Blood Bowl Team Creation Table: Difference between revisions
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| '''Grudge Bearers''': Whether as friendly rivalries or outright hatred, this team has a lot of enemies. Roll | | '''Grudge Bearers''': Whether as friendly rivalries or outright hatred, this team has a lot of enemies. Roll 1d3 times on the '''Species''' table to pick your rivals. | ||
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==Chaos Traits== | ==Chaos Traits== |
Revision as of 19:06, 23 April 2021
Under construction. bootbal
Color Scheme
Stolen borrowed from the Dwarf Faction creation table.
How many colors do your uniforms have? (1d10) | |
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1 | Only one color: While metal trim isn't out of the question, your team really likes one specific color. |
2-5 | Two colors: The standard for most teams. |
6-9 | Three colors: Not uncommon for most teams, though anything more is often frowned upon. |
10 | Four or more: Your team's uniforms are a technicolor shitshow, unless you're a Tzeentch team you're going to regret this. |
With which colors does the team use to represent itself? (1d100) | |
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1-10 | White. |
11-20 | Black. |
21-30 | Red. |
31-40 | Orange. |
41-50 | Blue. |
51-60 | Purple. |
61-70 | Green. |
71-80 | Yellow. |
81-90 | Brown. |
91-100 | Grey. |
Color lightness? (1d100) | |
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1-33 | Light. |
34-66 | Dark. |
67-99 | Primary. |
100 | Roll again. |
Warmth? (1d100) | |
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1-50 | Cool shade. |
51-100 | Warm shade. |
Species
What kind of team are you running? (1d100) | |
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1-10 | Mixed: Your team hires multiple races while not being a Renegade or Alliance team, roll on this table again. If you roll this option again, add a third race. |
11-13 | Amazons: The oft forgotten denizens of Lustria. |
14-16 | Chaos: Varied mixtures of Chaos-aligned humans and their Beastmen allies. Can roll on the Chaos Alignment table. |
17-19 | Chaos Dwarfs: The industrious, black-hearted cousins of the Dwarfs, and their hobgoblin |
20-22 | Chaos Renegades: A mixture of the various evil-aligned species. Can roll on the Chaos Alignment table. |
23-25 | Dark Elves: The more combat-oriented cousins of the High Elves. |
26-28 | Dwarfs: The Dawi; slow, but tough. Especially when they bring out the Deathroller. |
29-31 | Elven Union: Freelancer elves, famous for their unique signature play called "Passing the Ball." |
32-34 | Goblins: Tricky little buggers that bring plenty of illegal weapons to the pitch. |
35-37 | Halflings: Hungry little fuckers. They're fast, but their fat doesn't help them much from being bashed to a pulp. |
38-40 | High Elves: Elven Union, now with pointy hats! |
41-43 | Humans: They're humans, jacks of all trades but masters of none. |
44-46 | Tomb Kings: The undying legions of Nehekhara, very bashy. |
47-49 | Lizardmen: Hulking Kroxigors, tough Lizardmen and agile Skinks all working together to enact the Great Plan. |
50-52 | Necromantic Horrors: Ghouls, zombies and golems oh my! |
53-55 | Norse: The Chaos worshipping humans of the Northern Wastes. Can roll on the Chaos Alignment table. |
56-58 | Nurgle: The fecund creations of Grandfather Nurgle. Automatically aligned to Nurgle. |
59-61 | Ogres: Big 'n hungry ogres and their mid-game snacks. |
62-64 | Old World Alliance: The races of the Empire and their Dwarf buddies. |
65-67 | Orcs: Big 'n mean, |
68-70 | Shambling Undead: The result of a necromancer with too much free time. |
71-73 | Skaven: Rodents of unusual size, often banned for performance enhancing warpstone. Automatically aligned to Great Horned Rat. |
74-76 | Snotlings: You really are fucked. |
77-79 | Underworld Denizens: An uneasy alliance between Goblins and Skaven. |
80-82 | Vampires: Incredibly strong, albeit thirsty players. |
83-85 | Wood Elves: Extremely agile elves and their resident Big Guy, the Treeman. |
86-100 | Freakshit: Your team hires players of races that aren't often seen in Blood Bowl teams, roll on the Unusual Races table. |
Unusual Races (1d20) | |
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1-2 | Slann: The leaders of the lizardmen, finally off their asses and playing Blood Bowl! Claimed to be a common sight but are hardly ever seen on the pitch. |
3-4 | Daemons: The creations of the chaos gods! Can roll on the Chaos Alignment table. |
5-6 | Fimir: Amphibious, chaos-worshipping bog-cyclopes, rarely seen these days. Can roll on the Chaos Alignment table. |
7-8 | Gnomes: Having withdrawn from the Empire entirely, Gnome teams are a rare sight indeed. |
9-10 | Hobgoblin Khans: No Chaos Dwarves here, just Hobgoblins riding the coattails of the legendary Hobgoblin Team. |
11-12 | Giants: How you got eleven of these fuckers on the field let alone in your team is a mystery for the ages. |
13-14 | Beastmen: The true children of Chaos, free of all the humans hogging the spotlight! Can roll on the Chaos Alignment table. |
15-16 | Giant Spiders: As many teams have shown, being sentient isn't a requirement for playing Blood Bowl! |
17-18 | Bretonnians: Chivalrous knights and their peasant underlings. Largely ignored compared to the teams of the Empire. |
19-20 | Zoats: Creatures of legend, often associating with Wood Elves. |
Playbook
Team Traits (1d20) | |
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1-2 | No Girls Allowed: All of your players are male, especially difficult if your team is comprised of Amazons. |
3-4 | Girls (Monday) Night: All of your players are female. Nuffle help you if you rolled Skaven. |
5-6 | Unwashed Masses: This team has a disproportionate amount of Linemen. |
7-8 | Shining Armor This team has an excessive amount of non-lineman positionals, especially Big Guys. |
9-10 | Grudge Bearers: Whether as friendly rivalries or outright hatred, this team has a lot of enemies. Roll 1d3 times on the Species table to pick your rivals. |
11-12 | Lazy: This team often fails to appear for their own games! |
13-14 | Opulent Much of this team's budget is wasted on luxuries like Bugman's, cheerleaders and cooks. |
15-16 | Masochistic: This team employs many risky plays, don't expect them to have an apothecary either. |
17-18 | Sponsors: Star players are frequently hired to do this team's dirty work. |
19-20 | Star Player: This team's star player steals the show, often being considered the MVP regardless of their contribution. |
Team Demeanor (1d6) | |
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1 | Bloodthirsty: Like many, many other teams, this team cares more about the violence than the ball. Can be taken automatically for Khorne-aligned teams. |
2 | Dirty: This team loves to rub salt in the wound, figuratively and literally. |
3 | Humble: The players of this team often come from a humble background and play for their love of the game, |
4 | Good Natured: Surprisingly, this team values good sportsmanship and will avoid the use of fouls and illegal weapons. |
5 | Egotistical: This team believes themselves to be superior for not relying on newfangled tactics like "chainsaws" and "death machines." |
6 | Arrogant: This team thinks they're the hottest shit, expect exorbitant ticket prices and merchandise featuring the faces of your players. |
Team Tactics (1d8) (Optional for teams intended to be used on the tabletop) | |
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1-2 | Jack of All Trades: This team is adaptable to circumstance and doesn't rely on gimmicks. |
3-4 | Bashy: This team believes the best defense is a good offense. Can be taken automatically for Khorne-aligned teams. |
5-6 | Passy: This team, surprisingly, can pass the ball. Catching it is another story. |
7-8 | Dodgy: This team's players rely on running straight through the pitch and to the endzone. |
Chaos Traits
Chaos Alignment (1d16) (Ignore if your team is not Chaos-aligned.) | |
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1-2, 5 | Chaos Undivided |
3, 6 | Slaanesh |
4, 7 | Nurgle |
5, 8 | Khorne |
9, 10 | Tzeentch |
11, 12 | Malal |
13 | Great Horned Rat |
14 | Hashut |
15 | Other Minor Chaos God |
16 | Nuffle: Your rolls are blessed or cursed by Nuffle himself! Or so you think. Can reroll if your species is Daemon. |
Common Mutations (1d6) (Ignore if your team is Nuffle-aligned or not Chaos-aligned.) | |
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1 | God-Specific Mutations: Your god molds your players in their image. Reroll if your team is Chaos Undivided-aligned. |
2 | Beastial Features: Your god really brings out the inner animal in your players, gifting them claws, horns tails and the like. |
3 | Intimidating Visage: Whether you're made more imposing or too disgusting to look at, your god likes to make sure you look good for your games. |
4 | Extra Limbs: A favorite of Tzeentch, players in your team will often sprout extra arms and heads. |
5 | Bigger Hands: Your players are gifted powerful claws and meaty fists. |
6 | Pure: Unfortunately, mutations are rare among your players. |
Leadership
Who is the team's coach? (1d6) | |
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1-4 | A Member of the Team's Race(s) |
5-6 | Someone Else: Roll on the Species table for your coach. |
Where is your stadium? (1d6) | |
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1-2 | The Empire |
3-4 | The Team's Home Territory |
5-6 | Somewhere especially unusual (i.e., Nehekhara, Araby, Kislev, Chaos Wastes, Etc.) |
Star Player
Every team has it's star player, who's yours? (1d8) | |
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1 | A Lineman |
2 | A Blitzer/Blocker |
3 | A Runner |
4 | A Passer |
5 | A Catcher |
6 | A Big Guy |
7 | A Freelancer |
8 | Someone especially unusual (i.e., a member of the crowd, the coach, etc.) |
What did they do? (1d6) | |
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1 | Made a game-saving touchdown in the second half. |
2 | Caused enough casualties to lead the team to victory. |
3 | Completed a hail-mary pass still talked about today. |
4 | Tripped the opposing team's ball carrier at the perfect moment. |
5 | Endured countless brutal hits and lived to tell the tale. |
6 | Not much, we just keep them around as a mascot. |