player rolls a D6, add results and check the Weather Table.
3. TAKE ON 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:
  • If one team has a lower CTV (including Journeymen), it will receive Petty Cash.
  • Higher CTV Team can spend GP from Treasury to purchase Inducements first.
  • Lower CTV Team gets petty cash equal to (CTV difference) + (GP spent by higher CTV team).
  • Lower CTV Team can spend petty cash, amount not spent is lost.
    They may also spend up to 50,000 GP from Treasury to top up their Petty Cash.
  • If both teams have the same CTV, neither team can spend gold from their Treasury.
5. 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 + 1 if no stalling in your team)*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 1up to 7.
If your team lost, Roll a D6. If result is less than your current Dedicated Fans, decrease your number of Dedicated Fans by 1 down to 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
1-8Badly HurtThe player suffers no long term effect.
9-10Seriously HurtMNG
11-12Serious 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
15-16DEADThe player is dead. Remove them from your team roster.

Advancements Table:

LevelRandom PrimaryChoose PrimaryChoose SecondaryRandom Characteristic, Choosen Secondary*
1st3 SPP6 SPP10 SPP14 SPP
2nd4 SPP8 SPP12 SPP16 SPP
3rd6 SPP12 SPP16 SPP20 SPP
4th8 SPP16 SPP20 SPP24 SPP
5th10 SPP20 SPP24 SPP28 SPP
6th15 SPP30 SPP34 SPP38 SPP
*If a Characteristic is skipped you can choose a Primary or 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

Earning Star Player Points:

ActionSppDescription
Completion1When a player makes an Accurate Pass that is successfully caught by a team-mate without the ball bouncing.
Throw Team-mate1+1When a player makes a Superb Throw and the thrown team-mate lands safely, the thrower gains 1 SPP. The thrown player also gains 1 SPP for landing safely.
Kick Team-mate trait is considered a Throw Team-mate action for SPP purposes.
Interception2When a player successfully Intercepts an opposition Pass Action, they gain 2 SPP.
Casualty2
(3*)
When a player causes a Casualty as a result of a Block Action, they gain 2 SPP. This applies even if both players are Knocked Down or if the Casualty is recovered. Casualties from Special Actions or Injury by the Crowd do not generate SPP.
*During League Play, teams with Brawlin' Brutes earn 3 SPP for Casualties instead of 2.
**Players with the Violent Innovator skill can earn SPP for Casualties caused by Special Actions.
***Players with the Arm Bar skill can earn SPP for Casualties caused when an opposing player Falls Over while attempting to Dodge, Leap, or Jump from their Tackle Zone.
Touchdown3
(2*)
When a player scores a Touchdown, they gain 3 SPP. If Touchdowns are awarded due to an opposing team Conceding, you may allocate the SPP to any players of your choice.
*During League Play, teams with a Brawlin' Brutes earn 2 SPP for Touchdowns instead of 3.
Most Valuable Player4At the end of each game, each Coach nominates six players and assigns them numbers 1-6, then rolls a D6 to determine the MVP. The MVP gains 4 SPP.

Current Value Increase Table:

New SkillsValue Increase
Primary+20k
Primary Elite+30k
Secondary+40k
Secondary Elite+50k
+1 AV+10k
+1 MA or +1 PA+20k
+1 AG+30k
+1 ST+60k
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!

Older Notes >