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1 BLOOD BOWL TABLETOP REFERENCE CARDS AGILTY TABLES WEATHER 2 Sweltering Heat: Roll D6 for each player on pitch at end of drive. On a 1 player may not be setup for next drive. 3 Very Sunny: -1 modifier on all passing rolls Nice: Perfect Blood Bowl weather. 11 Pouring Rain: -1 modifier to all catch, intercept or pick-up rolls. 12 Blizzard: Players attempting a GFI gets Knocked Down on a 1-2. Only Quick or Short passes can be attempted. KICK OFF 2 Get The Ref: Each team gets 1 Bribe for the game. 3 Riot: If receiving team on T7 for half, both teams move turn marker back one space. If receiving team has not taken turn this half then both team move turn markers forward one space. Otherwise roll D Both forward one, 4-6 Both back one. 4 Perfect Defence: Kicking team may reorganise players 5 High Kick: Player not in TZ may be moved to square where ball will land. 6 Cheering Fans: D3 + FAME + Cheerleaders. Highest or equal get extra reroll for half. 7 Changing Weather: Make new weather roll. If Nice then 1 extra scatter. By HairyPete77 8 Brilliant Coaching: D3 + FAME + Assistant Coaches. Highest or equal get extra reroll for half. Some elements taken from LRB6/CRP Ickle BookV 1.6 compiled by OutcastTex, based on LRB5 Ickle Book by Dave Ravage McHale. Clarifications from thenaf.net 9 Quick snap!: All players on receiving team may move Blitz!: Kicking team gets free turn. Players in TZ may not perform Action. May use rerolls. 11 Throw a Rock: D6 + FAME. Highest or equal throws rock. Randomly decide player and roll on Injury table. Deck Version Pitch Invasion: D6 + FAME for each player on pitch. Modified 6 or more is Stunned (Ball & Chain are KO d). Roll of 1 will always have no effect. AMAZON CHAOS CHAOS DWARF CHAOS PACT Linewomen Dodge Beastmen Horns Hobgoblins None Marauders None Throwers Dodge, Pass Catchers Dodge, Catch Blitzers Dodge, Block Chaos Warriors None Minotaur Loner, Frenzy, Horns, Mighty Blow,, Wild Animal Horns: +1 to ST for any block(s) made during a Blitz Action. Chaos Dwarf Blockers Block, Tackle, Bull Centaurs Sprint, Sure Feet, Minotaur Loner, Frenzy, Horns, Mighty Blow,, Wild Animal Horns: +1 to ST for any block(s) made during a Blitz Action. Goblin Ren Animosity, Dodge, Right Stuff, Skaven Ren Animosity Dark Elf Ren Animosity Chaos Troll Loner, Always Blow, Really Stupid, Throw Team-mate Chaos Ogre Loner, Bone-head, Mighty Blow, Thick Skull, Throw Teammate Chaos Minotaur Loner, Frenzy, Horns, Mighty Blow,, Wild Animal Animosity: Roll D6 at end on Action when attempting Pass or Hand-off to player of different race. 2+ carried out as normal. On a 1 the player may change target to one of same race, no more movement allowed, so Action may be lost.

2 DARK ELF DWARF ELF GOBLIN Linemen None Runners Dump-Off Assassins Shadowing, Stab Blitzers Block Witch Elves Frenzy, Dodge, Jump Up Dump Off: Can make Quick Pass when opponent declares block/blitz. Normal throwing rules apply then perform block. No turnover, whatever result. Only first block on Frenzy blocks and not with Bombardier or. Shadowing: Use skill when player performing an Action on opposing team moves out of his TZs for any reason. Opposing coach rolls 2D6 adding difference in player s MA. If 7 or less, player with Shadowing may move into vacated square. May make any number of shadowing moves per turn. Only one player may shadow an opponent. Stab: Stab instead of making block. Make unmodified Armour roll (except for Stakes) for victim. If score beats AV then make injury roll ignoring all modifiers. If Stab is part of Blitz action then player cannot continue to move. CAS from Stab do not count for SPPs. Jump Up: If declares Action other than Block may stand up for free with -3 MA. May declare Block while Prone which requires AG roll with +2 modifier. Failed roll wastes Action and player may not stand up. Blockers Block, Tackle, Thick Skull Runners Sure Hands, Thick Skull Blitzers Block, Troll Slayers Block, Dauntless, Frenzy, Deathroller Loner, Break Tackle, Juggernaut, Mighty Blow, No Hands, Secret Weapon, Stand Firm Dauntless: Coach rolls D6 and adds to player s ST. If total is equal to or lower than opponent s ST, the player must block using normal strength. If total greater then treat players as having equal ST. ST calculated before assists, but after other modifiers. Linemen None Throwers Pass Catchers Catch, Nerves of Steel Blitzers Block, Side Step Nerves of Steel: Ignore modifiers for enemy TZs when attempting to pass, catch or intercept. Side Step: Player s coach may choose which square the player is moved to when he is pushed back. May move to any adjacent square, even is result is Knocked Down. Goblins Dodge, Right Stuff, Bombardier Bombardier, Dodge, Secret Weapon, Looney Chainsaw, Secret Weapon, Fanatic Ball & Chain, No Hands, Secret Weapon, Pogoer Dodge, Leap,, Very Long Legs Trolls Loner, Always Blow, Really Stupid, : Ignore TZs on the square he is moving to when he HALFING HIGH ELF HUMAN KHEMRI Halfling Dodge, Right Stuff, Treemen Mighty Blow, Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team- Mate : Ignore TZs on the square he is moving to when he Take Root: After declaring an Action, Roll D6. On a 1 the player takes root and MA is 0 until end of the drive or Knocked Down or Placed Prone. May not GFI or be pushed back for any reason. Player may Block but not follow up. If Take Root fails as part of Blitz he may not block that turn (he can still roll to stand up of he is Prone) Strong Arm: Player may add 1 to the D6 when he passes to Short, Long or Long Bomb range. Linemen None Throwers Pass, Safe Throw Catchers Catch Blitzers Block Safe Throw: If pass is intercepted then Safe Throw player may make an unmodified AG roll. If successful, the interception is cancelled out and passing continues as normal. If player fumbles pass on roll other than a natural 1, he manages to keep hold of the ball and the team does not suffer a turnover. Linemen None Catchers Catch, Dodge Throwers Pass, Sure Hands Blitzers Block Ogre Loner, Bone-head, Mighty Blow, Thick Skull, Throw Team- Mate Bone-head: Roll D6 after declaring Action. On a 1 the player becomes bone-head and can t do anything for turn and Action is lost. Player loses TZs and may not catch, intercept or pass, assist another player, or voluntarily move until he manages to roll a 2+ at start of future Action or drive ends. Skeletons Thro-Ras Pass, Sure Hands, Blitz-Ras Block, Tomb Guardians Decay, : If player suffers a Casualty, then roll D6 for allowed. On 1-3 player suffers injury, on 4-6 player is placed in Reserves box. SPPs are still earned. RRs may not be used. Decay: When player suffers a casualty result, roll twice on the Casualty table and apply both results. A successful roll will heal both results. Stand Firm: May choose not to be pushed back.

3 LIZARDMAN NECROMANTIC NORSE NURGLE Skinks Dodge, Zombies Linemen Block Rotters Decay, Nurgle s Rot Saurus Nonw Kroxigor Loner, Bone-head, Mighty Blow, Prehensile Tail, : Ignore TZs on the square he is moving to when he Bone-head: Roll D6 after declaring Action. On a 1 the player becomes bone-head and can t do anything for turn and Action is lost. Player loses TZs and may not catch, intercept or pass, assist another player, or voluntarily move until he manages to roll a 2+ at start of future Action or drive ends. Prehensile Tail: Players must subtract 1 from D6 roll when attempting to dodge out of and of the player s TZs. Ghouls Dodge Wights Block, Flesh Golems Stand Firm, Thick Skull Werewolves Claws, Frenzy, : If player suffers a Casualty, then roll D6 for allowed. On 1-3 player suffers injury, on 4-6 player is placed in Reserves box. SPPs are still earned. RRs may not be used. Stand Firm: May choose not to be pushed back. Claws: When opponent is Knocked Down by player during a block, any AV roll of 8 or more after modifications automatically breaks armour. Throwers Block, Pass Catchers Block, Dauntless Blitzers Block, Frenzy, Jump Up Werewolves Frenzy Yhetee Loner, Claw, Disturbing Presence, Frenzy, Wild Animal Dauntless: Coach rolls D6 and adds to player s ST. If total is equal to or lower than opponent s ST, the player must block using normal strength. If total greater then treat players as having equal ST. ST calculated before assists, but after other modifiers. Disturbing Presence: Players must subtract 1 from pass, Intercept and catch rolls if within 3 squares of player, even if Prone or Pestigors Horns, Nurgle s Rot, Warriors Disturbing Presence, Foul Appearance, Nurgle s Rot, Beast of Nurgle Loner, Disturbing Presence, Foul Appearance, Mighty Blow, Nurgle s Rot, Really Stupid, Tentacles Disturbing Presence: Players must subtract 1 from pass, Intercept and catch rolls if within 3 squares of player, even if Prone or Really Stupid: Roll D6 and add 2 if a non Really Stupid player is standing adjacent to the player. On 1-3 player cannot continue and loses TZs and may not catch, intercept or pass, or assist. Foul Appearance: If player want to block (or us a special attack) against player must roll 2+ on D6. OGRE ORC SKAVEN SLANN Snotlings Dodge, Right Stuff, Side Step,, Titchy Ogres Bone-head, Mighty Blow,, : Ignore TZs on the square he is moving to when he Titchy: Add 1 to any Dodge roll he attempts. Does not exert - 1 modifier when opponents dodge into any of his TZs. Bone-head: Roll D6 after declaring Action. On a 1 the player becomes bone-head and can t do anything for turn and Action is lost. Player loses TZs and may not catch, intercept or pass, assist another player, or voluntarily move until he manages to roll a 2+ at start of future Action or drive ends. Linemen None Goblins Dodge, Right Stuff, Throwers Pass, Sure Hands Black Orc None Blitzers Block Troll Loner, Always Blow, Really Stupid, : Ignore TZs on the square he is moving to when he Really Stupid: Roll D6 and add 2 if a non Really Stupid player is standing adjacent to the player. On 1-3 player cannot continue and loses TZs and may not catch, intercept or pass, or assist. : If player suffers a Casualty, then roll D6 for allowed. On 1-3 player suffers injury, on 4-6 the player is placed in Reserves box. SPPs are still earned. RRs may not be used. Linemen None Throwers Pass, Sure Hands Gutter Runners Dodge Blitzers Block Rat Ogre Loner, Frenzy, Mighty Blow, Prehensile Tail, Wild Animal Prehensile Tail: Players must subtract 1 from D6 roll when attempting to dodge out of and of the player s TZs. Linemen Leap, Very Long Legs Catchers Diving Catch, Jump Up, Very Long Legs Blitzers Diving Tackle, Jump Up, Leap, Very Long Legs Krozigor Loner, Bone-head, Mighty Blow, Prehensile Tail. Very Long Legs: +1 to Leap or intercept rolls. Safe Throw may not be used. Leap: Allowed to jump to any empty square within 2 squares at the cost of 2 MA. Make an AG roll, player does not have to dodge to leave square he starts in. If fails, Knocked Over is square leaping to. Diving Catch: +1 to catch an accurate pass targeted at his square. May attempt to catch any pass, kick off or throw-in, but not bouncing ball, that would land in empty square in his TZ. Diving Tackle: Players must subtract 2 when attempting to dodge away from player. Once dodge roll resolved but before any AV roll (if needed) the Diving Tackle player is placed Prone in vacated square.

4 UNDEAD UNDERWORLD VAMPIRE WOOD ELF Skeletons Zombies Ghouls Dodge Wights Block, Mummies Mighty Blow, : If player suffers a Casualty, then roll D6 for allowed. On 1-3 player suffers injury, on 4-6 player is placed in Reserves box. SPPs are still earned. RRs may not be used. Goblins Dodge, Right Stuff, Skaven Linemen Skaven Throwers Skaven Blitzers Warpstone Troll Animosity Animosity, Pass, Sure Hands Animosity, Block Loner, Always Blow, Really Stupid, : Ignore TZs on the square he is moving to when he Really Stupid: Roll D6 and add 2 if a non Really Stupid player is standing adjacent to the player. On 1-3 player cannot continue and loses TZs and may not catch, intercept or pass, or assist. Animosity: Roll D6 at end on Action when attempting Pass or Hand-off to player of different race. 2+ carried out as normal. On a 1 the player may change target to one of same race, no more movement allowed, so Action may be lost. Thralls None Vampires Blood Lust, Hypnotic Gaze, Blood Lust: After declaring Action, roll a D6. On 2+ carries out Action as normal. On a 1 the Vampire must feed. Can continue with Action, may move instead of Block, but before passing, handing off or scoring must feed. Roll injury for thrall (standing, prone or stunned) treating any casualty as Badly Hurt. Injury does not cause turnover unless thrall was holding the ball. Failure to bite a thrall is a turnover and Vampire moves to Reserves box. If holding ball it bounces from square that he occupied. Hypnotic Gaze: Used at end of Move Action on one opposing player in adjacent square. Make an AG roll with -1 for each opposing player the hypnotic gaze player is in other than victim s. If successful opposing player loses TZs and may not catch, intercept or pass, assist or move voluntarily until start of his next Action or the drive ends. : If player suffers a Casualty, then roll D6 for allowed. On 1-3 player suffers injury, on 4-6 the player is placed in Reserves box. SPPs are still earned. RRs may not be used. Linemen None Catchers Catch, Dodge, Sprint Throwers Pass Wardancers Block, Dodge, Leap Treeman Loner, Mighty Blow, Stand Firm, Strong Arm, Take Root,, Throw Team-Mate Take Root: After declaring an Action, Roll D6. On a 1 the player takes root and MA is 0 until end of the drive or Knocked Down or Placed Prone. May not GFI or be pushed back for any reason. Player may Block but not follow up. If Take Root fails as part of Blitz he may not block that turn (he can still roll to stand up of he is Prone) Stand Firm: May choose not to be pushed back. Leap: Allowed to jump to any empty square within 2 squares at the cost of 2 MA. Make an AG roll, player does not have to dodge to leave square he starts in. If fails, Knocked Over is square leaping to. BALL & CHAIN BOMBARDIER CHAINSAW THROW TEAM-MATE Players armed with a Ball & Chain can only take Move Actions. To move or Go For It, place the throw-in template over the player facing up or down the pitch or towards either sideline. Then roll a D6 and move the player one square in the indicated direction; no Dodge roll is required if you leave a tackle zone. If this movement takes the player off the pitch, they are beaten up by the crowd. Repeat this process for each and every square of normal movement the player has. If during his Move Action he would move into an occupied square then the player will throw a block following normal blocking rules against whoever is in that square, friend or foe (and it even ignores Foul Appearance!). Prone or Stunned players in an occupied square are pushed back and an Armour roll is made to see if they are injured, instead of the block being thrown at them. The player must follow up. If the player is ever Knocked Down or Placed Prone roll immediately for injury. Stunned results for any Injury rolls for the Ball & Chain player are always treated as KO d. A Ball & Chain player may use the Grab skill (as if a Block Action was being used) with his blocks (if he has learned it!). A Ball & Chain player may never use the Diving Tackle, Frenzy, Kick- Off Return, Leap, Pass Block or Shadowing skills. NAF Clarifications: 1) If a player moves into a prone player and pushes them backwards, they may not use Mighty Blow on the armour/injury roll. 2) If a player on your own side is prone and the fanatic hits them, that is not a turnover. 3) As a B&C player has No Hands, if they move on to the ball it bounces and it is a turnover. 4) If a B&C player has Wrestle used against him, he has to roll for injury. 5) The B&C player has to use all of his movement, and may GFI for extra movement. A coach may choose to have a Bombardier who is not Prone or Stunned throw a bomb instead of taking any other Action with the player. This does not use the team's Pass Action for the turn. The bomb is thrown using the rules for throwing the ball (including weather effects and use of Hail Mary Pass), except that the player may not move or stand up before throwing it (he needs time to light the fuse!). Intercepted bomb passes are not turnovers. Fumbles or any bomb explosions that lead to a player on the active team being Knocked Down are turnovers. All skills that may be used when a ball is thrown may be used when a bomb is thrown also. A bomb may be intercepted or caught using the same rules for catching the ball, in which case the player catching it must throw it again immediately. This is a special bonus Action that takes place out of the normal sequence of play. A player holding the ball can catch or intercept and throw a bomb. The bomb explodes when it lands in an empty square or an opportunity to catch the bomb fails or is declined (i.e., bombs don t bounce ). If the bomb is fumbled it explodes in the bomb thrower s square. If a bomb lands in the crowd, it explodes with no effect. When the bomb finally does explode any player in the same square is Knocked Down, and players in adjacent squares are Knocked Down on a roll of 4+. Players can be hit by a bomb and treated as Knocked Down even if they are already Prone or Make Armour and Injury rolls for any players Knocked Down by the bomb. Casualties caused by a bomb do not count for Star Player points. A player armed with a chainsaw must attack with it instead of making a block as part of a Block or Blitz Action. When the chainsaw is used to make an attack, roll a D6 instead of the Block dice. On a roll of 2 or more the chainsaw hits the opposing player, but on a roll of 1 it 'kicks back' and hits the wielder instead! Make an Armour roll for the player hit by the chainsaw, adding 3 to the score. If the roll beats the victim's Armour value then the victim is Knocked Down and roll on the Injury table. If the roll fails to beat the victim's Armour value then the attack has no effect. A player armed with a chainsaw may take a Foul Action, and adds 3 to the Armour roll, but must roll for kick back as described above. A running chainsaw is a dangerous thing to carry around, and so if a player holding a chainsaw is Knocked Down for any reason, the opposing coach is allowed to add 3 to his Armour roll to see if the player was injured. However blocking a player with a chainsaw is equally dangerous, if an opponent knocks himself over when blocking the chainsaw player then add 3 to his Armour roll. This skill may only be used once per turn (i.e. cannot be used with Frenzy or Multiple Block) and if used as part of a Blitz Action, the player cannot continue moving after using it. Casualties caused by a chainsaw player do not count for Star Player Points. NAF Clarifications: 1) Chainsaw must be used when fouling. It can stack with Dirty Player, so Dirty Player and Chainsaw fouls on a +4. The process for throwing a Team-Mate is as follows: 1. Declare the Pass action. Note that you cannot Pass the ball and TTM in the same turn, and if you fail Bonehead/Really Stupid you lose your pass action. 2. Roll Bonehead/RS/Take Root. 3. Move next to a player with Right Stuff 4. Declare where you will throw to. This can be 6 squares forward and 3 to the side for a Short Pass. You may throw directly at a player. 5. Roll for Always Hungry if using a Troll. 6. Roll not to Fumble. For a quick pass or short pass with strong arm/accurate this is 2+, for a short pass it is 3+. Disturbing presence, very sunny and tackle zones make these rolls harder. 7. If you fumble, roll to land. 8. If you do not fumble, scatter the landing square 3 times. TTM cannot be accurate. 9. If you land in an empty square, make a landing roll. 10. If you land on a player, that player is Knocked Down, and the thrown player is scattered once and then Place Prone and must roll for armour/injury, but this is not a turnover unless the player that was landed on was on your own side (or the thrown player was holding the ball)!

5 BLOOD LUST / HYPNO GAZE TENTACLES WIZARD BRIBE Blood Lust: After declaring Action, roll a D6. On 2+ carries out Action as normal. On a 1 the Vampire must feed. Can continue with Action, may move instead of Block, but before passing, handing off or scoring must feed. Roll injury for thrall (standing, prone or stunned) treating any casualty as Badly Hurt. Injury does not cause turnover unless thrall was holding the ball. Failure to bite a thrall is a turnover and Vampire moves to Reserves box. If holding ball it bounces from square that he occupied. Hypnotic Gaze: Used at end of Move Action on one opposing player in adjacent square. Make an AG roll with -1 for each opposing player the hypnotic gaze player is in other than victim s. If successful opposing player loses TZs and may not catch, intercept or pass, assist or move voluntarily until start of his next Action or the drive ends. NAF Clarifications: 1) If a player suffers a turnover for whatever reason during a vampire s move, they may not bite at the end and must therefore leave the pitch. 2) You use Hypnotic Gaze before biting a thrall, so you may Gaze and then be removed from the pitch. 3) If you end the turn next to a thrall you must bite the thrall, you are not allowed not to. 4) Interestingly, there is a grey area in the rules as regards prone us of HG. p11 of CRP says a player may do nothing before standing, but p23 says that Extraordinary skills may be used while prone. Other Extraordinary skills (TTM, stab) have stipulations that you must stand up first, but HG does not, hence the grey area. The common sense approach is that it cannot be, to put it in line with the other skills, but you could house rule this one if you wanted. Tentacles: The player may attempt to use this skill when an opposing player attempts to dodge or leap out of any of his tackle zones. The opposing player rolls 2D6 adding their own player s ST and subtracting the Tentacles player's ST from the score. If the final result is 5 or less, then the moving player is held firm, and his action ends immediately. If a player attempts to leave the tackle zone of several players that have the Tentacles ability, then only one of the opposing players may attempt to grab him with the tentacles. A team may hire a Wizard to help them during the match for 150,000 gold pieces. Once per game, the Wizard is allowed to cast either a Fireball spell or a Lightning Bolt spell. Wizards may only cast spells at the start of their own turn before any player performs an Action OR immediately after their own team's turn has ended even if it ended with a turnover. Fireball: Choose a target square anywhere on the pitch. Roll one dice to hit each standing player (from either team) that is either in the target square or a square adjacent to it. If the 'to hit' roll is a 4 or more then the target is Knocked Down. If it is a 3 or less he manages to dodge the fireball s blast. Make an Armour roll (and possible Injury as well) for any player that is Knocked Down as if they had been Knocked Down by a player with the Mighty Blow skill. If a player on the moving team is Knocked Down by a fireball, then the moving team does not suffer a turnover unless the player was carrying the ball at the time. Lightning Bolt: Pick a standing player anywhere on the pitch, and roll one dice. If the score is a 2 or higher, then he has been hit by the lightning bolt. If the roll is a 1 then he manages to dodge out of the way. A player hit by a lightning bolt is Knocked Down and must make an Armour roll (and possible Injury as well) as if hit by a player with the Mighty Blow skill. Goblin teams may buy a bribe for 50,000 gold pieces; any other team can buy a bribe for 100,000 gold pieces. Each bribe allows a team to attempt to ignore one call by the referee for a player who has committed a foul to be sent off, or a player armed with a secret weapon to be banned from the match. Roll a D6: on a roll of 2-6 the bribe is effective (preventing a turnover if the player was ejected for fouling), but on a roll of 1 the bribe is wasted and the call still stands! Each bribe may be used once per match.

6 SCATTER / THROW-IN THROWING RANGE

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