Blood Bowl Rookie Combine

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Rookie Combine By Chris Nye The following rules are used to begin a Blood Bowl season. For the LBL, this event is held yearly at a different city and is a place where hundreds of would-be Blood Bowl players descend to show their abilities and to hopefully sign with a team and help lead that team to glory. These rules are not used for rookie leagues where all teams starting have not yet played a game, but for leagues where established teams already exist. After a season of Blood Bowl is complete, the Combine location is made available and journeymen and rookies all compete to catch the league scouts’ attention. For a solid week they are organized into loose pick up teams and they do nothing but play Blood Bowl and perform physical feats such as endurance runs, tests of strength, and alcohol consumption competitions (to test for fortitude and substance of inner gas levels of course). After this period of time has elapsed, league scouts will have cut any players that they feel are so hopeless that they would not stand any realistic chance making a team. What’s remaining is put into a league pool and given an evaluation chip to tell teams what potential the scouts feel that the individual player possesses. Teams then may draft players in the Combine event, hoping to uncover the next league legend, and avoid spending money on a bust. Teams that have a low overall value draft first, and thus have access to a better selection of players then teams that have a higher value or who have won the league championship the season prior.

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Alternate rules for Blood Bowl allowing for rookies

Transcript of Blood Bowl Rookie Combine

  • Rookie Combine By Chris Nye

    The following rules are used to begin a Blood Bowl season. For the LBL, this event is held

    yearly at a different city and is a place where hundreds of would-be Blood Bowl players

    descend to show their abilities and to hopefully sign with a team and help lead that team to

    glory.

    These rules are not used for rookie leagues where all teams starting have not yet played a

    game, but for leagues where established teams already exist.

    After a season of Blood Bowl is complete, the Combine location is made available and

    journeymen and rookies all compete to catch the league scouts attention. For a solid week

    they are organized into loose pick up teams and they do nothing but play Blood Bowl and

    perform physical feats such as endurance runs, tests of strength, and alcohol consumption

    competitions (to test for fortitude and substance of inner gas levels of course).

    After this period of time has elapsed, league scouts will have cut any players that they feel

    are so hopeless that they would not stand any realistic chance making a team. Whats

    remaining is put into a league pool and given an evaluation chip to tell teams what

    potential the scouts feel that the individual player possesses.

    Teams then may draft players in the Combine event, hoping to uncover the next league

    legend, and avoid spending money on a bust.

    Teams that have a low overall value draft first, and thus have access to a better selection of

    players then teams that have a higher value or who have won the league championship the

    season prior.

  • The Combine Event

    Step 1 Assign Draft Modifiers to Each Team

    To represent the drafting process, the league administrator should obtain the overall team

    value of each team present at the Combine. This overall team value is equal to the value of

    the roster (injured players count toward the roster value) plus the amount of money held

    in the teams treasury.

    The two teams that played in the overall championship the season before are always

    considered to be the most expensive teams regardless of their actual Team Values.

    Half of the teams will get no modifier to their draft rolls. Note a 0 next to these teams.

    The quarter top teams that have the most TV are given a -1 value, making it harder for

    them to roll an elite player (representing them going later in the overall draft and having

    little to choose from).

    The quarter bottom teams that have the least TV are given a +1 value, making it easier for

    them to roll an elite player (for the reasons above, because they draft earlier they have

    access to a more elite pool).

    Of the teams split into a -1 or +1 pool, the admin will split each of those in half again, giving

    the very top teams a -2 value, and the very bottom teams a +2 value. In the end, unless

    your league is smaller than five teams, you should have five modifiers total (-2, -1, 0, 1, and

    2).

    Step 2 Trading and Transaction Phase Begins

    * Teams may negotiate with other teams to buy draft picks. Teams may spend gold

    or even Trade players on their roster for draft picks

    * Teams that sell a draft pick obviously lose a pick and the team that obtained the

    pick gains an additional draft choice at the modifier that the original team had.

    * Players traded to other teams gain the LONER skill for the duration of the

    upcoming season as they have to adjust to the new team they were placed on. Note:

    this is the only time trades are allowed.

    * Teams may trade players at the Combine without obtaining or losing draft picks. It

    can just be a trade transaction for money or other players.

    The potential of a rookie is rated by a series of chips explained below:

  • Red Chip Rookies These rookies barely made it through the combine. Scouts are

    generally unimpressed with them, and while these players may make great amateur Blood

    Bowl players, the odds of them performing well at the professional level are slim. While

    the odds are that they would be a draft bust, their contracts are cheaper and some red-chip

    players have been known to surprise their coaches. They cost 20k less than a player of

    their standard race and position.

    White Chip Rookies White chips are your standard rookie recruits that have standard

    abilities and playing skill. They are the level of player that teams normally sign, and have a

    chance of being a bust or an exceptional player. Their contract rates are standard.

    Blue Chip Rookies Blue chips are players that showed great promise in their amateur

    career and also at the Combine tests. Scouts that grant a rookie a blue chip are fairly

    certain that the player has great potential at being a star player. Their contracts will be

    slightly higher to indicate their elevated status. A blue chip player costs 10k more than

    normal.

    Gold Chip Rookies A gold chip is very rare. This is typically a player that led their

    respective league in a category such as rushing, scoring, injuries inflicted, or loudest belch.

    Gold chips are not drafted per normal, they are given the ability to choose what team they

    want to belong on (no gold chipper wants to land on a crappy team where they will be

    injured or have a career marred by many losses and obscurity).

    Gold chip players may be selected by either the winner or runner up of the Combine Event

    (discussed later)

    Gold Chip Rookies cost 20k more than a standard player of the same position.

    Platinum Chip Rookie Only one rookie can be given the Platinum Chip, and it is typically

    the winner of the World Wide Heinzmann Trophy. The Heinzmann winner is highly sought

    after, for he not only leads the amateur world in what he does on the field, he goes far and

    beyond it, and typically has great taste in gourmet ketchup.

    Like a gold chip player, Platinium Chip players cannot be drafted per normal, they may be

    chosen by the winner of the Combine Event (or the runner up if the winner chooses to pass

    him up).

    Platinum Chip Rookies cost 40k more than a standard player of the same position.

  • Did you know Meinburg Scholars thrower Gerard Helmsley was a red chipper who

    was said by the scouts to be so bad that his only redeeming qualities were his bench

    warming abilities. Helmsley went on to lead the league in passing and scoring the

    following season and became one of the top throwers to step foot on the pitch, and all

    for a bargain recruiting price.

    Step 3 Generate Rookie Prospects

    Each player will then roll on the Draft-Chart three times to determine their three prospects

    and their potential. They will generate the potential of the player on the chart, and then

    they will generate the position. On a D6 roll of a 1-4, the player is the standard cheapest

    position on the team (usually a lineman). On the roll of a 5-6, the player is one of the other

    positions available and that should be randomly generated.

    At the end of this stage, each player will have a list of rookies available to them that they

    can try out.

    It is important to note, that a max of three Combine rookies can be signed during this event, so

    teams that buy additional draft picks are essentially buying the ability to roll more on the

    prospect chart and generate additional positions.

    Step 4 Sign a Rookie and Play Him

    The Combine Event is three rounds. Before each round, teams may sign one of their

    rookies generated and add him to their roster. Once finished, the player generates any

    traits (positive or negative) and adds any skills necessary before playing each round of the

    event.

    The game can be a normal game of Blood Bowl, but in the LBL it will be a game of Street

    Bowl (which is detailed in the Street Bowl rules, but is essentially a 7 on 7 scrimmage

    match where coaches work their lower skilled players and their higher skilled players get a

    break played in the streets of the city where the Combine is being hosted)

    This does mean that yes indeed one must pay the money and sign the rookie player

    BEFORE one knows if he is a bust or if he is the next legend.

    Important League Rule The Combine is the ONLY time a team roster may have 17

    players on it.

    Step 5 Finish the Event and Sign Gold and Platinum Chippers

    After three rounds, the overall winner of the event may select to sign the Gold or Platinum

    chip candidate. These two players should already be generated by the administrator, with

    the additional bonus that the players are of a random race.

  • This is the one and only time a team may draft a rookie player not of their team race

    (though again teams can trade for other players on other teams as noted above at this

    event)

    The runner-up of the event may choose to sign the player that the overall player did not.

    The gold chip and platinum chip candidate will not sign for a team that did not place first or

    second at the combine. If they are not signed, they will seek another league to ply their

    skills in.

    Table Prospect Generation

    Players roll on the table below to generate potential prospects. Once a prospect is

    generated, randomly generate his position. On a D6 of 1-4 it is the lowest costing position

    on your team. On a 5-6 it is a specialty position, and you should randomly determine

    which.

    Add or subtract your multiplier given to a roll of 2D6:

    2D6 Result

    2-4 Red Chip 5-9 White Chip

    10-12 Blue Chip

    Table Prospect Abilities

    Once a player is signed, their abilities will need to be generated. Players will either be a

    Bust, Standard, or Elite.

    A Standard player is a normal Blood Bowl player with no traits attached to him at all. A

    Bust player has negative traits, and an Elite player has positive traits.

    Red Chip, White Chip, and Blue Chip players roll once on the below table. Gold Chip players

    roll twice, and Platinum Chip players roll three times.

    Chip Bust Roll Elite Roll Rolls Salary

    Red 2-6 11-12 1 -20K White 2-4 10-12 1 Standard Blue 2-4 8-12 1 +10K Gold 2-4 7-12 2 +20K Platinum 2-3 6-12 3 +40K

  • Table Elite Bonuses and Bust Penalties

    Elite players roll a D6. On a 1-4 they get to level up as if they earned star points to do so.

    Follow the normal rules for leveling up. Note that their SPPs are still 0, they are still

    considered rookies.

    On a 5-6 they have earned a trait and one more 2D6 roll should be made and consulted.

    Busts simply roll on the Bust table.

    ELITE BONUSES

    2D6 Bonus Description

    2 Solid Background Solid player. May choose to boost a random attribute by 1 or gain a skill

    3 Endorsement The player is endorsed by a major company. As long as the player started the match, the team gains a +10,000

    gp bonus to the gate. 4 Connected The player has connections with the league. The

    referee counts as being bribed when the player commits a foul and is caught.

    5 Good Personality The player enjoys the good will of his teammates. While he is on the field, grants the team a re-roll just like the Leader skill does. Counts as an extra leader

    (and can stack if the player gets Leader) 6 Intimidating The players presence on the field un nerves the

    opposition. Any opponent wishing to tackle this player is at a -1 to do so

    7 Clutch Player Dependable player that always manages to pull off victories. Player gains a free re-roll per turn that

    only he can use while his team is losing in non-exhibition games

    8 Fan Favorite This player entertains the crowd and people come to games just to watch him. So long as this player is in

    the starting lineup, the team may add +1 to the number of fans rolled, and the team counts as having

    one extra cheerleader (the player!) 9 Favrian Stamina The player can take a pounding that normal players

    would crumple under and still come back for more. Player counts as thick-skulled, and may always re-

    roll the injury result 10 Driven The player works hard. He can go for it three times

    instead of the normal two 11 Resourceful The player will do anything to win, even cheat.

    Player has the secret weapon rule 12 Strong Heritage Related to a successful Blood Bowl player. Raised

    from a child to play the game, this player gains +1 in a random attribute and gains a skill

  • Bust Penalties

    2D6 Bonus Description

    2 Sub Par Athletics The player loses a point in two random skills. The two skills can be the same skill, but can never be dropped lower than a 1. If the result would drop the skill below a 1, re-roll the skill that is affected.

    3 In Debt The player has a mountain of gambling debts or other debts to his name. In his desperation, he

    pilfers the teams treasury to help make amends. So long as the player is on the roster, roll a D6 at the end of each game. On the roll of a 1-3, the

    player has stolen 10,000 gp to help pay his debt. 4 Bad Personality The player does not get along with his team

    mates. He gains the loner skill 5 Trouble Maker The player has a very loud mouth which gets him

    in trouble. Opponents gain a +1 to all armor and injury rolls against this player (this only counts

    when an opponent knocks the player to the ground (to include opposing fans)) not for

    something like a failed go for it 6 Hot Headed The player has anger management issues. For

    every turn the player is on the pitch, roll a D6. If the result is a 1 then the player must try to foul if

    possible. If the player is engaged in the tackle zone of an opponent, he will try to throw a block instead no matter how much of a disadvantage.

    7 Chokes The player has a reputation for failing when it matters most. During non exhibition games the

    player may never use a team re-roll 8 Glass Jaw The player is prone to injury. All injury rolls

    gain a +1. When attempting to wake the player up after being knocked out, the roll is at a -1.

    When the player receives an injury that causes him to miss the next game, that period is

    extended a game on the roll of a 1-3 9 Lazy When attempting to go for it, the player will

    not try on the roll of a 1-3. 10 Alcoholic The player has a bad drinking problem. Before

    each game, roll a D6. On the roll of a 1, the player misses the game as he is passed out in his

    tent. 11 Crumples The player has a hard time handling the

    pressures of a professional Blood Bowl pitch. The player counts as being Bone-Headed,

    though not from stupidity, rather from being overwhelmed

    12 Weak The player is at -1 Strength