Pitch Condition

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:
No Effect

Dew:
No Effect

Whitened:
No Effect

Marked:
No Effect

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