Dungeonbowl Handicap Table

Wandering Monsters (Bat, Squig, Spider, Spawn) are treated like a player on your team with the following exceptions:

d66 Result d66 Result
11 APPEARANCE FEE: The player on the opposing team with the most Star Player Points has decided that he needs to be paid money to take the field against 'those bums.'  Roll 1d6 and multiply the result by 5,000.  The result is the number of gold pieces the player must receive before he will take enter the dungeon.  If he isn't paid, he'll sit in the Dugout, refusing to come out until his fee is met or the game ends!  The opposing coach may choose to pay the appearance fee any time after the start of the match if he wishes.  The fee must only be paid the first time this player enters the Dungeon this match.
41 SQUEEEK SQUEEEK!: Play at the start of any of your opponent's turns if the ball is lying on the ground in an empty square.  A rather large rat has leapt form the shadows and runs off with the ball.  You may move the ball to a new EMPTY square within 2d6 squares of where it started.  You may only do this once this match.
12 EXTRA TRAINING:  Your team has worked long and hard all week for this opponent.  You may take an extra Team Re-roll to use for this match.
42 GRUDGE MATCH:  You may take any number of Foul actions per turn for this match.  However, you may not foul the same player more than once per team turn.
13 INTENSIVE TRAINING:  ONe player is really psyched for this week's match, and has been working very hard preparing for it.  Pick a player on your team.  He may take one extra skill to use for this match only, just as if he had rolled a New Skill result on the Star Player Table.
43 BALL SHIELD MALFUNCTION: Use at the start of any of your turns.  The magical shield protecting the ball from being lost in space erroneously activates.  Roll 1d6 to determine which Teleport Pad the ball appears on.  The ball scatters once from the Teleport Pad.  You may only do this once this match and only after the ball has been found.
14 INSPIRATION:  Watching the opposing team in their previous match has taught one of your players a thing or two.  Pick a player on your team and give him an extra MVP.  If the additional SPPs are enough to give him a new skill then generate it immediately.
44 IT WASN'T ME!:  One randomly selected player on the opposing team has been getting a little rowdy in anticipation of today's 'cake walk,' and he's been arrested!  He must miss this match.
15 I AM THE GREATEST!:  Two randomly selected players on the opposing team refuse to be in the dungeon at the same time for this match only.  Only one may be set up in Dungeon at the start of the match.  If one of these players is currently in the Dungeon, the other player may not teleport in.
45 THAT BOY'S GOT TALENT:  In your last match you spotted a talented fan in the stands, and he agrees to play for your team.  Add one player at any position to your roster for this match only.  The player leaves the roster when the match ends.  Note that you may add a 17th player to a match in this fashion.
16 UNDER SCRUTINY:  The opposing team may not Foul or field players holding Secret Weapons for this match.
46 NEWS FEATURE:  The big CabalVision networks produce a special news feature about your team of plucky underdogs and their chances in the upcoming match.  The extra revenue this generates will allow you to roll 2d6 at the end of the game for your match winnings instead of the usual 1d6.
21 SNEAK START: Use after both teams have set up but before the first turn.  Pick a player on your team.  That player is allowed to move up to 1d6 squares, ignoring tackle zones as he does so.
51 BRIBE THE REF: Use before setting up your team at the start of the match.  You may set up 7 players in the dungeon.
22 BAD HABITS: The opposing team loses one re-roll for this match only.
52 IN THE BAG!: The opposing team is feeling cocky about their chances of winning this match.  They may only set up their worst 6 players in the Dungeon at the start of the match, based on SPPs.  Each turn, the opposing team may only teleport in it's worst player in the reserves box, based on SPPs.
23 BIASED REFEREE:  The opposing team counts as being under the eyes of the referee for the whole match (i.e. all fouls will be spotted on a 4+)
53 MICKEY FINN: Pick one member of the opposing team's coaching staff other than the head coach.  The chosen member may not be used until the next match the team plays.
24 RUNNING LATE: Agents in your employ manage to delay 1d6 randomly selected players on the opposing team for this inconvenient match.  These players may not be set up at the start of the match.  These players may not teleport into the Dungeon during opposing team's first 1d3 turns. 54 STILETTO: A player of your choice in your team counts as having Razor Sharp Claws for this match only.
25 AMULET OF RETRIEVAL: Once during the match you may rescue a player "Lost In Space".  Place the player in the reserves box.
55 DUH, WHERE AM I?:  One randomly selected player on the opposing team has been out all night on a bender, and isn't really ready for the game.  The player gains Bonehead for this match only.
26 ILLEGAL DRUGS:  You may choose one player in your team to have either +1 ST OR +1 AG for this match only.
56 ASSASSIN:  Your team has hired an assassin to take out one of the players on the opposing team.  Pick a player on the opposing team and make an injury roll for him.  Treat any Stunned result as a KO'd result.  The opposing coach may use his Apothecary (may not be used for the rest of the match), Regenerate, or Thick Skull (if appropriate) on this player.
31 MORLEY'S REVENGE:  1d3 randomly selected players on the opposing team  have drunk a spiked drink.  Roll 1d6 before setting each player up at the start of the match.  On a roll of 1-3 the player may not set up at the start of the match.  You may select another player to setup.  Roll 1d6 before teleporting each of these player from the Reserves box.  On a roll of 1-3 the player may not teleport in this turn.  You may select another player to teleport in this turn. 61 BRIBE THE REF: You have taken up a collection to 'convince' the ref that your players are a nice , clean bunch of fellows!  You may ignore the first penalty called against your team.
32 BRIBE THE ANNOUNCERS:  You receive your MVP award before the game starts.  If this takes a player up a level, he may roll for his new skill immediately.  Note that you don't get a second MVP at the end of the match.
62 KNUCKLEDUSTERS: A player of your choice in your team counts as having mighty blow for this match only.
33 VAMPIRE BAT: A Vampire Bat teleports into the dungeon.  Roll 1d6 to determine which teleporter the Vampire Bat appears on.
MA 9  ST 2  AG 4  AV7
Skills: Dodge, Razor Sharp Fangs, Side Step
Traits: Stunty, Can NOT pick up or catch the ball
63 VIRUS:  A mysterious illness breaks out among the opposing team, knocking out the unhealthiest members of the bunch.  d3 players on your opponent's team with niggling injuries are too sick to show up for this match.  Your opponent selects these players.  If there are fewer players with niggling injuries on the opposing teams than the d3 result, then all players on the opposing team with niggling injuries are too sick to show up for this match.
34 GIANT SPIDER: A Giant Spider teleports into the dungeon.  Roll 1d6 to determine which teleporter the Giant Spider appears on.
MA 7  ST 3  AG 4  AV8
Skills: Jump Up
Traits: Foul Appearance, Wild Animal, Can NOT pick up or catch the ball
64 READY, SET, GO!...GO?...GO?:  The opposing team miss the signal that the match has started causing a turnover.  Your opponent loses their first team turn!
35 CAVE SQUIG:   A Cave Squig teleports into the dungeon.  Roll 1d6 to determine which teleporter the Cave Squig appears on.
MA 1d6  ST 4  AG 3  AV7
Skills: Razor Sharp Fangs
Traits: Thick Skull, Wild Animal, Can NOT pick up or catch the ball
65 IRON MAN:  One randomly selected player on your team is determined to play hard for the whole game, no matter what the cost - in fact, he refuses to get injured!  If an opposing player beats his armour roll, he is only Stunned.
36 CHAOS SPAWN: A Chaos Spawn teleports into the dungeon.  Roll 1d6 to determine which teleporter the Chaos Spawn appears on.
MA 1d6  ST 4  AG 1  AV10
Skills: Multiple Block
Traits: Foul Appearance, Stand Firm, Can NOT pick up the ball
66 BUZZING!  One of your players has gone heavy on the coffee in anticipation of today's game.  of this match only he gains the Jump Up trait and the Frenzy Trait, but will automatically fail any attempt to pick up or catch the ball.