2nd Division League Rules v. 1.12

The second round draw

First Mailout

here

Contact Details

Commisioners address

G'day.

Having been more then happy with most of the past leagues, and feeling it was about time for another league, I have decided to run a league for anyone interested.

The concept is for a second division league. The ramifications of this being the fact that both Big Guys, and bought Star Players are extremely constricted. To the point where most teams will not have them. Ever.

The other thing I wanted to bring in were Cheerleaders, and Assistant coaches, that actually did stuff.

Team Creation

1,000,000 Gold Crowns as per normal. No bought Star Players. Big Guys are limited to 2 Treeman on halfling teams, and 2 Trolls on goblin teams. Minimum 11 man team. No secret weapons.

Players cost according to team list
ReRolls cost according to team list *
Apocytherys cost 50K
Assistant Necromancers cost 50K
Team Wizards cost 150,000 ***
Cheerleaders cost 10K
Assistant Coaches cost 20K
Fans cost 10K **

* : Double during season
** : Cannot be bought during season
*** : Mostly, some race specific Wizards cost more or less

Allowed Races : The 12 vanilla races (Human, Orc, Undead etc) and Vampiric Thrall, and basically anything that you would wish to discuss with me pre-season. If any interest is shown I will throw the team rules for the above on the web.

A note on 'Rules Clarifications'

Contacting the commisioner during a game is discouraged, If I am in the room... then maybe. Otherwise let the dice decide. Blood Bowl by its very nature is somewhat fuzzy, each umpire will treat each situation differently. Contact me afterwards for a clarification. Abuse of the above rule will result in 'Legal arbitration'. You will receive 1 warning, and then all monies that you have will evaporate for a length of time decided by the Commisioner.

You said something about Cheerleaders?

Yup, I did. Presently Cheerleaders are near useless. I would like them to be wanted. Soooooo if you have more cheerleaders then your oponent then you count as having a fan factor 1 higher then normal. If you have more then twice as many cheerleaders then your oponent, and at least five cheerleaders, the cheerleaders whip you fans into a blood frenzy and the crowd injury roll is at +1. ie. if your op. has 0,1,2 cheerleaders you need 5 for this effect, if 3 you need 7, if 4 you need 9 and so on. This is only for members of your oponents team going into the crowd.

Assistant Coaches now do something you said?

This is a little more complex. There are 3 things that Assistant coaches now do:

Maintenence training : Any player who has a Star player skill requires an assistant coach to stay at peak ability. If they have one skill they require 1 coach, 2 skill require 3 coaches, 3 skills require 6 coaches, 4 skills require 10 coaches and so on. Note that star player skills no longer add to team value, but that assistant coaches do. Note also that assistant coaches have to be used this way first. There is no loss of skills if enough coaches are not availible, but that means that the assistant coaches cannot be used for their other abilities.

Skills Training : Each assistant coach not already doing maintenance training can add 1 SPP to any player on your team.

Intensive Training : Put enough assistants into training a player and they will have the skills that you wish. Instead of rolling for skills you may decide to Intensively train a player instead. If you invest no assistant coaches you can choose a skill that is normally availible to that player. If you invest 3 coaches you can have the player take a mutation or a skill from any table(This is the equivalent of a double). If you invest 5 coaches you can choose +1 Move or +1 Armor. If you invest 6 coaches you can have Strength or Agility.

Team Value

Your team value is the value of your team. Each player adds their roster value. Each reroll adds its roster value. Each cheerleader adds 1, assistant coach adds 2, fan adds 1, Apoc/Assistant Necromancer adds 5, and wizards add their roster value. Star Player skills do not add except by making assistant coaches less useful.

Assistant Whats?

Assistant Necromancers allow you to convert a failed regenerated serious injury or death to a badly hurt once per game

Do apocytherys still work automatically?

Yup.

The Big Guys

TREEMAN2719Thick skull, Throw Team Mate, $200K
TROLL4618Regenerate, Throw Team Mate, $160K

As mentioned above these are limited to halfling and goblin teams, leaving only 3 teams that can easily reach a throw team mate play. Note also that Big Guys are limited to the compendium rules for advancement. To summarise, they take twice as long to gain skills (11/21/51 instead of 6/11/26) and on a double or equivalent can take +1St or +1Av rather then other skills.

SPP

Touchdown3
Casualty2
Death4
Interception2
Completion1
Spectacular Completion+1**
Crowd Leap1
MVP5
TrainingSee Above
Look Mummy I played in the big game1*

* Only availible to players with less then 5 SPP
** If a ball is thrown and caught successfully while there is a -2 or more on the roll. It is possible for the catcher also to receive this bonus. It is possible for the thrower to gain this bonus without the catcher receiving it, and vice versa

How much for the little girl?, the women, how much for the women?

Players can no longer be converted to Assistant coaches. Any player may be sold to a higher division for their cost plus the cost of the assistant coaches required to keep them in shape. (Cost +20K, +60K, +120K etc). This cannot be done with players with permanent injuries, who have to be let go at half the above price.

Are you changing....

Quite possibly. The only change that I will probably be bringing in is to make casualties a little more dangerous. Instead of (nearly) all casualties being Badly Hurts I will be going with alternative injury rules where if a injury roll results in a 10 + (modified or otherwise) another dice is rolled, on a 1-3 Badly hurt, 4-5 SI'ed 6 Dead.

More Errata

here

The season

Current design for the ladder is a round robin event, playing 3 games over 4 weeks, 3 points for a clear win, 2 for a win, 1 for a draw, 0 for a loss. A clear win is where the winning team manages to obtain a combined TD and Casualty count at least 3 higher then their oponent. ie 2TD 2Cas vs 1Cas would be a clear victory.

If the season is 'short' (under 10 games in the round robin) each team will receive +10,000 GC per game. If the season is 'very short' (under 7 games) each team will receive +20,000 GC per game.

Closing notes

I should probably note that many of the above tweaks have not been play tested. Until the league starts (where the above rules get set in iron) I welcome, nah crave discussion of the above. Note also that until the league starts the above is subject to change on a whim.

Regards
Comissioner Jabba
Richard Kershaw