Welcome Coach!
a collection of tools free of charge to use in your blood bowl games
Game Sequence:
Pre-Match Actions:
| STEP | DESCRIPTION |
|---|---|
| 1. THE 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) |
| 2. THE WEATHER | Each player rolls a D6, add results and check the Weather Table. |
| 3. TAKE ON 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. 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 + 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 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 |
|---|---|---|
| 1-8 | Badly Hurt | The player suffers no long term effect. |
| 9-10 | Seriously Hurt | MNG |
| 11-12 | 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 | The player is dead. Remove them from your team roster. |
Advancements Table:
| Level | Random Primary | Choose Primary | Choose Secondary | Random Characteristic, Choosen Secondary* |
|---|---|---|---|---|
| 1st | 3 SPP | 6 SPP | 10 SPP | 14 SPP |
| 2nd | 4 SPP | 8 SPP | 12 SPP | 16 SPP |
| 3rd | 6 SPP | 12 SPP | 16 SPP | 20 SPP |
| 4th | 8 SPP | 16 SPP | 20 SPP | 24 SPP |
| 5th | 10 SPP | 20 SPP | 24 SPP | 28 SPP |
| 6th | 15 SPP | 30 SPP | 34 SPP | 38 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:
| 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 |
Earning Star Player Points:
| Action | Spp | Description |
|---|---|---|
| Completion | 1 | When a player makes an Accurate Pass that is successfully caught by a team-mate without the ball bouncing. |
| Throw Team-mate | 1+1 | When 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. |
| Interception | 2 | When a player successfully Intercepts an opposition Pass Action, they gain 2 SPP. |
| Casualty | 2 (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. |
| Touchdown | 3 (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 Player | 4 | At 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 Skills | Value 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!