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CBBL RULES
The CBBl use the Blood Bowl rules, EXCEPT as follows:
- Fan Factor: A team cannot lose FF. After each official match, both coaches rolls ad6, with a 6, the FF go up 1 point. (The match winner earns FF with 5 or 6)
-Injuries: On a roll to wound of 10, 11 or 12, the player is injured, and cannot playanymore. After the match, the opposite coach rolls 2D6 for every player that wasinjured, and applies the next table:
-2 to 9: the player is fine, and can play the next match normally-10: the player is fine, but misses the next game-11: the player gains a niggling injury, and misses next game-12: the player is dead, and must be erased form the roster
- Referee: the referee will sent off a player who commits a foul with a roll of 6, andafter that, with a roll of 4+, 2+, until the half ends, or a kick off is scored
-Star Player Points: The players improve with the following table:
-0/5: none-6/15: one-16/30: two-31/50: three-51/75: four-76/95: five-96/125: six-126: seven
A player cannot improve more after that
-Ageing: all the players that reach 31 SPP, must roll 2D6 on the following ageingtable when reach more SPPs:
-31/50: 4+-51/75: 5+-76/95: 6+-96/125: 7+-126: 8+
-Ability Improve: A player cannot raise MA, ST or AG more than 1. The only way for aplayer to improve his AV is by winning the Dungeonbowl.
-Top Levels: MA 9, ST: 7, AG: 5.
-Wizards: Wizards are NOT allowed in the CBBL. Only necromancers are.
-Captains: One figure of the team must be the captain. He has access to al skills andtraits (with doubles)
-Mutations: Only Chaos and Skaven players are allowed to take mutations whenrolling doubles.
-Championship: there is 5 trophies in dispute in the CBBL, each winner gets a trophyRR, and:
-Spike!: winner earns 1D6+1 FF points-Dungeonbowl: a player wins a magic helmet, and can improve his armor by 1-Chaos Cup: the winners can roll a handicap each game
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-White Skull: Each player of the winning team gets 1 extra SPP
The four champions plays for the Blood Bowl. Each player of the team that wins theBlood Bowl gets an MVP.
CBBL KICK OFF TABLE
11 Nothing: Normal Kick off, nothing happens
12 Get the ref: The fans kill the ref, no ref for the rest of the game
13 who said lifes fair: The ref sent off one players of the kickingteam. You may protest
14 What the heck! The player that kicks keeps the ball. The turn starsnormally
15 Riot: the fans invade the pitch, the turns move a D6, if the timeends, the game or half time ends.
16 You bastard! A random placer of the receiving team fights with theref. Roll a dice to see who wins. 1: the ref kicks your ass and you aresent off, with a wound, 2/5: nothing, 6: you kill the ref, no more ref forthe game, and won a CAS.
21 Bad Kick: the ball rolls 2D6
22 Really bad Kick: the ball is of the field, no dice roll
23 The bottle: each coach rolls a dice. The highest rolls win. A bottlehits a random player of the opposite team. Roll for wounds.
24 One hit: one player of the team that receives may take a free blitzaction.
25 Quick snap: the players of the team that relieves the ball maymove one square.
26 Hit back: one player of the team that kicks may take a blitz action.
31 Perfect defense: the kickings team coach may reorganize theirplayers.
32 Perfect attack: the team that receives the ball may reorganize theplayers.
33 CHEAT!: both coaches rolls a dice. The winner can put one moreplayer on the field (12) until the next kick off.
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34 Good Kick: a player of the receiving team, who is not in a tacklezone, may catch the ball freely.
35 Hard Kick: the ball hits a player of the opposite team in the field.Roll for wounds.
36 Good ref: The ref open his eye. Until the next kick off, he will sentof players with a roll of 2+
41 BLITZ! The team that receives the ball may have a free turn, butthe players in enemy tackle zones may not move.
42 Bribe: some fans wants more action, so, they bribe the ref, whowill not call any fouls until the next Kick off.
43 Perfect Kick: the kicking player may place the ball in any Squarehe wants of the opposite field. No dice rolls
44 Cheering fans: each coach rolls a dice, and adds the number ofcheerleaders. The winners get a free re roll. A tie means that bothwins a re rolls
45 SHUT UP!: a random player of the receiving teams kicks a fan ofthe rival. Roll a dice. With a 1, 2, 3 the ref sent of the player. With 4+,the players win a CAS.
46 More chances: both players roll a dice. The highest roll wins a reroll.
51 Less chances: players roll a dice. The lowest roll lost a re roll.
52 Boooo! The fans are boring. Both teams lost a re roll.
53 Get them! All the players of the kicking team that are in the tacklezone of rivals are allowed to block their opponents, following thenormal rules.
54 Streaker: a streaker enters the pitch! One turn is lost.
55 Good Game! The fans are happy. Both teams add 1 to their FFpermanently.
56 Brilliant coaching: each coach rolls a dice, and adds the number ofassistant coaches. The winners get a free re roll. A tie means thatboth wins a re rolls
61 Throw a rock: each coach rolls a dice, and adds their FF. The fansof the winner throw a rock to a random player of the opposite team.Only players on the field are eligible. Roll for a wound.
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62 Take a leak: one random player of the kicking team takes a leak.Hell be back for the next kick off.
63 Look! In the Sky! : The kick sends the ball too high. One turn is lostuntil the ball finally lands.
64 Ball head: the ball drops in the head of a random rival, andscatters 1D8 over him.
65 Hit and run: one player of the receiving team may take a free blitzaction.
66 Pitch Invasion: each coach rolls a dice, and adds their FF. The fansof the winner invade the pitch, and hits 1D6 random players. Roll for awound.
CBBL HANDICAP TABLE
11 I DESERVE IT: the player with the most SPP of the opposing team refusesto play unless he is paid 1D6 x 10.000 GP.
12 EXTRA TRAINING: You may take an extra Team Re-roll to use for thismatch
13 BAD HABITS: the opposing team loses on RR for this match
14 INTENSIVE TRAINING: One player is really psyched for this weeks. Youcan add one extra skill to one player for this match only
15 GOOD REF: the ref will sent of the players of the opposing team with a 2+the whole game
16 INSPIRATION: you win you MVP before the match.
21: GREASED SHOES: all the player of the opposite team has -1 to AG until aTD is scored or the first half ends.
22 I AM THE GREATEST!: The two opposing players with the most SPP refuseto play together.
23 TEAM ANTHEM: You may add +1 FF for this game only
24 BAD PRESS: Cut the opposing teams Fan Factor in half (rounding up) forthis match only.
25 NEWS FEATURE: roll 2D6 for your wins for this match
26 ILLEGAL DRUGS: You may choose one player in your team to have either+1 ST OR +1 AG for this match only.
31 THEY NEED TO IMPROVE: the opposite team may only play with their 11worst players, until you take the lead.
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32 MORLEYS REVENGE: The opposing teams drinks have been spiked. 1D3players of the team must roll a D6 before all kick offs. With a roll of 1-3, theycannot play that time.
33 HE WONT MAKE IT: the opposite team lost a RR, and their coach may notarrives for the game
34 SMELLING SALTS: You make all rolls to move a player from the Knocked
Out box to the Reserves box on a roll of 2 or better for this match. 35 ASSASSIN: you hire an assassin to kill one random player of the opposite
team. Roll for wounds. The doctor can save him, but if he does so, he cannotbe used in the game
36 SPONSOR: You win 10,000 to play this match.
41 BABES: you may use 1D6 cheerleaders for this match
42 DOOM & GLOOM: The opposing team is feeling uninspired. For the firsthalf, their Team Re-rolls are cut in half, rounded down.
43 PALMED COIN: you choose who goes first
44 IT WASNT ME! One randomly selected player on the opposing team mustmiss the match.
45 DAGGER: a player of your choice may have a dagger the whole match,
and cannot be send off by the ref 46 GRUDGE MATCH You can take any number of foul actions per turn.
51 VIRUS: 1D3 randomly opponent players must miss the game
52 DUH, WHERE AM I?: The Bone Head rule that applies to a player of theopposite team
53 UNDER THE EYE: the opposite team cannot make any foul actions
54 BRIBE THE REF: You may ignore the first penalty called against yourteam.
55 SUPPORT THE TEAM: All your FF rolls are a 6 for this match
56 KNUCKLEDUSTERS: A player of your choice in your team counts as havingthe mighty blow skill for this game only
61 GREASED BALL: the opposite players can only pick up and catch the ball
with 5 or 6, until the half ends, or a TD is scored. 62 TOO LATE! 1D6 players of the team arrive late. They can only play the
second half of the game.
63 GREASED ARMOR: one of your players may dodge with 2+ always, untilthe half ends, or a TD is scored
64 IRON MAN: A player of your choice in your team is determined to playhard for the whole game. If an opposing player beats his Armor roll, he isonly Stunned (do not roll of Injury).
65 NEW SHOES: One player of your choice may add +1 to MO for this gameonly
66 BUZZING! A player of your choice in your team, for this match only, gainsthe Jump Up trait and the Frenzy trait, but will automatically fail any attempt
to pick up, intercept or catch the ball.
-SKILLS AND TRAITS: the following skills and traits are allowed in the CBBL
GENERAL AGILITY PASSING STRENGHT MUTATIONBlock (S) Catch (S) Accurate (S) Break Tackle
(S)Big hand
Dauntless (T) Diving Catch(S)
Dump off (S) Double Blitz(S)
Claw
Dirty Player(S)
Diving Tackle(S)
Hail Mary (S) Grab (S) Extra Arm
Fend (S) Dodge (S) Leader (T) Guard (S) HornsFrenzy (T) Jump Up (T) Pass (S) Mighty Blow Prehensile Tail
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(S)Nerves of Steel (S)
Leap (S) Safe Throw (S) Multiple Block(S)
Tentacles
Pass Block (S) Side Step (S) Strong Arm (T) Push (S) Two HeadsPro (S) Sprint (S) Stand Firm (T) Very long legsShadowing (S) Sure Feet (S)
Strip Ball (S)Sure Hands (S)
Tackle (S)
If the skill is not here, you cannot take it.
-Allowed Teams: The next teams are allowed in the CBBL, just as follows:
AMAZON TEAMS
# Title cost MA ST AG AV Skills Normal Double
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0-16 Linewomen 50K 6 3 3 7 Dodge G A, S, P0-2 Throwers 70K 6 3 3 7 Dodge,
PassG, P A, S
0-2 Catchers 70K 6 3 3 7 Dodge,Catch
G, A S, P
0-4 Blitzers 90K 6 3 3 7 Dodge,Block
G, S A, P
RR: 50K
CHAOS TEAMS
# Title cost MA ST AG AV Skills Normal Double
0-16 Beastman 60K 6 3 3 8 Horns G, S A, P, M0-2 Chaos
Warriors100K 5 4 3 9 G, S A, P, M
0-1 Minotaur 150K 5 5 2 8 S G, A, PRR: 60K
CHAOS DWARF TEAMS
# Title cost MA ST AG AV Skills Normal Double
0-16 Hobgoblins 40K 6 3 3 7 Dodge G A, S, P0-6 Chaos
Dwarf70K 4 3 2 9 Block,
TackleG, S A, P
0-2 BullCentaurs
130K 6 4 2 9 Sprint,Surefeet
G, S A, P
0-1 Minotaur 150K 5 5 2 8 S G, A, PRR: 70K
DARK ELF TEAMS
# Title cost MA ST AG AV Skills Normal Double
0-16 Linemen 70K 6 3 4 8 G, A S, P
0-2 Throwers 90K 6 3 4 8 Pass G, A, P S0-2 Witch 110K 7 3 4 7 Dodge,Frenzy,
JumpUp
G, A S, P
0-4 Blitzers 100K 7 3 4 8 Block G, A S, PRR: 50K
DWARF TEAMS
# Title cost MA ST AG AV Skills Normal Double0-16 Longbeards 70K 4 3 2 9 Block,
TackleG, S A, P
0-2 Runners 80K 6 3 3 8 Sure
Hands
G, S A, P
0-2 Blitzers 80K 5 3 3 9 Block G, S A, P
0-2 Slayers 90K 5 3 2 8 Block,Dauntless, Frenzy
G, S A, P
RR: 40K
ELF TEAMS
# Title cost MA ST AG AV Skills Normal Double0-16 Line 60K 6 3 4 7 G, A S, P0-2 Throwers 70K 6 3 4 7 Pass G, A, P S
0-4 Catchers 70K 8 3 4 7 Catch,Nerves of
G, A S, P
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steel0-2 Blitzers 90K 6 3 4 8 Block,
SideStep
G, A S, P
RR: 50K
HIGH ELF TEAMS
# Title cost MA ST AG AV Skills Normal Double0-16 Lord 70K 6 3 4 8 G, A S, P
0-2 PhoenixWarrior
90K 6 3 4 8 Pass,Safe
Throw
G, A, P S
0-2 Lion Warrior 90K 7 3 4 8 Catch G, A S, P
0-4 DragonWarrior
100K 6 3 4 8 Block G, A S, P
RR: 50K
HUMAN TEAMS
# Title cost MA ST AG AV Skills Normal Double0-16 Linemen 50K 6 3 3 8 G A, S, P0-2 Throwers 70K 6 3 3 8 Pass,
SureHands
G, P A, S
0-4 Catchers 70K 8 2 3 7 Catch,Dodge
G, A S, P
0-2 Blitzers 90K 7 3 3 8 Block G, S A, P0-1 Ogre 140K 5 5 2 9 S G, A, P
RR: 50K
KHEMRI TEAMS
# Title cost MA ST AG AV Skills Normal Double
0-16 Skeleton-Ra 30K 5 3 2 7 G A, S, P0-2 Thro-Ra 70K 6 3 2 7 Pass,SureHands
G, P A, S
0-2 Blitz-Ra 90K 6 3 2 8 Block G, S A, P
0-4 Mummy-Ra 110K 3 5 1 9 S G, A, PRR: 70K
LIZARDMAN TEAMS
# Title cost MA ST AG AV Skills Normal Double0-16 Skinks 60K 8 3 3 7 Dodge A G, S, P
0-6 Saurus 80K 6 4 1 9 G, S A, P0-1 Kroxigor 140K 6 5 1 9 S G, A, P
RR: 60K
NIPONESSE TEAMS
# Title cost MA ST AG AV Skills Normal Double0-16 Ashigaru 50K 6 3 3 8 G A, S, P
0-3 Samurai 80K 6 3 3 9 Block G, S A, P0-2 Sumo
Blocker80K 3 4 2 8 Stand
firmG, S A, P
0-4 Ninja 60K 7 3 3 7 Dodge A G, S, P
RR: 60K
NORSE TEAMS
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# Title cost MA ST AG AV Skills Normal Double
0-16 Linemen 50K 6 3 3 7 Block G A, S, P0-2 Throwers 70K 6 3 3 7 Block,
PassG, P A, S
0-2 Runners 90K 7 3 3 7 Block,Catch
G, A S, P
0-4 Blitzers 90K 6 3 3 7 Block,Frenzy,
Jump up
G, S A, P
0-1 Minotaur 150K 5 5 2 8 Frenzy S G, A, PRR: 60K
ORC TEAMS
# Title cost MA ST AG AV Skills Normal Double
0-16 Linemen 50K 5 3 3 9 G A, S, P0-2 Throwers 70K 5 3 3 8 Pass,
SureHands
G, P A, S
0-4 Goblins 40K 6 2 3 7 Dodge A G, S, P
0-4 Blitzers 80K 6 3 3 9 Block G, S A, P0-4 Black Orc 80K 4 4 2 9 G, S A, P
0-1 Troll 110K 4 5 1 9 S G, A, PRR: 60K
SKAVEN TEAMS
# Title cost MA ST AG AV Skills Normal Double0-16 Linerat 50K 7 3 3 7 G A, S, P
0-2 Throwers 70K 7 3 3 7 Pass,SureHands
G, P A, S
0-4 Gutter
Runners
80K 9 2 4 7 Dodge G, A S, P
0-2 Stormvermin
90K 7 3 3 8 Block G, S A, P
0-1 Rat Ogre 160K 6 5 2 8 Frenzy S G, A, P
RR: 60K
UNDEAD TEAMS
# Title cost MA ST AG AV Skills Normal Double0-16 Zombies 40K 4 3 2 8 G A, S, P
0-4 Ghouls 70K 7 3 3 7 Dodge G A, S, P0-2 Wights 90K 6 3 3 8 Block G A, S, P0-2 Mummy 110K 3 5 1 9 S G, A, P
RR: 70K
VAMPIRE TEAMS
# Title cost MA ST AG AV Skills Normal Double
0-16 Thralls 40K 6 3 3 7 G S, A, P0-6 Vampires 110K 6 4 4 8 G, A, S A
RR: 70K
WOOD ELF TEAMS
# Title cost MA ST AG AV Skills Normal Double0-16 Linemen 70K 7 3 4 7 G, A S, P
0-2 Throwers 90K 7 3 4 7 Pass G, A, P S
0-4 Catchers 90K 9 2 4 7 Catch,Dodge
G, A S, P
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0-2 Wardancers 120K 8 3 4 7 Block,Dodge,Leap
G, A S, P
0-1 Tree man 120K 2 6 1 10 StandFirm
S G, A, P
RR: 50K