roll 1d8 | Chaos Cup result |
1 | Chaos Warp Bolt - Instead of using the trophy as a re-roll,
once per match you may fire a Warp Bolt. A Warp Bolt may be fired
at the beginnng of one of your team turns before any player has
taken any action and this is not an illegal procedure to do this before
moving any Fanatics or Wild Animals on your team. Roll 1d6.
On a 1-2, one randomly selected player on your team is hit.
If the player was not carrying the ball, this is NOT a turnover.
On a 3+ one
randomly selected player on the opposing team is hit. Only
players
on the pitch may be hit. A player hit by the Warp Bolt is
immediately injured (no armour roll is made). |
2 | Rightous Fury - One randomly selected player on your opponent's team gains Wild Animal until the end of the first half of the match. |
3 | Tzeentch Ball! - At the end of each team's turn, if the ball
is on the ground, it scatters 1 square. |
4 | Chaotic Weather - At every kick-off, before the ball is kicked, roll on the weather table. |
5 | Chaos Warp Distortion - One randomly selected player on your team may take 2 actions per team turn for this match only. If you elect to take a 2nd action with this player this turn you must roll 1d6 (you may not re-roll this) immediatly following the first action. 1-3 the player is violently consumed by the Warp (regenerate or an apothecary may NOT be used to save this player) and your turn ends. If the player was holding the ball, scatter the ball 1 square. 4-6 the second action may be taken. The second action must be taken immediatly after the roll. |
6 | Aura of Slaneesh - Your cheelearders have a certain "allure" this match. Your team has double the number of cheerleaders for this match only. Additionally one randonly selected player on your team gains hypnotic gaze and foul appearance for this match only. |
7 | Nurgle's Rot - Rumors of Nurgle's influence over the cup has the opposing team nervous. d3 players on your opponent's team with niggling injuries refuse to play 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 refuse to play this match. |
8 | Khorne's Rage - one randomly selected player on your team gains +1 AV and frenzy for this match only. |
roll 1d6 | Runesmith Result |
1 | Fizzle!: A flaw in the rune has rendered it useless. |
2 | Rune of Speed: One player of your choice gains +1MA and Sprint skill for this match only. |
3 | Rune of Might: One player of your choice gains +1ST for
this match only. |
4 | Rune of Dexterity: One player of your choice gains +1AG for this match only. |
5 | Rune of Stone: One player of your choice gains +1AV and Stand Firm for this match only. |
6 | Rune of Courage: One player of your choice gains Dauntless and Frenzy for this match only. |
Flash may only be used if:
If a player with the Flash skill is transferred to
another team, that player loses the flashing skill. The player
immediately gains another skill or trait that would normally be
available to that position on a doubles roll.
Roll 1d6 for each player with this racial
characteristic each time you want to set them up on the pitch. On
a roll 4-6 they can be set up normally, but on a roll of 1-3 they can't
be used this drive. This only applies to "allied" Vampires.
Vampire teams use the rules from BBAnnual 2003.
BBAnnual 2003 Secret Weapon rules are used in SVBBL.
If a Star Player is freebooted, they may use Team Re-rolls.
Star Players Allowed in the SVBBL