Norse Bowl kick-off table

The following kick-off table will be used in Norse Bowl Undercup 2.

2d6 Result
2 Get the ref: The fans exact gruesome revenge on the referee for some of the dubious decisions he has made either during this match or in the past. His replacement is so intimidated that he can be more easily persuaded to look the other way. Each team receives 1 additional Bribe to use during the game. A bribe allows you to attempt to ignore one call by the referee for a player who has committed a foul to be sent off or a player armed with a secret weapon. Roll a D6, on a 2-6 the bribe is effective (preventing a Turnover if the player was ejected for fouling) but on a roll of a 1 the bribe is wasted and the call still stands. Each Bribe may be used once per match.
3 Riot: The trash talk between two opposing players explodes and rapidly degenerates involving the rest of the players. If the receiving team’s turn marker is on turn 6 for the half, both teams move their turn marker back one space as the referee resets the clock back to before the fight started. If the receiving team has not yet taken a turn this half the referee lets the clock run on during the fight and both teams’ turn markers are moved forward one space. Otherwise roll a D6. On a 1-3, both teams’ turn markers are moved forward one space. On a 4-6, both team’s turn markers are moved back one space.
4 Defensive shift: The players on the kicking team are allowed to move up to a total of 7 squares, divided among them as the coach decides. This is a free move and may be used to cross the Line of Scrimmage.
5 Perfect offense: The receiving team’s coach may reorganize his players (the new setup must still be a legal setup).
6 Cheering fans: Each team rolls a d6 and adds their FAME modifier and number of Cheerleaders. The team with a higher score gains a Team Reroll. In the case of a tie, neither side gets a reroll.
7 Changing weather: Make a new roll on the Weather table. Apply the new Weather roll. If the new Weather roll was a ‘Nice’ result then a gentle gust of wind makes the ball scatter one extra square in a random direction before landing.
8 Brilliant coaching: Each team rolls a D6 and adds their FAME modifier and number of Assistant Coaches. The team with a higher score gains a Team Re-roll. In the case of a tie, neither side gets a re-roll.
9 Quick snap: The offence start their drive a fraction before the defense is ready, catching the kicking team flat footed. All of the players on the receiving team are allowed to move one square. This is a free move and may be made into an adjacent empty square, ignoring tackle zones. It may be used to cross the recievers line of scrimmage.
10 Blitz!: The defence start their drive a fraction before the offence is ready, catching the receiving team flat-footed. The kicking team receives a free ‘bonus’ turn: however, the coach may only choose three players to perform an Action. The kicking team may use team re-rolls during a Blitz. If any player suffers a turnover then the bonus turn ends immediately.
11 Raging fans: Enraged fans fail to get onto the pitch, and instead attack the teams dugouts. Make an injury roll for each player in the KO and reserves boxes of both teams. A result of Stunned has no effect, a KO moves the player to the KO recovery box unless they were there already, and a Casualty moves the player to the Dead and Injured box as if they were Badly Hurt. Do not roll armour.
12 Bad habits: One player has partied a little too hard the night before the match and fails to get onto the pitch in time for the kick-off. Each coach rolls a D6 and adds their FAME to the roll. The team with the lower total is the one with the missing player. In case of a tie both teams are missing a player. Decide randomly which player to remove from the pitch, the coach plays with the remaining players in whatever positions they were set up in.
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