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Out on the Town

Blood Bowl Coaches are some of the most devious men alive, and they will often go to any lengths to gain some small advantage for their team before a big match. Luckily for them - and the fans - there are many organizations willing and able to help a coach in his unjust cause.

A coach may visit up to one of the special locations detailed before the game, during the Hire Freebooters segment of the Pre-Match sequence.

 

The Colleges of Magic

There are eight Colleges of Magic, each one devoted to teaching a particular type of Battle Magic, based on one of the divisions of the Winds of Magic. The eight Colleges are Amber, Amethyst, Bright, Celestial, Gold, Grey, Jade, and Light, and the attitude and style of each College differs greatly. A team’s coach may visit one of the Colleges before a match if he wishes, and while there he can purchase up to D6 of the following potions to use in any subsequent match. Each potion costs 2D6 x 1K, and may be used only once.

Potion of Strength: You may give this potion to a player at the beginning of any drive. That player has +1 ST for the rest of the drive.

Potion of Agility: You may give this potion to a player at the beginning of any drive. That player has +1 AG for the rest of the drive.

Potion of Speed: You may give this potion to a player at the beginning of any drive. That player has +1 MA for the rest of the drive. You may not give this to a player that already gas 10 movement.

Potion of Resilience: You may give this potion to a player at the beginning of any drive. That player has +1 AV for the rest of the drive.

Potion of Power: You may give this potion to a player at the beginning of any drive. That player gains the use of one Strength skill of your choice for the rest of the drive.

Potion of Prowess: You may give this potion to a player at the beginning of any drive. That player gains the use of one Agility skill of your choice for the rest of the drive.

Potion of Dispelling: You may use this potion when your opponent declares his Wizard is casting a spell. If you roll a 5+ on a D6 the spell has no effect and the Wizard’s powers are exhausted for the rest of the match. You may only use one Potion of Dispelling against each spell.

You may use potions on any player except Star Players, Big Guys and Undead, who are either too set in their ways or too stupid to gain any benefit. A player may only benefit from the effects of one potion at a time, and any extra potions he takes are wasted.

Every time a potion runs out, roll a D6. On a 6 the player has taken well to the potion and retains its benefits for the rest of the game.

 

The Bloodweiser Corporation

Bloodweiser is probably the largest and most powerful company in the Old World, their most famous product being, of course, Bloodweiser beer itself. The company is one of Blood Bowl’s biggest backers, and every year they sponsor the Blood Bowl Championship. The Bloodweiser corporation is marketing mad, and seems unable to resist plastering their name across every stadium, player and cheerleader in who approaches them. A head coach may pay a visit to the Bloodweiser corporation in an attempt to relieve the company of some of its hard-earned profits.

Match Day Sponsors: If you visit Bloodweiser before the match you may try to convince the company to become match day sponsors, having their products mentioned several times by the announcer for a not insubstantial fee, most of which unfortunately goes to the stadium owner. Roll a D6, on a 4+ Bloodweiser agrees to become match sponsors. Both you and your opponent may add +1 to the dice roll when it comes to working out your winnings at the end of the game. Note that Bloodweiser will already be sponsoring all the games that take place during the Blood Bowl Championship, and so you cannot gain match sponsorship for such games.

Player Sponsorship: You may attempt to procure a sponsorship deal for one of your players, claiming association with such a talent will surely attract media attention. Roll a D6, on a 5+ Bloodweiser agrees to the deal. Until the sponsorship deal runs out the team gains an extra D6 x 1K gold crowns when collecting their winnings and the player in question receives 1 bonus SPP per game. Put these bonus SPP’s along with SPP’s you get from your assistant coach rolls. The deal lasts until the sponsored player fails to score any SPP’s (other than the bonus one), after which Bloodweiser will pull out. Only one player per team may have a deal with Bloodweiser.

 

Association of Broadcasting Conjurers

Succeeding the Necromancers’ Broadcasting Circle and the Crystal Ball Service, the Association of Broadcasting Conjurers are the current holders of the Cabalvision franchise, obtained for a record twelve million gold crowns! Having acquired the services of the now legendary commentary team Jim and Bob, the Conjurers seem set to continue the tradition of fine Blood Bowl coverage. A coach may visit the Association of Broadcasting Conjurers in order to secure coverage of his team, either in their next match or as a special feature.

Match Coverage: If you visit the Association before a match you may attempt to persuade them to cover the game on Cabalvision. Roll a 4D6x10, and if the result is less than your team rating you agree to a deal. If your match is being shown on Cabalvision, then both you and your opponent receive an additional 2D6x1K gold crowns on top of any other winnings you would normally receive.

Blood Bowl Focus: The most popular show on Cabalvision, Blood Bowl Focus covers the week’s main action and highlights the smaller events that interest the fans. A coach can try to have his team featured on the next show, perhaps an interview with one of the team’s best players, or an item on the head coaches training methods. The Association will pay a small recognition fee to any team they feature. Roll 4D6x10. If the result is more than your team rating the Conjurers agree to a short item. Small teams will find this especially useful, as the fans often warm to the underdogs, probably because they are more likely to be beaten to a pulp! If you can roll over your current Fan Factor on a D6, you may immediately add +1 to it. A roll of 6 does not always succeed, so teams with a Fan Factor of 6 or more can not benefit from this coverage. In addition, a player will often try harder in training if he knows he is to appear on Cabal, so one player of your choice will receive D3 bonus SPP’s if you can first roll 5 or more on a D6.

 

BBBC: The Blood Bowl Ball Company

The BBBC are the sole suppliers of balls to the stadiums which host Blood Bowl matches, and they are always busy, for the game’s rules state that twenty-five balls must be provided for each and every match. From their modestly understated offices in Rock Rapids - near Middeheim - the BBBC supplies balls to stadiums throughout the Old World and beyond. As well as producing the standard pig’s bladder ball, BBBC have also started to produce less orthodox items such as the now infamous floating ball.

Floating Balls: A coach may purchase up to D3 floating balls to use during his next match. Each ball costs 5K gold crowns, and must be used in the next match or else deflate and become useless. As with all sneaky tricks, this is a Goblin idea - a normal ball filled with lighter-than-air marsh gas. The Goblins just love to see the expression on the other team’s faces when their game-winning pass floats off into the great blue yonder. You may only attempt to use one floating ball per kickoff.

When thrown, the ball counts as one band lower (Long pass= Short Pass) but it is -1 to catch at the other end. Whenever the ball is passed, or if it is on the ground at the end of the turn, roll D6. If the result is a 1( 1 or 2 if it was a Long Bomb) the ball simply floats away and the game has to restart with a new, normal ball. Floating balls scatter twice as far as normal.

Explosive Balls: A coach may purchase up to 1 explosive ball to use during his next match. Each ball costs 5K gold crowns, and must be used in the next match or else the clockwork devices will go rusty. Once included to promote a passing game in some areas, the idea has caught on and has proved popular with the deranged lunatics known as fans, some even place side bets on when it will explode and who will be hurt! Explosive balls may only be used when your team is kicking off. Since the opposition will not have agreed to use the ball, you must attempt to smuggle the ball onto the field, avoiding the referee’s vigilant gaze, which will only succeed on a D6 roll of 5+. A failed attempt results in the referee confiscating the explosive ball and the kickoff proceeding with a normal ball. You may not attempt to use any other type of special ball after a failed attempt to smuggle on an explosive ball.

At the end of each turn, roll a D6, if a 1 is rolled the shaking triggers the explosives. Anyone holding it is automatically injured (roll as normal) and anyone in an adjacent square is knocked over as normal (roll for Armour as normal)

 

Orcidas

Orcidas are another major organization with a vested interest in Blood Bowl, being current sponsors of the sport’s ‘second major’, the Chaos Cup. Orcidas was set up by the more intelligent members of a small and very unsuccessful Orc team, the Hooded Toof, about eighty years ago. Believing the reason they lost every game to be the fact the opposition was always better dressed, the Orcs set out to bring about their domination if Blood Bowl by designing themselves some swanky new kits. Although the team never improved, other Orcs were so impressed by the Toof’s flamboyant clothing that they agreed to pay exortionate prices for replica garments. The Toof’s head coach, Wakdig Biggob, realized he was in the wrong business, and disbanded the team to begin full time production. Soon demand for Orcidas products became so high Wakdig was forced to hire 50 local Goblins to meet the orders coming in not just from Orc teams, but other races and even fans desperate to emulate their heroes. Orcidas has continued to grow, and is now the largest employer of Goblins outside of Zharr-Naggrund. Wakdig still denies any bias against fairer races, even though after last year’s Chaos Cup, the losers (Orcland Raiders) received more prize money than the winners (the Dwarf Giants). Although Orcidas’s main offices are situated at the centre of the Badlands, every settlement of any importance has at least one retailer of Orcidas goods, which a head coach may visit if he wishes.

Orcidas Clothing: A coach may buy one player in his team a complete Orcidas kit for 20K gold crowns. Only one player per team may have an Orcidas kit, and whoever has it gains the Flash skill as described below.

Flash (Physical Ability)

A player with this skill is so impressed with his own abilities that he believes he can never fail. Amazingly this outrageous overconfidence actually makes the player a little better. Once per Team Turn the player may add +1 to any normal dice roll, so not Armour, Injury, Blocks, etc. A player must declare he is using this bonus before he makes the dice roll. However, should the player ever fail in an action in which he has used the skill, his confidence will be shattered and therefore cannot use the Flash skill for the rest of the game. Remember that a roll of 1 always fails regardless of how many modifiers apply.

 

Guild of Referees and Allied Rulekeepers

Those hard-faced, zebra striped officials with the funny trousers and the piercing whistles are the NAF’s representatives on the field of play. As such, they have a very important job to perform. It’s a pity, then, that the good name of Blood Bowl referees has gone down so much in the public estimation. Many pretend they are rat gutters or sewer sweepers rather than admit their real profession. Bribery is an uncontrollable problem; the attractions of taking a hefty cut of the game’s gate takings in return for not seeing certain rules infringements have been worked out by many officials. Bribery is now so common that the RARG have set official union rates for bribing a referee, and under an agreement signed last season, clubs are not allowed to offer less than the going rate. The night before any match a referee will often stay in the RARG’s local offices where guild officials can keep a close eye on them. More often than not however, this practice merely allows corrupt coaches the luxury of not having to find him first! A head coach may visit the match referee at the Guild before a game in order to try and persuade him to see things in your favour. You may bribe the referee in as many ways as you like, but if he reports you to the NAF then you lose the benefits of all the bribes you have made, not just the one you are reported for. As you can see, multiple bribes are a risky and costly business.

Wide Zones: You can try to bribe the referee into allowing you to set up three players in the wide zone at the kickoff. Doing this costs 2D6 x 1K gold crowns, after paying, roll a D6. On a roll of 2 or more the referee accepts the bribe, but on a roll of 1 the referee is insulted by the amount you offer him, takes the money and reports you to the NAF! If the referee accepts the bribe then roll a D6 before each kickoff, and on a 4 or more the referee turns a blind eye and you can set up 3 players in each wide zone for that kickoff only.

Twelve Players: You can try to bribe the referee into allowing you to set up 12 players on the pitch at the kickoff. Doing this costs 2D6 x 1K gld crowns, after paying, roll a D6. On a roll of 2 or more the referee accepts the bribe, but on a roll of 1 the referee is insulted by the amount you offer him, takes the money, and reports you to the NAF! If the referee accepts the bribe then roll a D6 before each kickoff. On a 5 or more the referee turns a blind eye and you can set up 12 players on the pitch for that kickoff only.

Fouls: You can try to bribe the referee into overlooking some of the fouls your players commit. Doing this costs only 1D6 x 1K gold crowns, after paying, roll a D6. On a roll of 2 or more the referee accepts the bribe, but on a roll of 1 the referee is insulted by the amount you offer him, takes the money and reports you to the NAF! If the referee accepts the bribe then you will successfully argue the call against a sending off due to fouling or the use of a secret weapons on a roll of 5 or 6, rater than just 6. Note that the referee will still expel you from the game on a roll of 1 as normal.

 

Spike! Magazine

Heralded by some of the greatest work of literature the Old World has ever seen, Spike! Magazine is recognized by most as a fairly reasonable volume detailing the current events in Blood Bowl. Spike! has a huge following, as it appeals to all Blood Bowl fans from the refined High Elves to the most bloodthirsty of Orcs with its coverage of Blood Bowl events both large and small. The opinions represented in Spike! have massive influence on the fans, and positive coverage can have a major effect on a team’s fan base. Spike! Magazine is the sponsor of the Spike! Magazine Trophy - one of the season’s major tournaments. Each year, during the event, Spike! readers vote for the player and team of the year, an accolade thought of second only to a player’s medal from the Blood Bowl final. A head coach may pay Spike! a visit if he wishes.

‘Spot the Chainsaw’ Competition: Now almost an institution, Spike’s regular ‘Spot the Chainsaw’ competition, asks readers to mark the position they believe the chainsaw to be, in a picture from a match recreated on paper by wizards. Sounds easy? Well not really, since the offending item has been magically omitted from the picture. The first correct entry to reach Spike! receives a VIP ticket to the game of their choice, and the rather dubious reward of going out on the pitch to give the referee the match ball. Making your way past twenty-two armoured psychopaths desperate to try and rend each other limb from limb, is probably one of the most unnerving of experiences, and most of the lucky ‘winners’ leave the field fairly quickly! A head coach may try to persuade Spike! to feature his team in this competition, succeeding on a roll of 4+. The extra interest the team will gain because of this means you may roll an extra 2D6 when calculating the gate in your next match.

One to Watch: Every issue of Spike! Magazine includes a ‘One to Watch’ segment, detailing a young player they feel is destined to make it big in Blood Bowl. With a little enticement, it is possible you can have one of your own young talents featured in this spot. This costs 10K gold crowns, after payment of which you roll a D6. On a 5 or more Spike! agrees to feature one experienced player (one with between 6-10 SPP’s) of your choice. That player in so inspired by the article that he immediately receives D6-1 bonus SPP’s, roll on the Star Player Roll Table if necessary.

 

Guild of Bandits and Affiliated Trades

Not so much an organized body as a group of like-minded thugs, the Guild has very little formal structure, its only real use being to make banditry more predictable, as ‘independent ventures’ - as the Guild refers to the operations of non-members - don’t tend to last that long. In an attempt at becoming more respectable, the Guild recently began offering the services of its members to those who desired employees more discrete than mercenaries. The Guild has no official leader, let alone central office. Rather, each city has a branch which more or less runs itself, most likely from some disreputable tavern than a savoury area of the city. A head coach may visit the Guild in order to ‘ruogh up’ his next opponents.

Disrupt Training:

You may try to hire some Guild members to disrupt your opponent’s training schedule during the days before the game. The Guild will agree to this on a 4+ at a price of D3 x 5K gold crowns. The bandits will use all sorts of tricks to make sure your opponents are under prepared, from attacking the players to puncturing all of their balls! Your opponents must play against you with 1 less re-roll than normal. If your opponent doesn’t have any re-rolls at all, then you may play the match with one extra re-roll.

Kidnap: You may try to hire some Guild members to kidnap one of your opponent’s players, which they will agree to on a 5+, at a price of D3 x 5K gold crowns. Being notoriously unreliable, the bandits will attempt to kidnap one randomly selected player from your opponent’s team. Roll 2D6, and if this beats the number of Star Player Rolls the player has taken, then the kidnapping is successful and that player must miss the whole match. If you roll equal to or less than the number of Star Player Rolls, then the kidnapping is unsuccessful and your opponent may use the player as normal. Kidnapped players will be released at the end of the match.

 

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