Blood Bowl Team Creation Table

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Under construction. bootbal

Color Scheme[edit | edit source]

Stolen borrowed from the Dwarf Faction creation table.

How many colors do your uniforms have? (1d10)
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)
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)
1-33 Light.
34-66 Dark.
67-99 Primary.
100 Roll again.
Warmth? (1d100)
1-50 Cool shade.
51-100 Warm shade.

Species[edit | edit source]

What kind of team are you running? (1d100)
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 meatshields "allies". Automatically aligned to Hashut.
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, surprisingly with two sexes in this setting.
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)
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[edit | edit source]

Team Traits (1d20)
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)
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)
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[edit | edit source]

Chaos Alignment (1d16) (Ignore if your team is not Chaos-aligned.)
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.)
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[edit | edit source]

Who is the team's coach? (1d6)
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)
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[edit | edit source]

Every team has it's star player, who's yours? (1d8)
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)
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.