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 Post subject: Subterranean Weather Table
 Post Posted: Tue Feb 07, 2017 1:53 pm 

Joined: Tue Jan 03, 2017 1:34 pm
Posts: 9
After Milo helpfully posted the Blitzmania kickoff table, I thought I'd add the subterranean weather table that comes with the new Skaven and Dwarf pitch, in case anyone hadn't seen it.

If both players agree, they can use this table in place of the Weather table in the Blood Bowl rulebook for the duration of the match. It is ideal for representing matches played underground, whether in a well-maintained Dwarf stadium or the haphazard deathtrap that is a Skaven pitch. Any rules that refer to the Weather table (for example, the Changing Weather result on the Kick-Off table) refer to this table if you're uing it.

2 - Bubbling Up From Below: The players are aghast as a 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 being above sewage pipes, it's definitely not pleasant. All players on the pitch subtract 1 from the MA, but can attempt to Go For It one more time when they move (three time, or four times if they have the Spring skill).

3 - Gloomy: The torches are in need of replacing, and the shadows are growing 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 Spring 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 cracks in the ground, followed by forceful gusts of rolling 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 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 1 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 the lowest picks one of their player 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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