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Y CUP TABLES

SPOOK
DARK OF NIGHT WEATHER KICKOFF EVENT TABLE
2D6 RESULT 2D6 RESULT
2 Thunderstorm: The rain lashes down 2 Hungry Fans: Both coaches roll a D6 and add their Dedicated Fans
furiously, and overhead a freak characteristic. The team that scored the lowest (or both teams in the
thunderstorm threatens to cause case of a tie) randomly selects one player in their dugout. Immediately
havoc on the pitch. Apply a -1 modifier make an Injury roll for that player.
every time a player makes an Agility 3 Chilling Howl: Both coaches roll a D6. The team that scored the lowest
test to catch or pick up the ball, or (or both teams in the case of a tie) randomly selects one of their players
attempts to interfere with a Pass. on the pitch. During each player’s next turn, that player is frozen by fear
Additionally, at the start of each team’s and may not move, perform any actions, and does not have a Tackle
turn, roll a D6. On a 1, randomly select Zone.
one player on the pitch from the active
4 Thrown Pumpkins: Each coach may randomly select two players from
team. This player is hit by lightning;
the opposing team and make an Armour roll for them. If the Armour roll is
make an Injury roll for this player. If this
successful, do not make an Injury roll; instead that player is automatically
causes a Casualty, it will always be
Stunned.
treated as a Badly Hurt result. This will
not cause a turnover, even if it hits a 5 High Kick: One Open player on the receiving team may be moved any
player with the ball. number of squares, regardless of their MA, and placed in the same
square the ball will land in.
3 Pouring Rain: A torrential downpour
leaves the players soaked and the ball 6 Cheering Fans: Both coaches roll a D6 and add the number of
very slippery! Apply a -1 modifier every cheerleaders on their Team Draft list. The coach with the highest total
time a player makes an Agility test to may immediately roll once on the Prayers to Nuffle table. In the case of a
catch or pick up the ball, or attempts tie, neither coach rolls on the Prayers to Nuffle table. Note that if you roll
to interfere with a Pass.A torrential a result that is currently in effect, you must re-roll it. However, if you roll a
downpour leaves the players soaked result that has been rolled previously but has since expired, there is no
and the ball very slippery! Apply a -1 need to re-roll it.
modifier every time a player makes an 7 Brilliant Coaching: Both coaches roll a D6 and add the number of
Agility test to catch or pick up the ball, Assistant Coaches on their Team Draft list. The coach with the highest
or attempts to interfere with a Pass. total gains one extra team re-roll for the drive ahead. If this team re-roll is
4-10 A Still Night: It may be dark and eerily not used before the end of this drive, it is lost. In the case of a tie, neither
quiet in Sylvania, but otherwise it is coach gains an extra team re-roll.
perfect Blood Bowl weather. 8 Changing Weather: Make a new roll on the Dark of Night Weather table
11 Thick Fog: Fog descends on the pitch, and apply that result. If the result is ‘A Still Night’ as a result of the roll,
making it hard to see past a certain the ball will scatter before landing.
point. Players making a Pass action 9 Quick Snap: D3+3 Open players on the receiving team may immediately
may not perform a Long pass or a move one square in any direction.
Long bomb. 10 Zombified Hand: Both coaches roll a D6. The team that scored the
12 Can’t see the Hand in Front of your lowest (or both teams in the case of a tie) randomly selects one of their
Face: The fog is so thick that it is all players on the pitch. That player has been grabbed by a zombified hand;
but impossible for a player to see until the end of the drive reduce that player’s MA by 1.
themselves, let alone their team-mates 11 Boo!: Both coaches roll a D6. The team that scored the lowest (or both
or opponents! Players may not make teams in the case of a tie) randomly selects one of their players on the
Pass actions. Additionally, a player may pitch. That player has been spooked by the sudden appearance of a
not declare a Blitz action against an ghost and is immediately Placed Prone.
opposing model that is more than 12 The Restless Dead: Both coaches immediately gain a Zombie Lineman
three squares away from it. for the duration of the drive. This Zombie Lineman can mean that teams
have more than 11 players on the pitch for this drive, and can be placed
anywhere in its team’s half, but not in either of the Wide Zones. At the end
of the drive, remove the Zombie Lineman from play.

Zombie Lineman MA ST AG PA AV SKILLS


4 3 4+ - 9+ Regeneration

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