Cheat Sheet

2D6 WEATHER CONDITION
2 SWELTERING HEAT: The intense heat causes some players to faint! At the end of each Drive whilst this weather condition is in effect, one Coach rolls a D3 and each Coach randomly selects that many of their players that were on the pitch when the Drive ended. The selected players are placed in the Reserves Box and cannot be set up on the pitch for the next Drive.
3 VERY SUNNY: The glorious sunshine makes for a beautiful day, but plays havoc with the passing game! Whenever a player makes a Passing Ability Test, apply a -1 modifier to the roll.
4-10 PERFECT CONDITIONS: Not too hot, nor too cold. It's perfect weather for Blood Bowl! There is no additional effect.
11 POURING RAIN: The heavens have opened and the sudden downpour has left the players soaked and the ball rather slippery! Whenever a player attempts to pick up or Catch the ball, or Intercept a Pass Action, they suffer a -1 modifier to the roll.
12 BLIZZARD: The freezing conditions and swirling snow makes the footing treacherous and drastically impedes a player's vision. Whenever a player attempts to Rush, apply an additional -1 modifier to the roll. Additionally, when a player makes a Pass Action, they may only attempt to make a Quick Pass or Short Pass.
 
2D6 KICK-OFF EVENT
2 GET THE REF: Each team immediately receives one free Bribe Inducement. This Bribe must be used by the end of the game or it is lost.
3 TIME-OUT: If the kicking team's Turn Marker is on turn 6, 7 or 8 for the half, move both teams' Turn Marker back one space. Otherwise, move both teams' Turn Marker forwards one space.
4 SOLID DEFENCE: The Coach of the kicking team selects up to D3+3 Open players on their team. The selected players are removed from the pitch and set up again normally.
5 HIGH KICK: One Open player on the receiving team may immediately be placed in the square the ball is going to land in.
6 CHEERING FANS: Both Coaches roll a D6 and add their Cheerleaders. The first Block Action of the Coach with the higher roll receives an extra Offensive Assist. Ties mean both Coaches gain this benefit.
7 BRILLIANT COACHING: Both Coaches roll a D6 and add Assistant Coaches. The higher (or tied) Coach immediately gains a free Team Re-roll for the Drive.
8 CHANGING WEATHER: Immediately roll again on the Weather Table. If you roll Perfect Conditions, the ball scatters (3) before landing.
9 QUICK SNAP: The receiving Coach picks D3+3 Open players. They may each move 1 square in any direction, even into the opponent’s half.
10 CHARGE!: The kicking Coach selects D3+3 Open players to activate for free Move Actions. One may Blitz, one may Throw Team-mate, one may Kick Team-mate. If any fall over, the Charge ends.
11 DODGY SNACK: Both Coaches roll a D6. The lowest (or tied) Coach randomly selects a player and rolls. On 2+, they suffer –1 MA and –1 AV for the Drive. On 1, they go to Reserves for the Drive.
12 PITCH INVASION: Both Coaches roll a D6 and add Fan Factor. The lowest (or tied) Coach randomly selects D3 players who are Placed Prone and become Stunned.
 
2D6 INJURY TABLE 2D6 STUNTY INJURY
2-7 STUNNED: The player is immediately Stunned. 2-6 STUNNED: The player is immediately Stunned.
8-9 KNOCKED-OUT: Move to the dugout. 7-8 KNOCKED-OUT: Move to the dugout.
10-12 CASUALTY: Move to the Casualty box. Opponent makes a Casualty Roll. 9 BADLY HURT: No lasting effect, no Casualty Roll.
10-12 CASUALTY: Casualty Box. Opponent makes a Casualty Roll.
 
2D6 CASUALTY TABLE D6 LASTING INJURY  
1-8 BADLY HURT: No lasting effect. 1-2 HEAD INJURY –1 AV
9-10 SERIOUSLY HURT: Miss next game. 3 SMASHED KNEE –1 MA
11-12 SERIOUS INJURY: Niggling Injury + miss next game. 4 BROKEN ARM –1 PA
13-14 LASTING INJURY: Permanent injury. 5 DISLOCATED HIP –1 AG
15-16 DEAD: The player is dead! 6 BROKEN SHOULDER –1 ST
 
Throwing Range Table