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So as my first blood bowl team got delivered and I unpacked the Skaven pitch I noticed that there were some optional alternate weather effects for underground pitches (skaven and dwarves). Now these look terrible for competetive matches but they sound awefully fun for a casual game. What do you guys think and do the other pitches come with their own weather rules too like the goblin or elf pitch?


The underground weather table:


2) Bubbling up from Below: The players are aghast as viscous liquid begins to seep up through cracks in the floor. Whether this is a natural phenomenon, the result of sabotage or a dire warning that stadiums have no place being built above sewage pipes, it's definitely not pleasant. All players on the pitch subtract 1 from their MA, but can attempt to Go For It one more time when they move (three times, or four times if they have the Sprint skill).

3) Gloomy: The torches are in need of replacing, and the shadows are glowing long. Long Passes and Long Bombs have an extra -1 modifier (making them -2 and -3 respectively). In addition, players attempting to Go For It for a second time during an Action (or a third time, if they have the Sprint skill) will trip and be Knocked Down on a roll of 1 or 2 instead of just on a roll of a 1.

4-10) Nice Enough: You might be missing the light of the sun, but the conditions are as good as you could hope for. This counts as a 'Nice' result for the purposes of the Changing Weather result on the Kick-off table.

11) Thermal Geysers: Vapour begins to whistle up from the cracks in the ground, followed by forceful gouts of roiling steam. If a player on your team is Knocked Down (not just placed Prone), roll a D6. On a roll of 1, they crack open a thermal geyser and are shot into the air. Scatter them D3 squares in a random direction (ignoring any squares they pass through). If they land in an occupied square, move them one more space in the direction of the scatter until they land in an unoccupied square or leave the pitch. When making the Injury roll for a player who has been shot into the air, add 2 to the result.

12) Seismic Activity: Uh oh... was that a tremor? Roll a D6 at the end of each turn, adding 1 to the result for each player on the pitch with a Strength of 5 or more. If the result is 6 or more, rocks tumble down from up above. Each coach rolls a D6. The one who scores lowest picks one of their players at random; that player is Knocked Down by a falling rock and the other coach makes an Injury roll for them. If both coaches roll the same, a random player on each team is struck by a falling rock!

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  • 1 month later...

#2 seems fine.


#3 is interesting because I would expect catching to be harder in gloomy conditions than throwing.


-1 to catching long passes/bombs and any intercepts. Sprint change is reasonable.


#11/12 are bonkers. Imagine 12 during an ogre or khemri game.

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