Every team begins with no upgrades of any kind and a capacity of 35k. The capacity is the maximum number of fans that will fit into the ground.
There are four basic stadium constructions available as well as simply expanding capacity.
| Type | Cost | Capacity |
|---|---|---|
| Stadium | 250k | 40k |
| Grandstand | 150k | 20k |
| Terracing | 100k | 15k |
| Not-so-Grandstand | 50k | 5k |
| Capacity Expansion | 15k | 1k |
The Stadium represents construction on all four sides/ends while each other construction applies to one particular side or both ends. If a side is chosen it must be nominated prior to the kick off. In order to purchase a Stadium for your team, you must already possess 250k worth of construction, the effects of the stadium are cumulative with effects of the upgrades 'underneath' it. [Note that due to phrasing, pushing players back onto the pitch or beating up players in the crowd are not cumulative, but affecting 'argue the call' results or gaining rerolls is.] After purchase of a stadium additional upgrades can be added 'underneath' it, to enhance capacity further.
Stadium: A stadium is the height of Blood Bowl luxury and represents a magnificent arena for the game to be played in. It has the following game effects.
i) Any home player that is pushed off the pitch may be pushed back onto the playing field using the throw-in template and is not injured on a d6 roll of 5+. The result of the block still applies.
ii) If an away player is pushed off the pitch the crowd counts as having the mighty blow skill.
iii) If the away team does not own a stadium, they must roll 7+ at the beginning of each half or lose a re-roll for the remainder of that half due to the awe felt by playing in such a major arena.
iv) The home team may roll 2d6 at the beginning of each half, a 9+ results in an extra re-roll for the remainder of the half due to the ‘lift’ of the home crowd.
v) Any attempt to argue the call by the home side has a +1 modifier.
vi) The away team may not argue the call.
Grandstand: A grandstand is a purpose built permanent structure that stretches down one side or both ends. The coach must nominate which side prior to the start of the game. Any home player pushed into this side may be pushed back onto the pitch on a d6 roll of 5+. The home side may gain an extra re-roll at the beginning of each half on a 2d6 roll of 10+. Each subsequent grandstand built reduces the target number of this roll by 1, as does building a stadium.
Terracing: The Terraces tend to attract the roughest yobbo supporters you can imagine. Nominate one side or both ends before kick-off, if any away team players are knocked off the pitch into the nominated area the crowd count as having the mighty blow skill. The home side may add +1 to any attempt to argue the call. For each subsequent terracing purchased the home team is counted as having a fan factor 1 higher for purposes of fan violence kick off results (51, 52, 55).
Not-so-Grandstand: A not-so-grandstand is a rickety and supposedly temporary structure and tends to be made of the cheapest material available. Any pitch invasion results on the kick-off table add +1 to injury rolls due to the easy availability of loose pieces of wood and metal. Due to the poor workmanship often involved, there is a risk that the structure could collapse during exciting games, roll after each TD.
| Total TDs | 2d6 |
|---|---|
| 1-2 | 11+ |
| 3 | 10+ |
| 4 | 9+ |
| 5 | 8+ |
| 6 | 7+ |
If a collapse occurs, roll 2d6, a score of 2-7 results in the home side’s Fan Factor being reduced by 1 permanently while 8-12 means the away side loses a Fan Factor permanently. After a collapse, the home coach must repair the Not-So-Grandstand at a cost of 20k or it is not usable.
At the end of each season beyond the first of ownership for each piece of construction upgrade, you must roll 2d6 on the following table with a modifier of -1 for each full year of ownership:
| 2d6 | Result |
|---|---|
| 2 | Construction upgrade collapses. Remove it from your homefield. |
| 3-4 | The construction upgrade has been damaged. It now functions as the next construction upgrade down. If it is a Not-So-Grandstand or below, it collapses. |
| 5-6 | Pay 20% of the construction value of the upgrade to maintain its current status or it functions as the next construction upgrade down. |
| 7-9 | Pay 10% of the construction value of the upgrade to maintain its current status or it functions as the next construction upgrade down. |
| 10-11 | No change |
| 12 | The construction upgrade is in perfect condition. This year does not count towards years of recorded ownership. |
Note that if the stadium changes in type, it retains its years of recorded ownership in its new form.
For the stadium upgrades below, a 10% charge is levied at the end of each year of ownership after the first or the upgrade falls into disrepair and is no longer usable.
The upgrades below require a stadium.
Stewarding:120k, trained crowd control personnel patrol the perimeter. Any time a crowd violence result occurs on the kick-off table, you may attempt to prevent its occurrence by rolling 8+ on 2d6.
Player Searches:120k, any player attempting to take the field with a secret weapon is sent off on the roll of a 5+.
Dugout Facilities: 120k, all home players recover from KOs on 3+. This effect is not compatible with Bloodweiser babes.
Walled Sidelines:120k, any player pushed off the pitch is instead pushed into a wall, place the player prone and roll for armour. If the ball bounces off the pitch, it hits the wall (it hits it on a d6 roll of 3+ if passed off the pitch and will scatter off the wall d3 squares), it will scatter 1 square. Wall scatters use the throw-in template.
Air Conditioning:50k, reduces severity of sunny weather by 3. To a minimum of 3 (maximum level is 9).
Central Heating:50k, reduces severity of snowy weather by 3. To a minimum of 3 (maximum level is 9).
Floodlights:70k, reduces severity of foggy weather by 3 levels. To a minimum of 3 (maximum level is 9).
High Walls:70k, reduces severity of windy weather by 3. To a minimum of 3 (maximum level is 9).
Glass Roof:120k, requires high walls. Ignore all effects of rainy/snowy/foggy weather. Increase the severity of any sunny weather by 1.
Opaque Roof:200k, (or 80k to upgrade from glass), requires high walls. Ignore all weather effects.