The pitch condition has an impact on the field of play. The field condition for any new pitch begins as Standard. The pitch condition may be modified by any Kick-Off table result as well as the highest impacting Weather table result for the game. Pitch condition modifiers are cumulative with any other modifiers.
Condition | Dry | Wet | Icy | Cut |
---|---|---|---|---|
1 | No Condition |
No Condition |
No Condition |
No Condition |
2 | No Condition |
No Condition |
No Condition |
No Condition |
3 | No Condition |
No Condition |
No Condition |
No Condition |
4 | Steady: |
Dew: |
Whitened: |
Marked: |
5 | Compact: Roll d6: 4+ = Firm |
Moist: Roll d6: 4+ = Greasy |
Frost: Roll d6: 4+ = Slush |
Gritty: Roll d6: 4+ = Scarred |
6 | Firm: +1 to catch bouncing ball |
Greasy: -1 to catch bouncing ball |
Slush: Kickoffs do not bounce |
Scarred: Ball bounces twice |
7 | Sure: All players gain Sure Feet |
Slick: +1 to dodging |
Sleeted: -1 to dodging |
Churned: -2 to Kick rolls |
8 | Dusty: -1 to catch or intercept |
Damp: -1 to exert |
Frigid: All players gain Sprint |
Indented: -1 to leap |
9 | Sandy: All players lose Sprint |
Watery: All players lose Sure Hands |
Unsteady: All players lose Stand Firm |
Steady: Ball scatters additional square |
10 | Dry: -1 AV if hit the floor |
Wet: +1 AV if hit the floor |
Icy: 3+ to make a foul |
Cut: -1 AV when hitting the floor |
11 | Dust Bowl : Referee vision halved (down) |
Slippery: All players lose Shadowing |
Slippery: All players gain Side Step |
Loose: -1 to dodging |
12 | Hard: Roll AV on failed exerts |
Soaked: -1 MA |
Shards: Roll AV on failed exerts |
Gravel: -1 to exerting |
13 | Cracked: Ball scatters three times |
Drenched: +2 to picking up the ball |
Frozen: All players gain Tackle |
Pebbles: Roll AV on failed exerts |
14 | Dust Storm: 2+ to participate in drive |
Saturated: No player may dodge |
Tundra: All Stunned players are KO'd |
Stoney: +1 to fouling |
15 | Baked: Additional 3+ after gaining possession of ball or fumble |
Marshy: No player may exert |
Ice Rink: Any player who is dodged away from must roll 2+ or count as if they failed the dodge |
Rocky: All players gain Bullet Throw but do not need ball to use it |
16 | Parched: All players must roll 4+ to use a team re-roll |
Running Water: Ball travels d6 when scattered |
Ice Sheet : All players gain Stunty |
Treacherous: All players must make exert roll at end of action |
17 | Arid: 3+ to participate in drive |
Bog: -2 MA |
Ice Floe: All players must roll 2+ to enter a square or their action ends |
Crumbling: +2 to all injury rolls |
18 | Beach: -3 MA |
Running Water: Ball travels d6 when scattered |
Permafrost: All players on the pitch face armour roll every turn |
Rubble: All players make exert roll at start of turn or cannot take action |
19 | Desert: Each player 2+ each turn or face injury roll as if pushed off pitch |
Lake: Any stunned player must roll d6: 1 = dead |
Glacial: Any player on the floor receives injury roll as if pushed off pitch |
Landslip: 2+ each turn or all players and coaches in both dugouts face dead or injured roll (max 1/half) |
20 | Pitch Unusable: All subsequent games transferred to away ground |
Pitch Unusable: All subsequent games transferred to away ground |
Pitch Unusable: All subsequent games transferred to away ground |
Pitch Unusable: All subsequent games transferred to away ground |