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.
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 team’s 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 2-4 5-9 10-12
Result Red Chip White Chip 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 Red White Blue Gold Platinum
Bust Roll 2-6 2-4 2-4 2-4 2-3
Elite Roll 11-12 10-12 8-12 7-12 6-12
Rolls 1 1 1 2 3
Salary -20K Standard +10K +20K +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
3
Endorsement
4
Connected
5
Good Personality
6
Intimidating
7
Clutch Player
8
Fan Favorite
9
Favrian Stamina
10
Driven
11
Resourceful
12
Strong Heritage
Solid player. May choose to boost a random attribute by 1 or gain a skill 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. The player has connections with the league. The referee counts as being bribed when the player commits a foul and is caught. 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) The player’s presence on the field un nerves the opposition. Any opponent wishing to tackle this player is at a -1 to do so 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 nonexhibition games 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!) 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 reroll the injury result The player works hard. He can “go for it” three times instead of the normal two The player will do anything to win, even cheat. Player has the secret weapon rule 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 2
Bonus Sub Par Athletics
3
In Debt
4
Bad Personality
5
Trouble Maker
6
Hot Headed
7
Chokes
8
Glass Jaw
9
Lazy
10
Alcoholic
11
Crumples
12
Weak
Description 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. The player has a mountain of gambling debts or other debts to his name. In his desperation, he pilfers the team’s 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. The player does not get along with his team mates. He gains the “loner” skill 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” 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. The player has a reputation for failing when it matters most. During non exhibition games the player may never use a team re-roll 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 When attempting to “go for it”, the player will not try on the roll of a 1-3. 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. 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 The player is at -1 Strength