Stadium Rules

There are two key aspects to the stadium rules. Construction upgrades affect the size of the crowd that can git into the ground. Pitch condition affects the playing surface for matches.

Every team begins with no upgrades of any kind and a capacity of 35k. The capacity is the maximum number of fans that will fit into the ground.

Any team may purchase an upgrade as outlined below. Note that if you can convince the League Commish that there is a natural reason why your team would be able to get an upgrade easily, some reduction to the cost will occur. This list is at no point exhaustive and there will be a reduction in cost for any new ideas you come up with.

Construction Upgrades

There are four basic stadium constructions available as well as simply expanding capacity.

Type Cost Capacity
Stadium
300k
60k
Grandstand
150k
40k
Terracing
100k
15k
Not-so-Grandstand
60k
5k
Capacity Expansion
10k
1k

The Stadium represents construction on all four sides/ends while each other construction applies to one particular side/end that must be nominated prior to the kick off. In order to purchase a Stadium for your team, you must already possess 250k worth of construction.

Stadium: A stadium is the height of Blood Bowl luxury and represents a magnificent arena for the game to be played in. It has the following game effects.
i) Any home player that is pushed off the pitch may be pushed back onto the playing field using the throw-in template and is not injured on a d6 roll of 5+.
ii) Any away player pushed off the pitch has a +1 modifier to the injury roll.
iii) If the away team does not own a stadium, they must roll 7+ at the beginning of each half or lose a re-roll for the remainder of that half due to the awe felt by playing in such a major arena.
iv) The home team may roll 2d6 at the beginning of each half, a 9+ results in an extra re-roll for the remainder of the half due to the ‘lift’ of the home crowd.
v) Any attempt to argue the call by the home side has a +1 modifier.
vi) The away team may not argue the call.

Grandstand: A grandstand is a purpose built permanent structure that stretches down one side or end. The coach must nominate which side prior to the start of the game. Any home player pushed into this side may be pushed back onto the pitch on a d6 roll of 5+. The home side may gain an extra re-roll at the beginning of each half on a 2d6 roll of 10+.

Terracing: The Terraces tend to attract the roughest yobbo supporters you can imagine. Nominate one end/side before kick-off, any away team players knocked off the pitch into the nominated area have +1 added to the injury roll. The home side may add +1 to any attempt to argue the call.

Not-so-Grandstand: A not-so-grandstand is a rickety and supposedly temporary structure and tends to be made of the cheapest material available. Any pitch invasion results on the kick-off table add +1 to injury rolls due to the easy availability of loose pieces of wood and metal. Due to the poor workmanship often involved, there is a risk that the structure could collapse during exciting games, roll after each TD.

Total TDs 2d6
1-2
11+
3
10+
4
9+
5
8+
6
7+

If a collapse occurs, roll 2d6, a score of 2-7 results in the home side’s Fan Factor being reduced by 1 permanently while 8-12 means the away side loses a Fan Factor permanently. After a collapse, the home coach must repair the Not-So-Grandstand at a cost of 20k or it is not usable.

Note that should a hurricane result on the weather table it is the equivalent to 6 TDs and should be rolled for each construction upgrade. A hurricane induced collapse requires maintenance equal to 1/3 of the construction cost of the upgrades.

 

At the end of each season beyond the first of ownership for each piece of construction upgrade, you must roll 2d6 on the following table with a modifier of -1 for each full year of ownership:

2d6 Result
2 Construction upgrade collapses. Remove it from your homefield.
3-4 The construction upgrade has been damaged. It now functions as the next construction upgrade down. If it is a Not-So-Grandstand or below, it collapses.
5-6 Pay 20% of the construction value of the upgrade to maintain its current status or it functions as the next construction upgrade down.
7-9 Pay 10% of the construction value of the upgrade to maintain its current status or it functions as the next construction upgrade down.
10-11 No change
12 The construction upgrade is in perfect condition. This year does not count as for years of recorded ownership.

Note that if the stadium changes in type, it retains its years of recorded ownership in its new form.

For all other upgrades, a cumulative 10% charge is levied at the end of each year of ownership or the upgrade falls into disrepair and is no longer usable.

Homefield Upgrades

Sloping Field: 150k, the pitch slopes down one end (note half time end change). Instead of selecting to receive or kick, a coach may elect which end they play during the first half. There is a downhill MA +1 bonus but a –2 penalty to exert rolls. All bounce scatters use the throw-in template and bounce downhill.

Stream: 120k, a stream runs down the pitch, at the start of every drive roll d6: 1-3 the ball will drift d3 squares towards the home team any time that it is on the floor at the start of a turn, 4-6 the ball will drift d3 squares towards the away team any time that it is on the floor at the start of a turn.

Trees: 80k, at the start of every game, each coach may place one tree anywhere except on or directly behind the line of scrimmage or the wide zones. Any time a tree is within interception range, it may knock the ball down on a d6 roll of 6 for Long Pass, 5+ for short pass and 4+ for quick pass. If a player is pushed into the tree, they are automatically knocked down in the square they are in.

Stumps: 80k, at the start of every game, each coach may place 2 stumps anywhere except on or directly behind the line of scrimmage or the wide zones. Any player pushed into the stump is automatically knocked down in the square they are in. No player may move through a square with a stump though a player may leap if they have that skill.

Training Room: 100k - only one Team ReRoll needs to face upkeep at the end of each season

Icon of the Chaos Gods: 200k - you may add 1 to your special play card rolls, but if you do so you must only draw Random Events.

Underworld Contacts: 230k - you may add 1 to your special play card rolls, but if you do so you must only draw Dirty Tricks

Stadium Upgrades

Drainage System: 50k - reduce wet pitch condition by d3 at the end of each match

Sprinklers: 30k - reduce dry pitch condition by 1 at the end of each match

Undersoil Heating: 30k All icy pitch conditiobn increases are treated as wet instead

Sand Surface: 100k dry pitch condition is minimu 5. Instead of reducing any other pitch condition, the groundskeeper can reduce the cut pitch condition by d6

Astrogranite: 200k - Dry pitch condition is always exactly 7. Cut pitch condition is always exactly 0.

Floodlights: 70k, any Fog result on the weather table is reduced by 3 levels to a minimum of 1. Note that you do not have to turn the floodlights on but must state this before the start of the match.

Stewarding: 110k, trained crowd control personnel patrol the perimeter. Any time a crowd violence result occurs on the kick-off table, you may attempt to prevent its occurrence by rolling 8+ on 2d6.

Player Searches: 40k, all players with secret weapons must roll to see if they are caught before the game and will count as having been sent off if the penalty roll is achieved.

Walled Sidelines: 120k, any player pushed off the pitch is instead pushed into a wall, place the player prone and roll for armour. If the ball is thrown or kicked off the pitch, it hits the wall on a d6 roll of 3+ and will scatter off the wall d3 squares. If the ball bounces off the pitch, it will scatter 1 square. Wall scatters use the throw-in template.

Air Conditioning: 50k Turn on to reduce severity of sunny weather by d3.

Central Heating: 50k Turn on to reduce severity of snowy weather by d3.

Dugout Facilities: 160k, all home players recover from KOs on 3+.

High Walls: 100k ignore all windy weather effects except Hurricane.

Glass Roof: 200k Requires high walls. Ignore all effects of rainy/snowy/foggy weather. Increase the severity of any sunny weather by 1. Add 1 to all cut pitch condition rolls

Opaque Roof: 300k. Requires high walls. Ignore all weather effects. Add 1 to all cut pitch condition roll

Contingent Upgrades

These upgrades are only purchasable when a particular circumstance has occurred. Only one of each upgrade may exist in the league at a time.

The Graveyard: Free, you may only take this upgrade for one season at the beginning of the season. You must have had the most fatalities against during the previous season. A Necromancer is added to your coaching staff, if you need to replace the Necromancer for any reason, it will cost 50k. Any time a player is killed during a home game, you may raise them as a Zombie at the end of the match with the following stat adjustments MA-2, AG-1, AV-1 (Max MA 6 AG 3) lose all skills (except mutations), gain Regenerate

Snotlings: Free, you may only take this upgrade if you have the lowest average gate for a season. During the next season only, a Snotling Fan club watches your side raising any Fan Factor rolls on the kick-off table you have to make by +2.

 


Created by MadLordAnarchy, material inspired by Take Your Seats Please by Stuart Woods in Citadel Journal 21. Pitch condition borrowed and updated from http://bobba.no/regelboken91.pdf