Blitzmania Kickoff Table
Posted: Mon Feb 06, 2017 9:38 am
I've screenshotted the various options on the Blitzmania Kickoff Table and present them here to you in tabular format, in case you want to use them WITHOUT the My Dugout app.
2 - UM... WHERE'S THE REF: Both teams are lined up, waiting for the whistle to blow, when they realise that the Ref's nowhere to be seen! Looks like it's time for some Blitzmania-style anarchy. For the duration of this drive, any number of players can make a Foul action each turn. In addition, players cannot be sent of for Fouling, using Secret Weapons, or anything else.
3 - BREAKING SCANDAL: A wave of excited conversation ripples through the crowd... a fresh scandal has come to light, and the new vendors outside the stadium have got all the juicy gossip! Each player rolls a D3 and reduces their FAME by that much for the rest of the match, as fans stampede out of the stadium - and yes, FAME can go into negative figures. In addition, each player rolls a D6 for each of their players that is within 2 squares of the sidelines. On a roll of 1 or 2, they are Knocked Down by errant fans.
4 - BOLSTER THE LINE: From the Dugout, the offence looks pretty weak -- and the benched players decide to do something about it! The receiving player rolls a D6 for each player in their Reserves box. On a result of 4, 5 or 6, that player can be set up in their team's End Zone.
5 - ROGUE BALL: One of the fans has not only brought their replica Blood Bowl ball to the game, they've decided to fling it onto the pitch just as the real ball's in the air! The kicking team's coach places a second ball anywhere in the receiving team's half -- this will scatter in the same way as the first ball, once the first ball's scatter has been resolved. Players may not pick-up, catch or intercept a ball if they are already carrying one. A ball bouncing into the square with the other ball will bounce again. After each player has had one turn, pick one ball at random; that ball (revealed as the replica) bursts, and is removed from play.
6 - BLOODTHIRSTY FANS: Goaded on by the screaming fans, one player snaps and starts the violence a moment early! Each coach rolls a D3 and adds their FAME and the number of cheerleaders on their team to the score. A random player on the team with the highest score is driven to an act of bloodlust, and can immediately make a Blitz action.
7 - CHANGING WEATHER: As per the standard Kickoff table.
8 - QUESTIONABLE COACHING: Each coach rolls a D3 and adds their FAME (see page 18 of the Blood Bowl rule book) and the number of assistant coaches on their team to the score. The coach of the team with the lowest total has upset one of the players with a last-minute call, and they head back to the Dugout to set things straight -- missing the drive in the process! One randomly determine player from that team that is on the pitch is placed in the Reserves box.
9 - VIOLENT OUTBURST: The defense has been worked into a frenzy before lining up for the kick-off. Every player on the receiving team that is adjacent to one (and only one) enemy player can immediately make a bonus Block action. Team re-rolls cannot be made during these actions, and if a player on the receiving team is Knocked Down, the bonus actions come to an end and no more Blocks can be thrown.
10 - SNEAKY SPRINT: One player on the defense makes use of a distraction in the crowd to dash into the other team's half. A random player on the kicking team who is not on the line of scrimmage, and is not in an enemy player's tackle zone is removed from play. The kicking team's coach can then set them up anywhere in the receiving team's half, in a square that does not contain another player or the ball; they then move D6 squares in a random direction (determined using the scatter template) stopping before they would move into an occupied square or the square containing the ball.
11 - PELTED BY THE CROWD: A recent scandal has cast one of the teams in a poor light, and the fans have decided that this is the moment to show their disapproval. Each coach rolls a D6 and adds their FAME (see page 18 of the Blood Bowl rule book) to the roll. The team that rolls lower is pelted by rotten vegetables, promotional merchandise and smaller members of the crowd. Roll a D6 for each player on the team; on a roll of 1, they are Placed Prone.
12 - BIG MONEY IN THE HOUSE: Some of Blitzmania's most lucrative sponsors have turned up to watch the drive, encouraging the players to give it their absolute best. Roll a D6 -- each team gains that many bonus team re-rolls (up to a maximum of 8 ). In addition, during this drive, teams can use more than one team re'roll in a turn (a roll can still never be re-rolled more than once). Any of these bonus re-rolls that have not been used by the end of the drive are lost.
2 - UM... WHERE'S THE REF: Both teams are lined up, waiting for the whistle to blow, when they realise that the Ref's nowhere to be seen! Looks like it's time for some Blitzmania-style anarchy. For the duration of this drive, any number of players can make a Foul action each turn. In addition, players cannot be sent of for Fouling, using Secret Weapons, or anything else.
3 - BREAKING SCANDAL: A wave of excited conversation ripples through the crowd... a fresh scandal has come to light, and the new vendors outside the stadium have got all the juicy gossip! Each player rolls a D3 and reduces their FAME by that much for the rest of the match, as fans stampede out of the stadium - and yes, FAME can go into negative figures. In addition, each player rolls a D6 for each of their players that is within 2 squares of the sidelines. On a roll of 1 or 2, they are Knocked Down by errant fans.
4 - BOLSTER THE LINE: From the Dugout, the offence looks pretty weak -- and the benched players decide to do something about it! The receiving player rolls a D6 for each player in their Reserves box. On a result of 4, 5 or 6, that player can be set up in their team's End Zone.
5 - ROGUE BALL: One of the fans has not only brought their replica Blood Bowl ball to the game, they've decided to fling it onto the pitch just as the real ball's in the air! The kicking team's coach places a second ball anywhere in the receiving team's half -- this will scatter in the same way as the first ball, once the first ball's scatter has been resolved. Players may not pick-up, catch or intercept a ball if they are already carrying one. A ball bouncing into the square with the other ball will bounce again. After each player has had one turn, pick one ball at random; that ball (revealed as the replica) bursts, and is removed from play.
6 - BLOODTHIRSTY FANS: Goaded on by the screaming fans, one player snaps and starts the violence a moment early! Each coach rolls a D3 and adds their FAME and the number of cheerleaders on their team to the score. A random player on the team with the highest score is driven to an act of bloodlust, and can immediately make a Blitz action.
7 - CHANGING WEATHER: As per the standard Kickoff table.
8 - QUESTIONABLE COACHING: Each coach rolls a D3 and adds their FAME (see page 18 of the Blood Bowl rule book) and the number of assistant coaches on their team to the score. The coach of the team with the lowest total has upset one of the players with a last-minute call, and they head back to the Dugout to set things straight -- missing the drive in the process! One randomly determine player from that team that is on the pitch is placed in the Reserves box.
9 - VIOLENT OUTBURST: The defense has been worked into a frenzy before lining up for the kick-off. Every player on the receiving team that is adjacent to one (and only one) enemy player can immediately make a bonus Block action. Team re-rolls cannot be made during these actions, and if a player on the receiving team is Knocked Down, the bonus actions come to an end and no more Blocks can be thrown.
10 - SNEAKY SPRINT: One player on the defense makes use of a distraction in the crowd to dash into the other team's half. A random player on the kicking team who is not on the line of scrimmage, and is not in an enemy player's tackle zone is removed from play. The kicking team's coach can then set them up anywhere in the receiving team's half, in a square that does not contain another player or the ball; they then move D6 squares in a random direction (determined using the scatter template) stopping before they would move into an occupied square or the square containing the ball.
11 - PELTED BY THE CROWD: A recent scandal has cast one of the teams in a poor light, and the fans have decided that this is the moment to show their disapproval. Each coach rolls a D6 and adds their FAME (see page 18 of the Blood Bowl rule book) to the roll. The team that rolls lower is pelted by rotten vegetables, promotional merchandise and smaller members of the crowd. Roll a D6 for each player on the team; on a roll of 1, they are Placed Prone.
12 - BIG MONEY IN THE HOUSE: Some of Blitzmania's most lucrative sponsors have turned up to watch the drive, encouraging the players to give it their absolute best. Roll a D6 -- each team gains that many bonus team re-rolls (up to a maximum of 8 ). In addition, during this drive, teams can use more than one team re'roll in a turn (a roll can still never be re-rolled more than once). Any of these bonus re-rolls that have not been used by the end of the drive are lost.