HUMBBL

Tuesday, March 07, 2006

Special Coaches

Special Coaches

HUMBBL is full of special players, nasty monsters, special skills, and now, it is full of special coaches!
Each team is run by a head coach, now given skill, and a little luck, they too can become unique. At the end of each round, each Head coach rolls on the following table.

+1 if a player on the team has received at least one of the following awards:

Da Hurla Trophy, The Red Sash, The Nuffle Award, The Gold Sash, or The Prismatic Sash. This bonus is not cumulative.

+1 f the team won the Round Ending Tournament.

-1 for failure to pay loan after 6 weeks.

An additional -1 may be imposed by the Commissioner or the Council of Coaches for “flagrant violations against Nuffle”.

Roll 2d6:

< 2: Head Coach is forced into retirement.
2: Lose one random Special Coach Ability.
3-11: No effect.
12+: Roll on the Special Coach Ability Table.

Special Coach Ability Table:

Roll a D10:

1 - Diviner: At the beginning of each game, roll a D6. On 1-3: No effect. On 4-6: the Head Coach has forseen some impending doom. The Diviner can choose one Handicap or On-pitch Spellcaster spell that cannot be used for this match. The visions have foretold of this specific occurrence and the Head Coach can alter the outcome by alerting his team before hand to avoid the result.

2 - Negotiator: At the end of each game, roll a D6. On 1-4: no effect, on 5: +1 earnings, on 6: +2 earnings.

3 - Resourceful: Roll an extra Handicap. Note: even if the team rating is higher! The Resourceful Coach’s team gets at least one Handicap.

4 - Inspirational: The Head Coach is particularly inspiring. If the score is tied, or the Inspirational Coach’s team is losing the Head Coach recites one of his famous Half Time Talks. Roll a dice and halve the score rounding fractions up (i.e. 1-2=1; 3-4=2; 5-6=3). The result is the number of extra Team Re-roll counters you may take to use in the second half.

5 - Rules Lawyer: Almost too familiar with the Book of Nuffle, the Head Coach has a keen understanding of the game, and, how to manipulate it. Once per game, the Head Coach may do any one of the following:

1 – If a special weapon is placed on the field, the Coach can have the ref automatically send off one secret weapon and player BEFORE the kickoff.
2 - When an opposing player fouls, the Rules Lawyer points out the indiscretion to the ref, which results in the player being sent off automatically.
3 - The Rules Lawyer may point out a loophole before the match causing the opposing team to lose a D3 re-rolls.

6 - Developer: The Head Coach is adept at developing young talent into raving bloodthirsty Bloodbowl Players. At the end of match, roll a D6:
1-4: No effect. 5-6: The team gains an extra MVP (only players with less than 16 SPP are eligible).

7 - Just Plain Mean: The Head Coach is adept at some of the finer points of the game, namely, Fouls. When one embraces this aspect of the game, one has to develop, well, ones arguementative skills. The Head Coach gains a +1 when he argues the call (a natural 1 still fails). The ‘Biased Referee’ or ‘Under Scrutiny’ Handicaps have no effect when levied against this team. Finally, before each kick-off, roll a D6 for every Sent Off player from your team. On a 6, the Coach has pulled some strings and returned them to the Reserves.

8 - Off-pitch Spellcaster: The Head Coach has engaged in the unscrupulous practice of magic. At times, he can use such magic for the benefit of his team. Roll on the table below to see what spell the head coach can cast once a day:

1 - Curse Successful Result: A Curse spell may be targeted at the entire opposing team or just one player. If targeted at the entire opposing team, the team loses D3 re-rolls for the rest of this half (cannot go below zero). If targeted at a single player, that player ages to an extremely old age. For the rest of the half, this player is considered to have a Strength of 1 and an Agility of 1. The cursed player also has a +1 modifier for any injury roll made against him (brittle bones and all). Failure Result: Nothing happens. Range: Dugout or any opposing player on the pitch. Succeeds on: 4+
2 - Healing Hand Successful Result: One player (for either team) who has been Knocked Out, Badly Hurt, or Seriously Injured is healed and moved to the Reserves box.Failure Result: No effect Range: Dugout Succeeds on: 2+
3 - Zap! Successful Result: Roll a D6 after the Casting roll. On a roll of 4+, the target player becomes a slimy toad. On a roll of 1-3, the spell scatters as often as you rolled (i.e. if you rolled a 2, the spell scatters twice). If someone is in the new target square (after resolving all scatter rolls), he becomes a toad. Toads have the following stats: MA: 4, ST: 1, AG: 4, AV: 4, Skills: Dodge, Leap, Stunty. Toads will drop the ball if they had it (which will result in a turnover if this player was on the moving team). Toads may not try to pick up or catch the ball and cannot use any skills or gain SPPs. However, if they suffer an injury or even death, this carries over after their re- transformation. Toads re-transform at the next kick-off or at the end of the match (whichever comes first). Failure Result: The spellcaster becomes a toad Range: Anywhere on the pitch Succeeds on: 2+
4 - Weather Control Successful Result: The spellcaster can change the weather to any result that is either directly above or below the current weather on the Weather Table. If the Casting roll was a 6, he may choose any effect from the Weather Table. Failure Result: No effect Range: The whole stadium Succeeds on: 3+
5 - Blessing Successful Result: The team is blessed by the Gods - every action performed in this turn (and only this turn) can be re-rolled as if a team reroll has been spent. You still cannot re-roll a single action more than once. Failure Result: No effect Range: Entire team Succeeds on: 4+
6 - Guidance Successful Result: Target player does not have to roll dice for one single action for this turn, he succeeds automatically. Such actions would include a single Dodge, Pass, Catch, Block, Go for It, Hand Off, or Pick up the Ball action. The spell may not be used on Armour, Foul, or Injury rolls or on Skills that require a dice roll (like Hypnotic Gaze). The player must declare what action will automatically succeed before performing it. Failure Result: No effect Range: Anywhere on the pitch Succeeds on: 2+

9 - Playbook Specialist: Success is not a matter of luck, nor magic, nor dirty plays, but a simple matter of hard work. The Head Coach drills into his players new plays; plays born out of experience and ingenuity. Once per game, the Head Coach can call a special play. Roll a D6 to determine the Head Coach’s special play:
1 - Fake Play: Use when one of your players takes a pass action. He fakes a hand-off which fools the opposing team into thinking he has given the ball away. Because the opposing team is all looking at the wrong player, they may not try to intercept the ball when the player throws it. The player may ignore opposing tackle zones when he throws and may not be intercepted.
2 - Option Play: Use at the start of any of your turns. Roll a D6: 1-3 the Option Play fails, no effect. 4-6 the Option play is a success: it allows a second player to take a Blitz or Pass action this turn (but not both!).
3 - Razzle Dazzle! Play at the start of any of your turns. On a roll of 1-2, the razzle dazzle is an abject failure and you suffer a turn-over. On a roll of 3-6, it is a brilliant success and the opposing team miss their next turn.
4 - False Start: You may play this card after any roll has been made on the kickoff table, but before the result is applied. The opposing team has started before the whistle! The referee stops and then restarts play immediately - leave the teams in the same setups, and roll on the kickoff table a second time.
5 - Instant Replay: You may play this card after any roll made by the opposing coach. The coach must re-roll the dice and accept the new result in place of the old, even if he has already used a skill or team re-roll to do so! Note that this is the only time a dice roll may be re-rolled more than once.
6 - Last Ditch Effort: You may play this card immediately after declaring a pass action by a player on your team. Until the end of the turn, this player gains the Hail Mary Pass skill but may use it as a trait.

10 – Intelligence: The team has invested in placing spies into other organizations. Once per game the Head Coach can stop his opponent from using a re-roll. The re-roll has no effect, and still counts as the opposing team’s re-roll for the turn.

3 Comments:

  • There is actually some amount of clean up needed in the language. Look at the zap spell failure as an example

    By Blogger Thomas MacDevitt, at 4:08 PM  

  • I'd be cool with that if it also turned Dave into a tasty little Fly!

    By Blogger Thomas MacDevitt, at 10:33 AM  

  • Obviously what we really need are special Owner rules.

    Von Altdorff is obviously "Special". What do the rules say about drunken Mama's boys anyway?

    By Blogger Thomas MacDevitt, at 8:05 AM  

Post a Comment

<< Home