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