Different Weather tables

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fire olli
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Different Weather tables

Post by fire olli »

Hi All,

I remember seeing a load of weather tables for different areas i.e graveyard, arctic, coast, etc.

I was just wondering if anyone has the document they could send me.

Cheers Olli

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Post by TeamTræls »

And me.

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Post by Pug »

I think it was Quermit and his site that had it....just checking files............................

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Post by Leipziger »

Geggster did a whole bunch of weatehr tables (we used a few of them for the stunty slam last year). Will dig out the document, Olli.

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Post by Leipziger »

Still looking but found a couple of the tables on the Stunty Slam rules from last year:

Round 1 - Desolated Wastelands – Weather Table

Roll 2D6

2 – Earth Tremor – The ground is constantly shaking. At the end of every turn, roll a D6 for each player from the moving team. On a roll of 1, that player loses their balance and falls over. No armour roll is made – players are simply placed prone.

3 – Strong Winds – Immediately roll randomly on the scatter template to determine wind direction. The result is the direction of the strong wind. All kick-offs and inaccurate passes will scatter an additional D6 squares in this direction before normal scatter rolls are made.

4-10 – Nice – Perfect blood bowl weather.

11 – Pouring Rain – A persistent downpour is making the ball slippery and difficult to hold. This causes a –1 modifier on all attempts to handle the ball, including picking up the ball and all catch rolls.

12- Lava Bombs – A local volcanic explosion is raining lava lumps down on the game. Treat all players as if they are boneheaded – representing the need to constantly look skyward to prevent being brained by flying lumps of debris.

Round 2 - Graveyard – Weather Table

Roll 2D6

2 – Baying Mob – A baying mob has shown up fed up with yet another maiden disappearance. Select one team and one random member of that team. The chosen player is lynched and will not take any further part in the game – although they will return for the next match once the mistaken identity is resolved. Re-roll further incidences of ‘Baying Mob’

3-4 – Fog – A real pea-souper has descended on the game! Sprinting is not possible – so GFIs are prohibited and MA is restricted to 6 squares. Only quick or short passes may be attempted and the referee will not be able to spot any fouls.

5-9 – Nice – Perfect blood bowl weather.

10-11 – Pouring Rain – A persistent downpour is making the ball slippery and difficult to hold. This causes a –1 modifier on all attempts to handle the ball, including picking up the ball and all catch rolls.

12- Lightning – The air is lit up by regular lightning strikes… When the moving team ends its turn during a lightning storm, roll a D6. If the result is a 1, a player from that team, randomly selected, has been struck by lightning. Place prone and roll for armour and injury as I hit by Mighty Blow

Round 3 – Desert – Weather Table

Roll 2D6

2-4 – Sweltering Heat – It is so hot that some players collapse from heat exhaustion. Roll a D6 for each player on the pitch after a TD is scored or a half ends. On a roll of 1, the player collapses. Place him in the reserve box in the dugout. He may not take part in the next kick-off, but will available for the drive after that.

5-7 – Very Sunny – A glorious day, but the blinding sunshine causes a –1 modifier on all attempts at pass actions.

8-10 – Nice – Perfect blood bowl weather.

11 – Strong Winds – Immediately roll randomly on the scatter template to determine wind direction. The result is the direction of the strong wind. All kick-offs and inaccurate passes will scatter an additional D6 squares in this direction before normal scatter rolls are made.

12 – Sand Storm – The shifting sands have been stirred up into a violent sand storm and visibility is severely affected. No passes may be attempted and GFIs are prohibited. Furthermore, the referee has taken sanctuary from the storm and will not send anyone off.

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Post by mattgslater »

Here's how we thought about doing it, but never implemented, in our 6-10-team leagues:

In addition to conferences (agility and bash), teams would have divisions of two teams each (north, south, and one or more of east, west and central), with lowest ranking coaches picking their divisions first each season, so each team has one division opponent, and each conference has one team in each division (so unlike the NFL, the divisions are cross-conference).

So instead of the weather table, we would have the Bring the Weather rules. The home team rolls 1d6. On a 1 (reg season) or 1-2 (postseason), the visiting team "Brings the Weather."

(On a 7 result on the kickoff table, roll 1d: on a 1-3, negate any existing weather conditions or add +1 scatter if already "nice." On a 4-6, roll on the "Bring the Weather" table.)

"Bring the Weather"
Roll 1d6. Add +1 in South division, -1 in North division, re-roll 1 and 6 in West division (taking the new roll even if 1 or 6), no modifier in East or Central division.

0-1: Blizzard
2-3: Pouring Rain
4-5: Very Sunny
6-7: Sweltering Heat.

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Post by mattgslater »

Underground...

"Blizzard" is "Pitch Black"
"Very Sunny" is "Bad Lighting"
"Sweltering Heat" is "Falling Rock"

... but what's Pouring Rain?

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Post by Boar Bolter »

I'll help you guys, I've da documents:

D12 D66 Location Description
1-2 11-16 Old World The game is played in the temperate climate of a city-outskirts, town or a
village in the Old World. No special rules apply – use the normal weather
table below.
3-4 21-26 Underground The game is played underground – apart from the slight gloominess
caused by lack of natural light, there is no effect from the surroundings –
ie. there is no weather.
5 31-33 Jungle The game is played near a recently discovered “lost city” deep in the
Lustrian Jungle – sweltering heat one minute, torrential rain the next.
Fun and games are guaranteed.
6 34-36 Desert The game is played in the arid and sweltering conditions of the
scorching desert – take extra water barrels, sunscreen and watch out for
those sand-storms!
7 41-43 Swampland The game is played in the misty confines of a marsh or river-delta. These
“stadiums” tend to be built on unstable fenland and fog is a frequent
visitor – Goblin paradise.
8 44-46 Coastal The game is played near the coast – wind often threatens the more agile
teams and their passing game, but thankfully the fresh sea-air generally
keeps away the colder temperatures.
9 51-53 Mountain The game is played deep in the mountains – high, windy and dangerous.
And that's just for the fans – avalanches have been known to bury teams
in their entirety…
10 54-56 Arctic The game is played in the freezing void of the Norse peoples. Knee-high
snowdrifts are commonplace and ice is an all year round threat. Be
prepared to wrap up warm.
11 61-63 Graveyard The game is played on the archetypal abandoned spooky graveyard –
things regularly go bump in the night – especially with fog rolling in and
the odd, and often catastrophic, lightning strike…
12 64-66 Desolated Wastelands The game is played in the desolate surroundings of the chaos
wastelands. Constantly overcast, there's no sunlight here. Earth tremors
and lava bombs make this just about the most unpleasant place to play.

2D6 Old World – Normal Table
2 Sweltering Heat – It is so hot that some players collapse from heat exhaustion. Roll a d6 for
each player on the field after a touchdown is scored or when a half ends. On a roll of 1, the
player collapses. Place him in the Reserve box.
3 Very Sunny – A glorious day, but the blinding sunshine causes a -1 modifier on all attempts to
Pass the ball.
4-10 Nice – Perfect Blood Bowl Weather!
11 Pouring Rain – A persistent downpour is making the ball slippery and difficult to hold. This
causes a -1 modifier on all attempts to handle the ball, including Picking Up the ball and all
Catch rolls.
12 Blizzard – It is cold and snowing! The ice on the field means that any player attempting to Go
For It is at a -1 on their dice roll, while the snow means that only Quick Passes or Short Passes
may be attempted.

2D6 Jungle
2-3 Sweltering Heat – It is so hot that some players collapse from heat exhaustion. Roll a d6 for
each player on the field after a touchdown is scored or when a half ends. On a roll of 1, the
player collapses. Place him in the Reserve box in the Dugout. He may not take part in the next
kick-off but will be available for the drive after that.
4 Tribal Drums – The natives are restless (which normally means hungry). The players are so
distracted that rerolls are halved (rounded down). Re-roll further incidences of Tribal Drums.
5-9 Nice – Perfect Blood Bowl Weather!
10-11 Pouring Rain – A persistent downpour is making the ball slippery and difficult to hold. This
causes a -1 modifier on all attempts to handle the ball, including Picking Up the ball and all
Catch rolls.
12 Torrential Rain – A torrential downpour is causing complete havoc! All attempts to handle the
ball, including Picking Up the ball and all Catch rolls have a -1 modifier. Only Quick Passes
may be attempted. The extremely muddy conditions reduces all MA by 2. (Adjusted MA cannot
be reduced below 3). This type of rainfall is notoriously quick: roll again on the Weather Table
after this drive.

2D6 Desert
2-4 Sweltering Heat – It is so hot that some players collapse from heat exhaustion. Roll a d6 for
each player on the field after a touchdown is scored or when a half ends. On a roll of 1, the
player collapses. Place him in the Reserve box in the Dugout. He may not take part in the next
kick-off but will be available for the drive after that.
5-7 Very Sunny – A glorious day, but the blinding sunshine causes a -1 modifier on all attempts to
Pass the ball.
8-10 Nice – Perfect Blood Bowl Weather!
11 Strong Winds – Immediately roll randomly on the Scatter template to determine wind
direction. The result is the direction of the Strong Wind. All Kick-Offs and Inaccurate Passes
will scatter an additional D6 squares in this direction before normal scatter rolls are made.
12 Sand Storm – The shifting sands have been stirred up into a violent sandstorm and visibility is
severely affected. No passes may be attempted and GFIs are prohibited. Furthermore, the
referee has taken sanctuary from the storm and will not send anyone off.

2D6 Desolated Wastelands
2 Earth Tremor – The ground is constantly shaking. At the end of every turn, roll a D6 for each
player from the moving team. On a roll of 1, that player loses their balance and falls over. No
armour roll is made – players are simply placed prone.
3 Strong Winds – Immediately roll randomly on the Scatter template to determine wind
direction. The result is the direction of the Strong Wind. All Kick-Offs and Inaccurate Passes
will scatter an additional D6 squares in this direction before normal scatter rolls are made.
4-10 Nice – Perfect Blood Bowl Weather!
11 Pouring Rain – A persistent downpour is making the ball slippery and difficult to hold. This
causes a -1 modifier on all attempts to handle the ball, including Picking Up the ball and all
Catch rolls.
12 Lava Bombs – A local volcanic explosion is raining lava lumps down on the game. Treat all
players as if they are Bonehead - representing the need to constantly look skyward to prevent
being brained by flying lumps of volcanic debris.

2D6 Coastal
2-3 Blustery – A flock of seagulls has taken refuge from the winds nearby. When a pass beyond
Quick is attempted, roll an additional d6. Should you roll a 5 or 6, then the ball collides with a
seagull at a random place along the range-ruler. The ball falls out of the sky at this square,
incomplete, and scatters once. Any player directly under the ball cannot catch it as they are
placed prone and have to make an armour roll from being hit by the stunned bird.
4-5 Strong Winds – Immediately roll randomly on the Scatter template to determine wind
direction. The result is the direction of the Strong Wind. All Kick-Offs and Inaccurate Passes
will scatter an additional D6 squares in this direction before normal scatter rolls are made.
6-10 Nice – Perfect Blood Bowl Weather!
11 Pouring Rain – A persistent downpour is making the ball slippery and difficult to hold. This
causes a -1 modifier on all attempts to handle the ball, including Picking Up the ball and all
Catch rolls.
12 Fog – A real pea-souper has descended on the game! Sprinting is not possible - so GFIs are
prohibited and movement is limited to six squares. Only Quick Passes or Short Passes may be
attempted and the Referee won't be able to spot any fouls.

2D6 Mountain
2 Shrieking Gale – There is the most ear-splitting gale racing down off the mountain. All Kick-
Offs are automatically touchbacks. No passes may be attempted.
3-4 Strong Winds – Immediately roll randomly on the Scatter template to determine wind
direction. The result is the direction of the Strong Wind. All Kick-Offs and Inaccurate Passes
will scatter an additional D6 squares in this direction before normal scatter rolls are made.
5-10 Nice – Perfect Blood Bowl Weather!
11 Blizzard – It is cold and snowing! The ice on the field means that any player attempting to Go
For It is at a -1 on their dice roll, while the snow means that only Quick Passes or Short Passes
may be attempted.
12 Avalanche – The vast amounts of recent snow have become unstable. Roll a d6 for each player
on the field after a touchdown is scored or when a half ends. On a roll of 1, the player is
caught up in an avalanche. Place him in the KO'd box in the Dugout. He can play once he's
dug himself out (effectively a passed KO roll).

2D6 Arctic
2 Very Cold – Hell may well have frozen over! It's so incredibly cold out there that the ground is
harder than Astrogranite. All armour rolls are made with a -1 modifier.
3 Strong Winds – Immediately roll randomly on the Scatter template to determine wind
direction. The result is the direction of the Strong Wind. All Kick-Offs and Inaccurate Passes
will scatter an additional D6 squares in this direction before normal scatter rolls are made.
4-9 Nice – Perfect Blood Bowl Weather!
10-11 Blizzard – It is cold and snowing! The ice on the field means that any player attempting to Go
For It is at a -1 on their dice roll, while the snow means that only Quick Passes or Short Passes
may be attempted.
12 Ice Age – This is a blizzard to bring on an Ice Age! Passing is just not going to happen in the
conditions and the frozen ice means any player attempting to Go For It is at a -2 on their dice
roll and will be effectively hit by Mighty Blow if they fall over.

2D6 Graveyard
2 Baying Mob – In true “The Wicker Man” style, a baying mob has showed up fed up with yet
another maiden disappearance. Select one team and one random member of that team. The
chosen player is lynched and will not take any further part in this game - although will be back
for the next game once the mistaken identity is sorted out. Re-roll further incidences of
“Baying Mob!”
3-4 Fog – A real pea-souper has descended on the game! Sprinting is not possible - so GFIs are
prohibited and movement is limited to six squares. Only Quick Passes or Short Passes may be
attempted and the Referee won't be able to spot any fouls.
5-9 Nice – Perfect Blood Bowl Weather!
10-11 Pouring Rain – A persistent downpour is making the ball slippery and difficult to hold. This
causes a -1 modifier on all attempts to handle the ball, including Picking Up the ball and all
Catch rolls.
12 Lightning – The air is lit up by regular lightning strikes… When the moving team ends its turn
during a lightning storm, roll a d6. If the result is a 1, a player from that team, randomly
selected, has been struck by lightning. Place prone and roll for armour and injury as if hit by
Mighty Blow.

2D6 Swampland
2-3 Fog – A real pea-souper has descended on the game! Sprinting is not possible - so GFIs are
prohibited and movement is limited to six squares. Only Quick Passes or Short Passes may be
attempted and the Referee won't be able to spot any fouls
4 Very Sunny – A glorious day, but the blinding sunshine causes a -1 modifier on all attempts to
Pass the ball.
5-9 Nice – Perfect Blood Bowl Weather!
10-11 Pouring Rain – A persistent downpour is making the ball slippery and difficult to hold. This
causes a -1 modifier on all attempts to handle the ball, including Picking Up the ball and all
Catch rolls.
12 Tidal Surge – The pitch is all of a sudden flooded by an unexpected high tide. Players' MA is
reduced by 1 (Adjusted MA cannot be reduced below 3) and sprinting is not possible – so
GFIs are prohibited.

There ya go :)

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Post by Toby Wardman »

Nice one Boar Bolter. There's also a PDF version here:

http://www.westgamer.com/phpBB2/pafiled ... 110864.pdf

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