Alternate Blood Bowl
League Rules:
for jaded coaches
(version b2.0.2; first PBBL (Vault) compatible version)
by Peter Cartwright,
with Peter Woodroffe and Dean Wright

 
Contents


Hate reading manuals? These rules are pretty long (although happily slimmed down in this edition) and include a lot of me rambling on and pontificating about Blood Bowl, and assorted other fluff. If you want to get to the meat of what all this is about, head for the Player Advancement section, which describes the most important differences in these alternate rules. Alternatively, if you just want some cheap amusement before you decide whether you want to get your head around the rules themselves, head for the Star Quirks section, or the Random Events section, where you will find a lot of the fun (or misery-inducing) stuff that can happen in these rules.



Introduction: Player Potential and
Player Experience in Blood Bowl

The two major distinct versions of Blood Bowl - second edition (with the Star Players and Blood Bowl Companion supplements) and third and subsequent editions (with the Death Zone supplement, and on up to the present Living Rulebook) - have presented two distinct concepts for player and team development: one based upon potential, the other on experience.
    Considering these two in reverse chronological order, the current edition of Blood Bowl (at time of writing, LRB 2.0) presents a very balanced, fair system according to which (almost) all players start off with no special skills, and gain skills as they gain experience (by scoring touchdowns and inflicting casualties, etc). The only exceptions to this straightforward system are Star Players, whose skills are already highly-developed but fixed, but these (as acknowledged by Jervis Johnson himself) were originally a bit of a fudge to get in Secret Weapons and so on, and have mostly been phased out of subsequent developments of third edition Blood Bowl, and in the present edition are only available as Freebooters.
    The second edition league system (with which many Blood Bowl coaches may be unfamiliar) worked in a quite different way. Ordinary players, with no skills, were Experienced. With more experience, and training, a player could become a Veteran, which meant that he had a Player Re-roll (like a Team Re-roll, but only usable for rolls made by that player). This was as advanced as an ordinary player could become.
    But in this edition not all players were ordinary. When you signed a new player, this player was a Rookie, effectively just like an Experienced player except that he had Star Potential. When the Rookie had enough experience to improve, you made a roll against his Star Potential, and if you were lucky the Rookie transformed spontaneously into a Star Player, instantly gaining up to seven special skills. Most of the time though, he would just become Experienced.
    There are many other contrasts to be drawn between these two league systems: in second edition players had to be trained to use their experience; wages had to be paid, rather than just being abstracted out of the system; players could become disenchanted and leave the team; dirty tricks had to be paid for rather than just being controlled by cards. However, in my opinion the key difference between the two is that the second edition system focused upon player potential, and the current edition concentrates upon player experience.

Now let me explain where I am coming from in proposing the following alternate rules. They are not intended as a critique upon the league rules of the present edition: those rules have been proved over time to work very well, and do a good job of ensuring fair and balanced competition amongst coaches. Nor am I suggesting that the old second edition rules were superior: in fact I have never met anyone who ran a successful league under that system, and to do so would certainly have been demanding.
    These league rules are envisioned as alternate rules (for the jaded Blood Bowl coach) and have emerged out of two observations on my part. The first of these is that Blood Bowl leagues are always basically the same: you start off your team (with a predictable choice of line-up), as the players improve you know what skills you are going to give them, and eventually you get to a point at which there is nothing more to spend your money on. In time you start a new team, even a new league, or give up entirely for a while.
    Some recent changes have addressed this problem somewhat: the Ageing rules mean that it is possible for a player to become so decrepit that replacing him with new blood seems attractive; the inability to buy Star Players (or Team Wizards) permanently puts more demands on a team’s finances. But generally the same issues remain.
    Now there are some things you can do as an individual to relieve the monotony: you can try playing in a different style, requiring different skills; you can run a different team, even a silly team. There are other things you can do as a group in a league: you can set up a different kind of league (like an all-goblin league, a pub-team league, or some such); you can institute a few house rules; or whatever. Ultimately, with the same skeleton of league rules, the same problems will tend to re-surface.
    My other observation derives from being a fan of real-world sport. The system by which all players start with no skills or experience, and progress in a more or less predictable, linear fashion, is, as I have said, very fair and very well-balanced, but it isn’t very reflective of the nature of sport. If you will forgive me for making an analogy with football (soccer, to any American readers), great strikers do not become great because they score lots of goals (as they would by comparison with the Blood Bowl advancement system); they score lots of goals because they are great strikers!
    Other comparisons can be drawn: in football young, 'Rookie' players can make a fantastic impression in their first senior game; while veteran professionals may never rise above a certain level of the game because they simply don’t have the quality - both things that could not happen in Blood Bowl. I am sure that similar contrasts could be made by means of comparison with any other major team sport.
    Also, a lot of the fascination of real world sport lies in its unpredictability; not just in narrow terms of whether a pass will reach its target, or whether a shot will go in, but in broader terms of players having runs of form (good or otherwise), unexpected new signings being made, players demonstrating disenchantment or (more rarely) loyalty, young prospects fulfilling (or failing to fulfil) their potential. Almost all such aspects are missing from standard Blood Bowl leagues, in which the only unpredictable elements are sudden player deaths, the rolling of doubles on the skill table, Ageing, and some other minor aspects (none of which affect long-term team development).
    One final point of contrast between Blood Bowl and real world sport is that Blood Bowl teams invariably continually improve - at least until they reach a certain plateau. Occasionally a finesse team will fail to get off the ground - having too many players killed in its opening matches - and sometimes a team will suffer seriously in the short term when an important star player is killed, but generally - while teams may progress at different rates - they all steadily get better.
    As all sports fans know by bitter experience, the same is not true in the real world. Some teams can find themselves in a vicious circle, as failure unsettles their best players and straitens the finances, forcing the team to part with those players, leading to more defeats for the now weakened side. Conversely, some teams enjoy a virtuous cycle, in which success allows them to sign the most promising talents, some of whom turn into great players, leading to more victories.

As the above observations will suggest, the following alternate rules are intended to bring something of the flavour of real world sport to the world of Blood Bowl. The intention of this is not to supplant the existing Blood Bowl league system - which will continue to do a much better job of providing a fair and balanced game system - but to offer a more varied and unpredictable alternative for the jaded Blood Bowl coach. Centrally, this will involve a player advancement system which combines the principles of player experience and player potential.
    As an advance warning then, I should say that coaches should prepare themselves for the kind of ups-and-downs that misfortunate real world coaches have to deal with: promising talents will be stolen from under your nose; star players will make unreasonable wage demands and threaten to quit the team; and your rivals will go from victory to victory inspired by an array of glittering talents, while you find yourself paying through the nose for unreliable Freebooters in order to get even the slightest bit of quality into your ageing, lacklustre side.
    I did say that these rules were only aimed at those with jaded tastes!

Peter Cartwright.


Notes to version b2.0.0: Wow. It's been a while since I looked at these rules: quite a blast from the past. I would no longer consider myself a jaded coach, thanks to the wonders of fummbl.com. Quick matches, automated dice handling, no need to worry about figures before you start a new team: all these things transform BB. Even so, in time I suspect I will weary of the endless round of: start new team (all Linemen, FF9); get everyone Block; same old choices on doubles. It doesn't sound tiresome writing it now, but I know sooner or later it will become so. Therefore, the unpredictable alternative that these rules represent remains as important as ever!
    Even so, the Blood Bowl world has moved on, and these rules need updating. The LRB was at version 2.0 when these rules were written: it's now at version 4.0. I contemplated adapting these rules to match with that edition, but since the PBBL rules are coming along nicely, seem to be widely played in tabletop leagues, and are slated to become official in about 18 months, it makes more sense to dock with those instead. Helpfully, there are changes in the PBBL rules which solve problems which had previously existed with these jaded rules (eg the changes to Physical Attributes).
    PBBL looks very attractive to me, by the way. Previous changes to the official rules (ie the LRB) have been patches over the wounds that were inherent to the original third edition. Don't mistake me, third edition has always made for an excellent game and a vast improvement over its predecessor: no blame to the designers is intended for design compromises that were forced upon them by the pressure of deadlines. But the Star Player, Big Guy, Secret Weapon and experienced-team crippling (to use a catch-all term for Ageing, Appearance Fees, etc) rules which have come and gone have never been quite satisfactory, never seeming to tackle the problems as a whole, and sometimes losing sight of a few basic principles. PBBL appears to be another animal: yes, in some ways it is just attacking these problems again, in new ways, but it is also taking aim at problems the Blood Bowl community rarely even acknowledge exist, such as the elephant-in-the-room that is the tyranny of the Block skill. The new skills designed to counter or limit Block, Sidestep, Stand Firm, et al are ambitious, and ambition (carefully play-tested ambition at least) is to be applauded. Without ambition in changing the BB rules, the BB community today would be playing a version of second edition with a decade and a half of tweaks, fixes and re-writes behind it - and we would be few in number.
    Enough of the pleasantries though: for all that I admire it, PBBL doesn't tackle any of the issues I have with the present edition of Blood Bowl as discussed in the main introduction above. Reading them, I still have a hankering for more unpredictability, for more opportunities for Nuffle to be a bastard to coaches who deserve it, and more especially for those who don't - and I know there are a fair number of coaches out there who share my feelings. Thus, the jaded rules return! Marvel as glory is bestowed and snatched away in the blink of a coach's horrified eyes.
    Another thing I should add to the list of aims and objectives for the jaded rules: it has always seemed silly to me that a team can die out for lack of players. If 1,000,000 can be conjured from thin air to create any new team, why is no investment ever available for a well-known existing side which has fallen on hard times? The cheap availability of low Star Potential Rookie Linemen (Makeweights return!) under the auctioning part of this system should go some way towards rectifying this.
    Another note in passing on purpose: part of the goal of these rules is actually making things simpler for coaches in matches. Characteristic increases are big things for a player to have, and affect the game in any number of ways. This can be annoying in two ways: it irritates me aesthetically that some anonymous Lineman can just get an ST increase (and nothing else) - stat increases are big, special things, and only big, special players should have them; it is irritating in practical terms - there is never any obvious indicator that this is an ST 4 Lineman, and finding out (even if it just requires a quick mouse hover) is another thing that slows the game down. By these rules, it's only the Stars that have such dramatic abilities, and it's usually quite easy to keep track of those guys. Admittedly, Stars then have special rules of their own which make them even more complicated, but isn't contradiction at the heart of everything good in life?
 

Peter Cartwright
Ipswich
October, 2005


Alternate Blood Bowl League Rules

Some Preliminary Notes

A reminder: These alternate rules are not intended in any way to be fair or balanced. You may well find yourself whining and complaining bitterly at the hand dealt you under this system. Conversely, everything may fall your way and you may find yourself effortlessly assembling the greatest Blood Bowl team you have ever had the fortune to coach. Whatever may happen, count your blessings and remember that this is what you signed on for.
    That said, there are three areas in which these rules do seek balance: no particular race or team should be at a significant advantage or disadvantage as a result of these rules (as opposed to those which have an advantage already under default rules); fringe teams - that is, teams of which there is only one in the league and have no competition for Rookies - should not find themselves with a clear advantage (or too severe a disadvantage); and finally Stars should not be such a burden that a team avoids having any of them, nor should they be so fabulous that teams can succeed consistently with more than about six on their roster (nor such a burden that no coach wants more than one). These are the main areas in which I seek to balance the rules, and I particularly welcome feedback on these topics.

These rules are designed to be used in conjunction with the Blood Bowl rules as given in the PBBL (aka Vault) rules version 1.10. If using these rules they replace the entire Blood Bowl Leagues and Playing League Matches sections of the PBBL, and supplement or alter a number of other sections. These rules do not alter any of the basic on-pitch rules of Blood Bowl PBBL 1.10. All references to page numbers in the PBBL are to the .pdf version.
    Accordingly, these rules assume a broad familiarity with the current rules, and it is not the purpose of these rules to explain the basics of Blood Bowl all over again. That the reader understands what skills are and what they do, what a D3 or a D66 indicates, and so forth, is assumed.
    If you find that any issue regarding league rules is not covered here, please inform me and in the meantime use the standard PBBL 1.10 method.
    I will do my best to update these rules to comply with future changes to the PBBL (or to the official rules once PBBL becomes official).
    These rules will probably not be compatible with any house rules or other experimental rules systems your league may be using, but you are welcome to try.

An important part of this league system is that teams sometimes compete for players: when a new prospect emerges; when a star player leaves a team, or becomes a Freebooter; etc. Obviously, if there is only one Dark Elf team in your league, there won’t be much competition for Rookie Witch Elves.
    There are two solutions: to loosen restrictions on which teams a player of a given race can play for; or to restrict coaches’ choice of teams. These possibilities, or some compromise between the two, will be discussed in more detail in the Tips on Founding an Alternate League section.

Throughout these rules the standard Blood Bowl convention of referring to real-life players (like you, the reader) as coaches is followed. Any reference to a player is to a miniature on the pitch or a name on the team roster - not to an actual person.

Note regarding fumbbl.com: These rules would be perfect for fumbbl: it is one of the few places which could supply the sheer mass of coaches needed to have a competitive number of teams drawn from every list. However: it's not going to happen. SkiJunkie and Christer have far more important things to do (like adapting the site and java app to the PBBL rules themselves for around the time they are to become official) than concern themselves with the interests of a minority of jaded coaches. In any case, at the time of writing, these rules are a long way from finding a constituency. (That I know of, perhaps three coaches on fumbbl - only two of them current regulars, including myself - have read them.) I encourage you to try them out on tabletop - for the rest, I will just quietly yearn. :)

Distribution

These rules are currently in a 'beta'-testing state - that is, external testing. Previously, these rules have only been used by a small group of coaches, and I, the designer, have almost always been on hand to clear up any confusion about how they work. Coaches who download and try to use these rules may run into lots of problems that I hadn't imagined, and will probably have to improvise to get things working. I will appreciate feedback, but I doubt it will be possible for me to walk coaches through, by e-mail, how things should work. (However, if you're on fummbl irc …)
    Similarly, while anyone and everyone is welcome to give these rules a try, this is a beta version and not a final version, and so I can make no guarantee that they will work for you the way I would like them to, much less in the way that you would like them to. Significantly, there are a few areas which our small group of coaches hasn't touched at all (eg there are some team lists we have not used at all under these rules). Use at your own risk!
    At some point in the future, a final version of these rules may emerge, if we reach a point where a large number of coaches in several different places have managed to run a successful league with a consistent set of these rules - but that is a very long way off yet.

Contacting the author

Please send all reports, questions, suggestions and criticism of these rules by e-mail to the following address: pacartwr@hotmail.com
    There is also a thread on them in the fumbbl.com forums somewhere (search for 'jaded').
    If you see me on fumbbl irc (I am 'pac' there), and I'm not looking for a game, then I will usually welcome a chat about these rules there too.

Redistribution

Feel free to redistribute this document: however, it must be redistributed 'as is' - even if you make changes to these alternate league rules for the purposes of your own house rules, you must not modify this document and then redistribute it. Please keep your own suggested changes in a separate document. Naturally, this document should only be redistributed free of charge.

Copyright & Disclaimer

Blood Bowl is a registered trademark of Games Workshop, as are a variety of Blood Bowl-related terms used in this document. No infringement of GW's copyright is intended. Also, a number of ideas used in these rules have been adapted from GW publications, and a small amount of material has been directly re-used. Again, no infringement of copyright is intended.

Apart from the above, all rights to this material are reserved to the author.

About the author

It occurs to me that I should note something here about my Blood Bowl-ing and gaming pedigree, if only to pre-empt those whose immediate reaction to these ideas will be: 'Who is this n00b and what makes him think anything he suggests could make this perfect game more fun!?'
    I have been playing Blood Bowl off-and-on for over 15 years, since around 1988-90 (I think '89, but it's hard to pin down). Second edition was current at the time, and I played many, many games in that edition, predominantly coaching Skaven (also Skaven and Goblin - the classic combination of deviousness and more deviousness) and Dwarves (bore your opponent to defeat in three easy steps!). I played Dungeonbowl (how I miss pushing players into Spiked Pits!), MegaBowl (was there another term for the four-team, two-pitch variant?), had Star Players and the BB Companion, and remember many games using all the optional rules and which lasted an exhausting four hours or so. I have an old Blood Bowl Treeman model (the one who wears a helmet, and is posed like a Zombie) which I have predictably never painted - the shame!
    At this point I had a Blood Bowl-ing lull for a while, before the much-heralded arrival of third edition. Despite reservations ('Longbeards? They're Dwarf Blockers!' 'What's with these silly High Elf names?'), the simplicity of the rules won the day: discovering that you could get through a game in an hour and a half against a quick player was a revelation! I abandoned Skaven - partly in disgust at their adoption of new, silly names - but stuck with Dwarves. Our most hated opponents in that first third edition league were an Orc team, and Orcs vs Dwarves remains the classic third ed match-up for me: the dwarves know the odds are stacked against them, but have to press on anyhow - get the Guards in the right place and keep going for those one dice blocks. Later on I adopted Wood Elves - the team at the other end of the MA spectrum - while nursing undefinable grudges against every other team list.
    More periods of BB lull follow, with occasional short-lived leagues popping up, until I fell in with a crowd of hardened, Machiavellian coaches raised in much more brutal Blood Bowl-ing academies than me, who introduced me to a more serious, no-holds-barred style than I had been accustomed to. I started running Humans - with no success at all - and Lizards - who are great fun, all the more so against a coach who doesn't know how to deal with them. More or less the same group of coaches later became the test group for the original version of these 'jaded' rules; I thank them for their patience, enthusiasm and suggestions (invariably ignored ;) ).
    These days I'm doing my best to rapidly shed newbie status on fumbbl; trying out new teams like they were hats (and constantly re-writing my 'I will never run that kind of team' list*); attempting to stay on the good side of fellow coaches whilst still indulging my ghoulish sense of humour; and fearfully anticipating the day when Nuffle turns on me and one of my beloved teams gets fed through the mincer (while my pride prevents me from conceding).
    In sum: I've never been a coach who goes to big tournaments or has been involved in the international Blood Bowl community, but I do have hundreds of games under my belt and I've been playing this game for a long time. There are still things I miss a lot from the old days, and you know what? Whether you know it or not, and whether or not you were even born when second edition was current, I think you miss them too.

As for my game design credentials, I have been the lead designer of a published computer game title (no advertising here: search hard enough and you'll find it), and have been an incorrigible board game, rpg, and house rule designer for as long as I can remember. People play games I design without me having to kick them too much! Sometimes they have even been known to enjoy them. :)

* Lists I will not run (serious) teams from atm: Amazon (Blodge too easily); Chaos Dwarf (prejudice); Pro Elf (no explanation); High Elf (the names are still lame); Khemri (do I have to spell it out?); Necros (Wolves are just not balanced, and now they're going to get Regenerate too! It was their only weak point!); Ogres (see Khemri); Orcs (overpowered: Linemen are meant to be your vanilla player, right? So what kind of team puts none of them on the pitch? Cut either Blitzers or BOBs to 0-2 - also prejudice (I do admire some Orc BB teams, and am an orcophile generally, but I scorn running them in BB)); and surprisingly that's about it. I have some misgivings about Dark Elves (4 Blitzers + 2 Blitzerettes (Witches) = 6, which is three times as many as any other elf side gets). They're also my strongest team at the moment. Soon, my resolution on not buying more than 2 Blitzers may be tested (if they don't all get killed).
    That's enough off-topic, I think.

Version History

Alpha Versions:

v0.1 (20/1/04):
            - first version: untested and incomplete

v0.2 (24/1/04):
            - first LRB 2.0 compliant version; first complete version; first version to be tested
v0.2.1 (29/1/04):
            - first html version
            - includes changes made after a handful of matches and after immediate input from other coaches
            - a team with no Stars on its roster adds +1 to all Star Potential checks
            - 1 EP is gained by a player who holds the ball at any stage during a match
            - at Rookie auctions, generate Rookies once per team per match played since the last auction (to a maximum of twice per team)
            - various minor corrections
v0.2.2 (1/3/04)
            - changes made after first tournament (approx. eight matches per team (with six teams in the league))
            - Quirks cannot be gained as advances; instead there is a chance of gaining a Quirk at each level of advancement
            - increased probability of Star gaining an Attribute increase (also, introduced chance of gaining two advances plus a Quirk)
            - changed odds for the number of advances a player gets on becoming a Star
            - Attribute increase tables implemented
            - six new Quirks added
            - Fair-weather Quirk name changed to Defeatist
            - Big Guys get Loner Quirk when they become Stars, lose Big Guy Racial Characteristic
            - Secret Weapon Star simplification: they can never 'Choose a skill' (always 'Random Skill' instead)
            - more Special Play cards added to list in Appendix V
            - various minor corrections

Beta Versions:

b1.0.0 (11/5/04):
            - first beta (external testing) version
            - document fully checked through again
            - clarified the order of the pre-match sequence
           - changed rules on Physical Traits for Pros
            - bonuses to Star Potential checks can carry over as bonuses on the initial advances table
            - team gets an extra roll at an auction if it has retired player(s)
            - extend handicap bands by 50%
            - added many more examples

b2.0.0 (21/10/05):
            - heh: been a while :)
            - first PBBL compliant version
            - even more editing corrections (cursed proofreading training ...)
            - added introductory notes to new edition
            - added About the author sub-section
            - Loner Quirk is changed and now has more levels (PBBL stole my Quirk name! ;) )
            - got rid of the Pro restricted skill list (cheers from all quarters! - only possible thanks to PBBL's trashing of traits - more cheers!)
            - again thanks to the PBBL changes, was able to trash the horrible Secret Weapon sub-section (another monkey I'm glad to be rid of)
            - many changes made to comply with PBBL (especially Inducements, team value, and c)
            - added two new Quirks: Personal Apothecary (to make all coaches drool), and No Doctors! (to make grown men weep)
            - replaced the 'floating pips' system (I never really liked it), with a Star Bonuses/Penalties system … it may be too elaborate, time will tell
            - attribute increase tables (Appendix III) removed: not an argument I need to have, and in no way essential to this rules set
            - Appendix V removed: just too outdated to bother to keep
            - unending minor changes and corrections

b2.0.1 (27/10/05):
            - minor update: changed two Quirks relating to fouls to comply with PBBL

b2.0.2 (7/11/05):
            - modifications to racial position tables - fewer of the most expensive players on each list
            - more minor updates


Starting a New Team


Ideally under this system teams should already start off with some character. That is, they should not all start off equal and balanced. At some point I intend to come up with a semi-random generation system for new teams, such that they will already have a mixture of Stars, Rookies and players of various levels of experience.
    For the moment, however, I can only offer a variation on the standard generation system as explained below. This system has worked well for us in our small league, although it may take a little while to begin to generate the Stars who are the heart of this system.
 

Basic Generation System

As per the standard rules, each coach gets 1,000,000 with which to purchase a new team. Three Rookies from the selected team list should be generated for the team (as explained in the Hiring and Firingsection). These Rookies are not entered into any bidding process: any, none or all of them can simply be bought for the team at the normal price for a player of that position (ignoring Star Potential modifiers) if the player wants them. (Start at Step 2 when generating these Rookies - they will always be from your team list, and cannot be Big Guys or Secret Weapons.) These three players begin with 0 EPs.
    The rest of the money is then spent more or less according to the usual rules. Once a team has been founded, under these rules it is not possible to purchase players straight off the team list (see the Hiring and Firing section). Starting a new team is the exception to this. All the starting players bought at this stage are considered to be Journeyman Pros with no Star Potential modifier and 6 EPs (see the Player Advancement section). Fan Factor, Re-rolls and so forth can be purchased as per the standard rules.
    Coaches should save some of their money, however, and would be well advised not to fill up all their positional slots, as a first Rookie auction (see the Hiring and Firing section) should be held before the first game of the league takes place.
    (Any Rookies generated when creating a team which are not signed up for the newly created team are carried over to the next Rookie auction. At that auction, the coach who generated these players may not make any bids for them with any of the coach's own teams.)

A coach starts a new Orc team. He generates three Orc Rookies, who turn out to be a Blitzer with +2 SPP, a Lineman with -1, and a 'Choose' player with +1. The coach buys the Blitzer for 80,000, decides to make the 'Choose' player a Thrower and buys him for 70,000, and decides not to purchase the Lineman (who offers only an arguable advantage over a Journeyman Pro Lineman). This leaves the coach with 850,000 to purchase the rest of the team as normal (all of the remaining players will be Journeyman Pros).
    The rejected Rookie Lineman's details are retained for the next Rookie auction. However, at that auction the coach who generated him will not be able to make bids for him with any of his teams (especially his more experienced, short-of-manpower, existing Orc team!).
By this simpler method of team generation, the opening few matches may not be that exciting until these first Rookies start to blossom into Stars - and this is why I’m working on a more satisfying team generation system!
    (When I say working on, I mean occasionally musing about. Suggestions are greatly welcomed!)


Playing Alternate League Matches


This section gives a quick run-down of the sequence of play of an alternate league match, flagging up the key differences between this system and the standard rules, and directing coaches towards other sections of these rules.
    Follow the sequence below for any match played under these rules:

1. Pre-Match Sequence
    1. Roll on Weather table
    2. Work out the Handicap
    3. Random Events
    4. Take Inducements

2. The Match
    - follow the standard (PBBL 1.10) rules

3. Post-Match Sequence
    1. Allocate MVPs and calculate new EPs totals
    2. Improvement rolls
    3. Calculate team winnings
    4. Make Settling down checks for Freebooters
    5. Update Team Roster
 

Pre-Match Sequence

Follow these steps before each league match:

1. Roll on the Weather table
One coach rolls on the Weather table as normal.

2. Random Events
These Random Events should not be confused with the Random Event Special Play cards. They are unique to this rules system, and distinct from any other method of handicapping.
    Refer to the Random Events section and generate a Random Event on the table there for every Star Player on the team’s roster. If you have no Star Players, then you should still roll once on the table - but many of the events will not affect you because those events only affect Stars. Note that unlike many events systems, most of these events will be negative for your team, so it is important that all rolls are witnessed by the opposing coach.

3. Take Inducements
This works much as the standard PBBL rules do - each coach may buy inducements; the coach with the lower team value gets bonus money to buy inducements equal to the difference in team value - with one addition: the entry below should be considered to replace the 0-2 Star Players entry on page 35 of the PBBL rules.

0-2 Freebooters: Freebooters are skilled, experienced Star Blood Bowl players who offer their services to the highest bidder. You may hire up to two Freebooters that are eligible to play for your team. Freebooters may not take the number of players in the team to more than 16. However, players that are missing the game due to injury do not count towards the number of players on the team, so you can use Star Players to replace players that are missing a game if you wish. It is possible for both teams to attempt to induce the same Freebooter. If this happens then the two coaches should continue to increase their respective bids until one drops out and the Freebooter joins the highest bidder.
    In time, the alternate league rules system will begin to generate its own native Star Freebooters who have quit league teams for one reason or another. It is the League Commissioner’s job to keep track of these players, to make sure that each one is only playing for one team at any one time, to update their profile to account for new skills or injuries, and so forth. Such Freebooters are described in the Hiring and Firing section.
    Until your league starts to generate its own Freebooting Stars (and perhaps even after that), you may wish to use the Star Players from the usual list (pages 59-60 of the PBBL rules) as Freebooters. These Star Players do not gain EPs (any MVP that goes to one is wasted), do not improve, and never settle down to join a team.
Example:
The Dwarf Anvils are preparing for a match with opponents the Orcland Raiders. The Anvils Team Value (from step 1) is 310,000 higher than that of the Raiders. However, in step 2 a Random Event is rolled which causes the Anvils' Star Blitzer to walk out on the team! The loss of the player will reduce the dwarves' value by more than 200,000, but not until after the coming match. The Anvils' coach notes the treacherous Blitzer in his own personal Book of Grudges and steels himself for a difficult fixture, as Inducements are calculated as if the wayward Star were still present.


Post-Match Sequence

Follow these steps after each league match:

1. Allocate MVPs and calculate new EPs totals
Allocate MVPs according to the usual rules (MVPs can go to Freebooters, Mercenaries, and Star Players, and can be awarded posthumously). In the case of Freebooters (only; and ones generated by these rules not published Star Players), an MVP award is not lost, it adds to that player's EPs total as he continues to advance.
    Check that all EP awards for this match have been made correctly (see the Player Advancement section).

2. Improvement rolls
Players develop in a quite different, and more complex, manner under these alternate rules. Refer to the Player Advancement section for a full explanation.

3. Calculate team winnings
Generate winnings for the match. Each coach rolls a D6 and adds their FAME. Your team receives this amount x 10,000 gold pieces as winnings for the match. If you won the match you receive an additional 10,000 gold pieces and may choose to re-roll your D6 if you wish, but you must accept the second result even if it is worse than the first.
       There are no Spiralling Expenses under this alternate league rules system: the effects of the Star Player Random Event system should instead serve to somewhat rein in the most highly-developed teams.

[Designer's note: Will this produce enough money? Will teams require more income than this just to keep up with the demands of their Stars?]

4. Make Settling down checks for Freebooters
Sometimes a Star Freebooter (not a published Star Player, but only a player who has been generated using this system) will decide to end his wandering ways and will offer to sign permanently for a team who have just hired him for a match. See under Freebooters in the Hiring and Firing section for more information.
    Stalled Contract Disputes are also resolved at this time.

5. Update Team Roster
There are no Spiralling Expenses under this alternate league rules system: the effects of the Star Player Random Event system should instead serve to somewhat rein in the most highly-developed teams.

a. Fan Factor. Skip this step if the match was drawn. Each coach should roll 2D6, subtracting 1 from the total if the coach's team has no Stars on the roster, adding 1 if it has three or four Stars, and adding 2 if it has five or more Stars on the roster.
    If the winning coach's total is greater than the team's current Fan Factor, then it is increased by one point.
    If the losing coach's total is less than the team's current Fan Factor, then it is decreased by one point.

b. Bank. Each coach may now transfer gold from his treasury to his bank or to his treasury from the bank (remember that the bank cannot hold more than 100,000 gold pieces).

c. Hire new players and coaching staff. New players and coaching staff can be hired, and other purchases made, at any time between matches according to the rules given in the Hiring and Firing section. Most importantly, for coaches not yet fully familiar with this system, positional players (i.e. other than Linemen or equivalent) cannot simply be bought from the team list under this system. Consult the Hiring and Firing section for more details.

d. Team Value. Team Value is calculated according to the standard PBBL rules.
    It should be noted that the amount you may have had to bid to sign a player (eg a Rookie) has nothing to do with that player’s value as far as calculating Team Value is concerned. Nor does Star Potential have any influence. A player’s value is simply equal to the normal cost of a player under the default rules, as shown on the team list, modified by any additional skills or characteristic increases. A Star's Quirks (good or bad) do not affect the player's value.


Conceding

A coach that concedes before setting up for a kick-off where he could only field 2 or fewer players suffers no additional penalties. If a coach concedes for any other reason then the following rules apply:
    The winning coach gains all of what would have been the conceding coach's ‘winnings’. The team that concedes a match must give its  MVP to the opposing team (ie, the winning coach gets two MVPs and the losing coach gets none).
    The team of the conceding coach automatically loses a point of Fan Factor (no roll is made), and one dice must be rolled for each Star Player in his team, adding the Star’s Level: on a total of 5 or more that Star gains the Disillusioned Quirk. (This last rule applies in place of the default rule of rolls being made to see if players with 51+ SPPs leave the team.)


Player Advancement


There are three distinct types of player in this league system: Star Players (or just Stars), non-Star Players (or Pros), and new, young signings (or Rookies). Rookies (and to a lesser extent Pros) can become Stars, and Stars can do lots of things that mere mortals can’t, such as breaking their contract and becoming free agents or Freebooters. There are lots of events which can only affect Stars (and not Pros or Rookies), and a few that specifically affect Pros or Rookies (and not Stars).
 

Pros & Rookies

As in the default rules, players earn points for certain actions during matches, and these points allow them to improve as players. However, these points are called EPs (Experience Points) and not Star Player Points, as not all players are, or can hope to become, Stars. EPs are gained as follows:
 

Achievement
EPs gained
Appeared on the pitch*
1 EP (max.)
Held the ball**
1 EP (max.)
Per completed pass
1 EP
Per casualty
2 EPs
Per interception
2 EPs
Per Touchdown
3 EPs
Per MVP award
5 EPs
* Any player who appears on the pitch at any time during a match (for one turn or the whole game) earns 1 EP.
** Any player who holds the ball at any point during the match gains 1 EP. If a player holds the ball several times, or alternatively for a very long time, he still only gets 1 EP.
However, there are two separate advancement tables: one for Pros, the other for Stars. Rookies follow the Pro advancement table, until and unless Stardom intervenes (see below). The table for Pros runs as follows:
 
EPs
Title
No of skills
Star check no*
0-5
Rookie
None
N/A
6-15
Journeyman Pro
None
11
16-50
Experienced Pro
One
12
51-100
Senior Pro
Two
13
101+
Veteran Pro
Three
13
* See Stars below for the function of the Star check no.
Note that a Pro does not gain a skill after acquiring 6 EPs - he only gets to make a Star Potential check (see below).
    Pros always gain skills, never characteristic bonuses, and can never acquire skills from outside the skill groups dictated by their position. However, within these restrictions, you may always choose which skill a Pro gains (no dice should be rolled for the improvement). A few special rules apply to certain skills and skill categories.

Leader: Leader can only be chosen by a Senior or Veteran Pro if, and only if, no other player in the team (Pro or Star) already possesses it. (The player must also have access to Passing skills, naturally.)

Pro: Note that the skill Pro (freely available to Pros) is not available to Stars (although a former Pro with that skill who becomes a Star may keep it).

Frenzy: A Pro may never take Frenzy as a skill in this system. (Frenzy can only be acquired by Stars as a Star Quirk.)

Mutations: An important note: No two Pros on the same team may ever have the same combination of Mutations. (Eg You have a Chaos team with three Pros who have Mutations: one has Very Long Legs, one has a Big Hand, and the third has Claws and Foul Appearance. Another Pro advances to Experienced Pro status and gains the option of taking a Mutation. This Pro may not choose Very Long Legs or Big Hand (this would be the same combination - of one - as one of the first two Pros), but could choose Claws or Foul Appearance (he would not have the same combination as the third Pro) or any other Mutation not possessed by any Pro on the team (or indeed a skill from the normal categories instead).)
    (Note that Stars may have any combination of Mutations, and any clash with a combination possessed by a Pro does not matter.)
 

Stars

Stars work somewhat differently both from Pros and from the standard player advancement rules: this system is something of a throw-back to the old second edition system mentioned in the introduction. When a new player is hired for a team (after initial team creation) he is always a Rookie with 0 EPs (see the Hiring and Firing section). Each time a player advances on the Pro advancement chart (ie from Rookie to Journeyman Pro, Journeyman to Experienced Pro, etc.) there is a chance that he may become a Star, shunting him off the Pro development track and into the exciting world of Stardom!
    After a match, whenever a Rookie or Pro has enough EPs to advance, roll 2D6 for the player and add his Star Potential modifier (see the Hiring and Firing section). Add a further +1 if the team the player is in currently includes no Stars. Do this before selecting a new skill for the player (if the player becomes a Star he will advance differently and not gain that improvement as a Pro).
    If the total is less than the number required, then the player continues on the Pro advancement track as normal.
    If the total equals or beats the Star check number listed on the Pro advancement table above, then the player becomes a Star, and leaves the Pro advancement track behind forever. If the roll is passed, note the amount by which the die roll exceeded the number required (eg a Rookie with +3 Star Potential in a team with no Stars rolls two dice and adds four, needing a total of 11 or more. His coach rolls a double 6, for a total of 16, and so he notes down that the player has become a Star, exceeding the roll needed by five). (Note: a double 6 is not an automatic success on these rolls. On rolls in the latter part of a Pro's career, it is quite possible for a player to be unable to succeed in becoming a Star.)
    Important Note! These Star Potential checks are by far the most important dice rolls in this league system. It is absolutely essential that they be witnessed: even the most honest of Blood Bowl-playing gentlemen may be hard pressed to resist the temptation of just nudging the figures a little on such a vital dice roll.

To achieve the exalted status of Stardom is to realise one’s potential: when a player becomes a Star he will instantly gain a number of advances, such that his abilities may immediately exceed those of your most reliable Veteran Pros. Roll two dice on the following table, and add the number by which the player beat the Star Potential number required, to determine how many new advances your new Star gains (eg the Rookie from the previous example rolls two dice and adds five, rolling a double 6 again, for the maximum possible (barring special Random Event modifiers) of 17, and instantly gains the maximum seven advances!):

2D6 + modifier
Number of advances gained
2-5
Two
6-9
Three
10-12
Four
13-14
Five
15-16
Six
17+
Seven

In addition to these advances, the new Star immediately gains his first Star Player Quirk (see below).
    When a player becomes a Star, put an asterisk (*) on the roster by their position to indicate this. The player’s actual position remains unchanged (ie it does not become ‘Star Player’), this is simply an indication of the player's newfound special status.
    The player keeps his present number of EPs, but now advances on the following table:

EPs
Title
Quirk
(0-5)
(Rookie)
(N/A)
6-15
Star Player - Level 1 (Emerging Star)
Always
16-50
Star Player - Level 2 (Star Player)
6+
51-100
Star Player - Level 3 (Super-Star)
5+
101-200
Star Player - Level 4 (Mega-Star)
4+
201+
Star Player - Level 5 (Legend)
3+

With each subsequent level of advancement the Star Player gains a new skill (or other advance), and also has a chance of gaining a Quirk. When the Star gains a level, roll one dice and compare it against the number given in the Quirk column above. If the result is equal to or greater than the number on the table, then the Star gains a new Star Player Quirk (see below) in addition to his advance.
    For all advances gained as a Star (ie the initial ones when the Star is 'born', and all subsequent ones), roll on the following table:

2D6
Result
2-5
Random Skill
6-8
Choose a skill
9-11
Characteristic increase
12
Two advances and an extra Quirk

Random Skill: Pros gain their skills through experience and training, and can be directed to improve themselves along certain lines. Stars, however, are not subject to the normal laws of coaching and their abilities often develop unpredictably.
    If you get a Random Skill result for a Star’s advance, then you may still choose a skill category (according to the normal restrictions) but you must select a skill by any agreed random method from within that category.
    If you generate a skill or trait the Star already possesses, or Pro (a Star may never gain Pro), or another skill or trait which he may not take for some reason, then pick at random again.
    This result may not be refused in favour of a 'Choose a skill' result.

Choose a skill: As per the standard rules, you must select a skill from a category the player has access to.

Characteristic increase: Roll one dice and the following corresponds to the standard distribution of characteristic increases: 1-3 = +1 MA or AV; 4-5 = +1 AG; 6 = +1 ST.
    As usual, you cannot have more than two advances to any one attribute. A further advance rolled for that attribute should be considered a ‘Choose a skill’ result.
    As in the standard rules, a coach may choose to give his player a new skill instead of a characteristic increase. This is then considered to be a ‘Choose a skill’ result. This decision may be made after the specific increase available is known.

Two advances and an extra Quirk: Immediately roll again on the advance table twice, and then generate a new Quirk for the Star. Further rolls of 12 will result in even more advances being generated. Note that these extra advances are not bonus, free advances - they count towards the usual maximum of seven (see below).
    This result may not be refused in favour of a 'Choose a skill' result.

Doubles: Doubles on the 2D6 roll do not allow you to choose a skill from a category the player does not usually have access to - this is because Stars actually have an increasedchance of getting to choose skills which are out of the ordinary! Roll an additional dice whenever you get a ‘Random Skill’ or ‘Choose a skill’ result. On a 5 or 6 you may choose a skill from any skill category marked in the 'Doubles' column for a player of that position (these are much better odds than those of rolling a double on two dice normally).
    In the case of ‘Random Skill’ result, a 5 or 6 allows you to select a skill at random from any category of your choice (one in the 'Normal' or 'Doubles' column on the team list). The specific skill acquired remains random.
    In the case of a 'Characteristic Increase' result, you may roll to see if you get a 5 or 6 before deciding whether to take the increase or a skill.

Frenzy: Under this system Frenzy is not considered to be a General skill (regrets, but the author simply does not believe in the idea of training a player to make him or her more angry), but rather an Extraordinary Ability, and as such it cannot be gained either as a random skill or a chosen skill. Frenzy is also a Star Player Quirk (see below) and can be gained (or even potentially lost) as such.

Pro: As noted above, the Pro skill is reserved for Pros themselves under this system: it represents a degree of professionalism and quiet competence which Stars virtually never display. A Star may not gain Pro either as a random skill or a chosen skill (even on the additional roll of a 5 or 6). However, a Star who gained Pro during his earlier career as a Pro may keep the skill.

Important Note: No Star may ever have more than seven advances (ie skills and characteristic increases) in total (this total includes advances the player may have acquired during his career as a Pro). If a Star already has seven advances, and would gain another one (either because he has gained enough EPs to go up yet another level or rolls a 'Two advances and a Quirk' result), he automatically gets another Star Quirk instead of an advance (see below).

Example of Star Player generation:

After a match, the coach of the Middenheim Marauders notes that one of his promising Rookies (a Catcher with +2 Star Potential) now has a total of 7 EPs, having scored a touchdown (and thus also held the ball) during a match. The Marauders already have a couple of Stars, so including the Rookie's SP bonus the coach needs to roll 9 or more on two dice for the player to become a Star. The coach crosses his fingers, and throws the dice, which come up with a total of 10!
    The coach now ignores the rest of the details on the Pro advancement table, and consults the section on Stars. First he must roll to see how many advances the Catcher immediately gets. He rolls two dice and adds one (the amount by which the player exceeded the necessary total to become a Star). He gets an average total of 8, meaning an immediate three advances.
    Rolling for these advances immediately, the coach gets rolls of 5, 8, and 10. These correspond to one result of Random Skill, one of Choose a skill, and one Attribute Increase. The coach must determine these in the order they were rolled up.
    First, for the Random Skill, the coach rolls to see whether it may be taken from a category to which the player does not usually have access (Strength or Passing). He rolls a 5, which means it can. The coach may pick the category, and once he has decided the skill will be determined at random within those parameters.
    The coach now considers his options. General offers useful skills for a Catcher like Block, Fend, and Kick-off Return, but also less obviously suitable skills like Kick, Tackle and Wrestle (Pro or Frenzy could not be gained even at random). Agility seems a less risky choice: only Diving Tackle is not a natural skill for a Catcher, and even that could be useful if he was employed as a safety. Passing and Strength also offer possibilities, but the prospect of ending up with a Catcher with Safe Throw or Multiple Block does not fill the coach with enthusiasm (and he'd feel particularly silly if he ended up with Break Tackle).
    After some consideration, the Marauders coach takes the relatively safe option of a random Agility skill. He rolls a D10 to get a random skill from that category, re-rolling 1 (a Human Catcher already has Catch), 4 (already has Dodge), and 10 (there are only 9 Agility skills). Finally this generates a roll of 5: the Catcher gains the Jump Up skill.
    The Choose a skill result came next. Again the coach rolls to see whether he can choose from outside normal skill categories, rolling a 3. This limits him to General and Agility skills only (again, not Pro or Frenzy). The coach, from an old-fashioned, conservative mould, plumps for Block.
    Finally comes the Attribute Increase. The coach rolls one dice, getting a 4, and happily gives his Catcher +1 AG. (In theory, the coach could have chosen a skill instead, in which case he would have rolled as usual to see if it could have been taken from double skill categories. In practice, he did not contemplate that option.)

At a stroke the Marauders have gained an exceptional player: an AG 4 Catcher with two solid skills in Block and Jump Up, not to mention the prospect that he may improve further if he can pick up another 9 EPs (which should not be difficult for a Star such as this. The only question that remains is whether the new Star will roll up a Quirk which will spoil all his talents …


Star Player Quirks

Stars are often Blood Bowl-ing geniuses, but they are usually flawed geniuses - which should be no surprise given the extreme combination of risks and rewards which a Star encounters in the course of his career. To represent these flaws, Star Players possess Star Quirks.
    Star Quirks are sometimes negative, occasionally positive, and often a mixed blessing (typically one of the 'Why does Nuffle hate me?' variety). The key difference between a Quirk and a skill is that the effects of a Quirk must always be applied: during a game, if an opponent notices that a coach has failed to apply the effects of a Quirk, then he may call an Illegal Procedure. Note that this does not apply to any Quirk whose effects are wholly positive.
    Star Quirks resemble some of the Extraordinary Abilities possessed by Big Guys (and some others) in that their effects are often bad, and that their effects must always be applied. In fact, if a Big Guy (or any other player who possesses one or more of these abilities) becomes a Star, he retains all his Extraordinary Abilities, but those on the following list are now also considered to be Quirks: Always Hungry, Blood Lust, Bone-Head, Frenzy (now considered an Extraordinary Ability, see above), Loner, Take Root, Really Stupid(also known as Bone-Head level 2), Wild Animal(also known as Frenzy level 2).

(Note: Quirks can be both gained and, sometimes, lost. Yes, this does mean what you think it does: your Ogre might be able to lose Bone-head; your Troll might stop eating Goblins (what else will he eat?); your Vampire might learn to keep his appetites under control while the game is being played. On the other hand your Troll Slayer might lose Frenzy (this actually happened to the author's dwarf team). Whatever your hopes, don't worry: it's far more likely that your prized Star will just become even more of a liability!)

Gaining Quirks: There are several ways in which a Star can gain Quirks:
    - When a new Star is born he gains one Star Player Quirk in addition to his advance rolls
    - When a Star is born, some of his Extraordinary Abilities may become Quirks
    - Whenever a Star advances a level he has a chance of gaining a new Quirk
    - If a Star rolls a double 6 for an advance, he rolls up two advances, but also gains a Quirk
    - If a Star already has seven advances, and would gain another one, he automatically gains another Quirk instead of rolling on the advance table
    - At the end of any match in which the Star suffered at least one Casualty result (even if it was Regenerated or cured by an Apothecary or Healer), the Star gains one random Quirk
    - Various random events can cause a Star to gain a Star Quirk (a few can even cause a Star to lose a Quirk)
    - if a Star ever has no Quirks (some random events can result in the loss of Quirks) immediately generate a new random Quirk for him

Note that Star Quirks (even good ones) never count as advances for the purposes of a player’s total number of advances.

Generating Quirks: The Star Quirk generation table is found, along with the descriptions of the Quirks’ effects, in Appendix I. Note that in addition to a Quirk’s described effects, many Quirks will change the result or severity of some random events: for example, many events cannot affect a Loyal player at all; while many other events will be much more expensive for you if they affect a Mercenary Star.

Opposites: Some Star Quirks have opposites. One example of opposites is the pair Flair and Consistent. Opposite Quirks cannot co-exist. If you generate a Star Quirk for a player which is an opposite of a Quirk he already has, then roll one dice: on an odd number, the old Quirk stays and the newly-rolled one is ignored (do not roll again); on an even number, the new Quirk has displaced the old one - delete it and write in its replacement (unless the old Quirk was Level 2 or higher - see Appendix I).
    You may get a more complicated combination of Quirks on a player which you think is contradictory, or you may just get a Quirk which seems out of character for that player (e.g. Frenzy for an Elf Catcher). In this case consult your League Commissioner, who may allow you to delete or re-roll one or more of the Quirks, but is advised to tell you that the weirdest combinations are usually the most entertaining.

We now return to the coach of the Middenheim Marauders, who is nervously preparing to throw D666 to find out what his new Star's initial Quirk will be. He rolls 533 - Vindictive. This is bad news. It means that whenever, at the start of a team turn, there is a prone opposing player in an adjacent square to the Catcher, on a roll of a 1 he will be distracted from more important tasks (ie scoring touchdowns) and is only permitted to take a Foul action that turn. Cursing his luck, his mind filling with visions of opponents deliberately getting their players to fall over next to his Star, the coach makes a note that the next skill he will give the Star should be Dirty Player - if he's going to be forced to foul, he may as well be good at it.


Star Linemen

The phrase Star Lineman is almost a contradiction in terms: Stars are players who hog the limelight and are always at the heart of the action; whereas Linemen exist to make up the numbers and remain unnoticed in the background. While Star Linemen do exist, it must be said that the ranks of Stars are made up disproportionately of positional players. If a coach realises that a Lineman has the makings of a Star, he will usually try and re-train him to play in a more important position.
    If a Rookie Lineman (or equivalent: eg Dwarf Blocker - the 0-16 position for that team list) becomes a Star then roll again on the appropriate racial player position table (see Appendix II). The player’s position may immediately be changed to the one rolled, and skills and characteristics adjusted accordingly. If the coach does not like the position rolled, the player may remain a Lineman (or equivalent). This change in position occurs before the Star's new advances are generated.
    If Lineman (or equivalent) is rolled again on the table, then the coach realises that becoming a Star hasn’t made this Blood Bowl player any brighter, and he is too stupid to re-train, remaining a Lineman.
    If ‘Choose’ is rolled on the position table, then the player can be given any new position, but cannot become a Secret Weapon, nor can he change species.
    Note that with mixed race team lists (like Chaos, Chaos Dwarf and Undead) a Beastman, for example, does not count as being a Lineman in this respect, and cannot transform into a Chaos Warrior if he becomes a Star Player. Nor can an Orc Lineman turn into a Black Orc (only a Blitzer or Thrower); nor can Skeletons or Zombies become Ghouls, Wights or Mummies (and so forth: try to apply some common sense here - this is re-training, not genetic manipulation).
    If a Pro Lineman at a later stage in his career somehow becomes a Star, then he is too set in his ways to be re-trained, and always remains a Lineman.


Hiring and Firing


Under this system a team may not simply sign new players by paying the cost on the team list. Instead Rookie players only become available intermittently, and all teams can bid for them as explained below. If a team is in desperate need of a specialist player, the coach will have to depend on Induced Mercenaries or Freebooters.
    The rules below explain how players are acquired (and lost) under this system. Use the standard rules for buying Team Re-rolls (ie double price), Apothecaries, assorted coaching staff and making all other purchases.
 

Rookie Auctions

The main way of acquiring new players under this league rules system is through the auctioning of Rookies. Once every agreed time period (perhaps once per week or per fortnight - ideally, this should be the average length of time it takes for the average player in the league to play two matches) the League Commissioner, in the company of at least two other league members, generates a new influx of Rookie players, for whose contracts the coaches must then bid.
    All Rookies are not created equal. Under this system, bidding for Rookies is the main way of acquiring new specialist positional players, and some Rookies have a better chance than others of going on to become Star Players.

The League Commissioner should follow the steps set out below once per team per match played by that team since the last auction, to a maximum of twice per team (if a team has played no matches since the last auction, generate no Rookies for the team, but they may still make bids normally). (See the example below.) If a team has voluntarily retired one or more players since the last auction, that team gets one extra roll - this represents Rookies realising that they have a chance of breaking into that team in the wake of this retirement (not to mention reminding them that it is possible to escape this career alive) - for an absolute maximum of three rolls per team.

Step 1: Determine Number and Type of Rookies
First this table is used to determine number of Rookies:

D6
Number of Rookies
1
None
2-4
One
5
Two
6
One (random team list)

If a result of 2-3 or 4 is rolled, the Rookies are drawn from the team list of the team the Rookie(s) are being generated for.
    If a random team list must be selected, choose only from those lists which are represented in the league.

Step 2: Determine Player Position
Now each Rookie's position must be determined using the Racial Player Position tables included in Appendix II. If a result of ‘Choose’ is obtained on the table, then the coach who ultimately signs the player gets to decide what that position is. (Note: Not all positions on a team's list are included in that team's Player Position table. Those positions not listed can only be selected for a Rookie in the case of a 'Choose' result.)

Step 3: Determine Star Potential
Now each Rookie's Star Potential is determined. This is the modifier that is applied to any and every Star Potential roll made when a player gains experience.

D6
Star Potential modifier
1-2
no modifier
3-4
+1
5
+2
6
+3

All Linemen (or equivalent - see Appendix II), Big Guys (ie players with the Loner Extraordinary Ability, and also Ogres on an Ogre team) and Secret Weapons (ie players with the Secret Weapon Extraordinary Ability) suffer an additional -1 penalty to this modifier. Snotlings suffer a -2 penalty instead. In the case of a ‘Choose’ position, this penalty is applied, if appropriate, after the position is ultimately selected.

Step 4: Repeat
As explained above, this process is now repeated for each team (up to two (or three) times in total) for which Rookies are being generated.

Example:

Rookies are being generated for a small league of two Orc teams, a Chaos team and a Skaven team. However, the Skaven have not played this week, so no Rookies will be generated for them. The other teams each played one match (the Orcs played each other; the Chaos team played a team which has since disbanded), so one set of Rookies is generated for each of them.
    For the first Orc team a 6 is rolled - one Rookie from a random team list. There are three different types of team in the league, so it is decided that on 1-2 the player will be an Orc; 3-4 Chaos; 5-6 Skaven. (Note that Skaven can be chosen at random even though the Skaven team has not played; also note that the odds are not affected by the number of teams of a certain race in a league). A 5 is rolled, so the player will be Skaven.
    For the second Orc team a 5 is rolled, so two Orc Rookies will be generated.
    For the Chaos team a 3 is rolled: one Chaos Rookie.
    Now the players themselves are rolled up. A 4 is rolled for the Skaven’s position - a Thrower - and a 3 for his Star Potential - +1.
    The Orcs are a Lineman and a ‘Choose’ result. The Lineman’s Star Potential is -1 (a 2 was rolled on the table which would be no modifier, but there is an extra penalty for being a Lineman). The ‘Choose’ player has +2 Star Potential: this combination makes this Rookie an extremely valuable commodity. When the player’s position is finally chosen by the coach who gets his contract, if Lineman (for some reason) or Goblin (for some even more bizarre reason) or Troll is chosen, then his actual Star Potential will be just +1.
    A 4 is rolled for the Chaos player: a Beastman. A 4 is then rolled for his Star Potential, which would be +1 except that Beastmen count as Chaos Linemen, and so suffer the -1 Star Potential penalty, so there is actually no modifier.
    The Rookie pool for this week is thus as follows:
Skaven Thrower: +1 SP
Orc Lineman: -1 SP
Orc ‘Choose’: +2 SP
Chaos Beastman: +0 SP
Now the bidding begins: the League Commissioner can organise this process in any fashion he chooses. Which Rookies are able to join which teams will depend on your own league’s house rules (see the Tips on Founding an Alternate League section for some suggestions). Normally, a player will only join a team of his race (ie team list). The one rule which always applies is that players are available to any team on whose team list they appear: it does not matter which team list they were generated from. That is, an Orc team can bid for Goblins although they were rolled up for a Goblin team. Different types of Undead team will be able to bid for Zombies, Skeletons, Mummies, etc. Human teams may bid for Ogres rolled up for an Ogre team. All bids must be in amounts divisible by 5,000.

Minimum bids: Even if there is no competition for a Rookie’s contract, a certain minimum bid must be made. This is because young promising Blood Bowl players quickly attract agents who ensure that ‘their’ player is paid what he deserves as a signing-on fee. The minimum bid is equal to half the normal cost for a player in that position, plus 10,000 per point of Star Potential. The ‘normal cost’ for a ‘Choose’ player is considered to be that of the most expensive player from that team list (e.g. 120,000 for Wood Elves, being the price of a Wardancer: this would then be halved to 60,000, and so a Wardancer with +1 Star Potential would have a minimum bid price of 70,000).

If all the coaches in the league are present for the generation of these Rookies, then the bidding process can take place immediately. If they are not then a certain period must be allowed for bids to come in, during which time it is the Commissioner’s responsibility to inform all coaches of the Rookies available and alert them to the latest bids. During such a period, it is permissible for coaches to play matches in an effort to raise enough funds to make a bid.

At the end of the process, each Rookie will join whichever team finally bidded the most for him. If two or more teams are locked in the bidding, and none can or will bid higher, then the Rookie will choose to accept the offer of the team with the highest Team Rating of those tied. If this is also equal, he will pick at random, by a method decided by the League Commissioner. Only the team which makes the winning bid pays out the necessary cash.
    Now the coaches who made the winning bids must delete the appropriate amount of cash from their roster. If a coach is unable to pay up (perhaps because he made several high bids on different players, and didn’t expect to win all of them), he must decide which Rookie(s) to sign, and the others will each go to the next highest bidder. In such a situation the Commissioner may also wish to consider fining the coach concerned for misconduct, or banning him from the next Rookie auction.
    Any Rookie player who is not signed up will not carry over to the next bidding session: instead he either thinks better of his intention to become a Blood Bowl player (sensible fellow), or else is snapped up by a team from another league. Whatever the case, he is lost to the current league.

Continuing our earlier example:

The required minimum bids for our Rookies are as follows:
  Skaven Thrower (+1 SP): 45,000
    (Cost of a Skaven Thrower (70,000) divided by 2 = 35,000; 35,000 +10,000 (for +1 SP) = 45,000)
  Orc Lineman (-1 SP):  15,000
   (50,000/2 = 25,000; 25,000- 10,000 (-1 SP) = 15,000)
  Orc ‘Choose’ (+2 SP):  75,000
   (110,000 (cost of a Troll)/2= 55,000; 55,000 + 20,000 (+2 SP)= 75,000)
  Beastman: (+0 SP):   30,000
   (60,000/2 = 30,000)
    All the coaches are present for the bidding, which takes place straight away.
    The Skaven Thrower can only join the sole Skaven side (note that the Skaven coach can still bid for Rookies even though he has not played recently). The Skaven purchase the player for the minimum: 45,000.
    Similarly, the Beastman can only join the Chaos team, but unfortunately the Chaos coach is broke and cannot afford to sign him. Since the bidding must be completed now, he will not have the chance to play some matches to raise funds: as he knew he had no cash it would have been better strategy not to have turned up.
    The two Orc coaches now get into a bidding war over the fantastic prospect of the Orc ‘Choose’ (+2 SP) player. This is finally won with a bid of 100,000, but only because the other coach was unable to bid any higher. The victorious bidder now decides that this player will be a Blitzer (his team already has a moderately reliable Troll, and the coach wants to maximise the chance of getting a Star Player - choosing Troll as a position would reduce the player's Star Potential).
    The losing Orc coach does get the consolation prize of the Orc Lineman for a mere 15,000, since his rival does not deign to bid.
Any coach should be able to realise that this system will lead to a lot of inequities. If there are a lot of teams of one or two races (which there should be - see the Tips on Founding an Alternate League section) then there will be a larger pool of Rookies for those races. Those teams which are able to sign the best talents from these Rookies will be more likely to produce Stars, will thus be more likely to win matches and tournaments, will thus have more money to spend, and will thus have the resources to buy the best talents again. This kind of cycle can work in reverse for those teams which find themselves at the bottom of the pile.
    The situation is a little different for teams of which there is only one in the league. They face little competition for their signings, but only get to draw their recruits from a much smaller pool. The outcome of this should theoretically be that the best of the ‘core race’ teams will be the best teams in the league overall. The minor race teams will always be fairly good, but will find it hard to consistently match the best ‘core’ teams. The poorest ‘core’ sides are the hardest done by of the lot, since they will only get to sign Rookies who have been ignored by the top teams who cream off the most exciting prospects.
    There may even be specific cases of particular injustice. For example, Goblin coaches may find that whenever they roll up an especially promising Goblin player, the rich Orc coaches will swoop in and snatch them away with all kinds of fancy promises. Life is hard for Goblin teams.
    Just so that we understand each other: no, this is not a fair or balanced set-up. However, this set of rules is intended to promote exactly this kind of imbalance and ill-feeling amongst coaches and rival teams. Think how great it would be if you coached the team at the top of this pile; and if you are suffering as an underdog, imagine how good it will feel if you manage to pull off a victory against your league’s aristocrats.

Rookie Linemen

It is always possible for a team to sign Rookie Linemen (or Linemen-equivalents: eg Dwarf Blockers, Zombies/Skeletons, etc.) from its own team list. This can be done at any point, even outside Rookie auctions. These Rookies can be signed for the standard cost (not halved, or modified by Star Potential) for a player of that position, and no bidding needs to take place. However, such players are invariably unexceptional, always having -1 Star Potential instead of rolling on the Star Potential modifier table (this already includes the normal Lineman penalty).
    Note that this is not a cost-effective way of recruiting new players, as such a signing will only have a 1 in 36 chance of ever becoming a Star (barring Random Events and/or your team presently having no Stars), and will probably be more expensive than a similar player up for auction (whose base value would be halved for the minimum bid level). Nor will there usually be much competition in the bidding for Linemen with -1 SP: you should be able to sign one for 15,000 or 25,000 if you can afford to be patient. In many circumstances, it may be best to induce Mercenaries or Journeymen, and wait for the next influx of more talented Rookies.
 

Contracts

Blood Bowl player contracts are arcane and formidable documents, which only the bravest lawyers claim to understand. Most sensible Pros are quite happy to trust and accept their team’s interpretation of their contract, cheerfully accept whatever pay the club offers them, and quietly accept the decision if the club chooses to trade them, sell them or pension them off.
    Stars, however, are made of sterner stuff. And so are their lawyers.
    It is quite normal in Blood Bowl for the status of a Star Player’s contract to remain constantly under debate and review between the team’s lawyers and those of the player. Generally, this has no impact upon playing matters, except when the player becomes unhappy and orders his lawyers to force a major Contract Dispute.

Contract Disputes

Contract Disputes arise whenever an already Disillusioned player (Disillusioned is a Star Player Quirk - see Appendix I) would gain that Quirk again. It is also possible for a coach to force a Contract Dispute with a Star - although this would only normally be done if a coach was truly desperate to end a player’s Disillusionment. When a dispute occurs, you must roll on the following table:
 

2D6
Result
2
Contract Resolved!
3-5
Negotiations Deadlocked
6-7
Negotiations Stalled
8-9
Compensation Agreed
10
Showdown Talks
11-12
Loop-hole Discovered

Contract Resolved!: Incredibly, the player’s contract situation has been resolved to everyone’s satisfaction. The Star loses the Disillusioned Quirk.
Negotiations Deadlocked: The two teams of lawyers have reached total deadlock in their arguments. The Star continues to be Disillusioned, but the contract issue is set aside for now.
Negotiations Stalled: The lawyers’ arguments continue. The Star will continue to play for the team, but remains Disillusioned, and a new roll must be made on the Contract Dispute table in the next inter-match phase (do this in step 4 of the post-match sequence).
Compensation Agreed: The team’s lawyers have demonstrated that the player must stay with the club, but the player’s lawyers have insisted that their Star is due a ‘loyalty’ bonus equal to D6 * 10,000 (double for a Mercenary as usual). If the coach pays this then the Star will no longer be Disillusioned; if he cannot or will not then the Star stays with the team, but remains Disillusioned.
Showdown Talks: The player’s lawyers have managed to demonstrate that their Star must be paid a D6 * 10,000 (double for Mercenary) bonus immediately, or else he will be able to leave the club. Even if he is paid, the Star remains Disillusioned. If the Star is not paid, he leaves the team and becomes a Free Agent as described below.
Loop-hole Discovered: The player’s lawyers have discovered a loop-hole in their Star’s contract, and he immediately exploits it to leave the club. The player becomes a Free Agent as described below.

Retiring (Sacking) a Player

Sometimes a coach isn’t worried about keeping a player - he just wants them off the roster. Pros will always quietly agree to retire, and may become Assistant Coaches according to the usual rules. However, it is often hard to convince a Star that it is time to quit. When you want to retire a Star, roll one dice, add the Star’s Level, and also add one for every Niggling Injury and/or permanent characteristic decrease the player has (the more experienced the player is, and the more long-term injuries trouble him, the more likely he is to decide to hang up his boots). If the modified total is 9 or more, the Star retires as normal and may become a coach. If the total is less than this, the Star is disgusted at your assumption that his career is over, and immediately becomes a Free Agent.

Free Agents

A Star who leaves a team - because of the result of a Contract Dispute or simply because the team chooses to let him go (for whatever reason) or because he refuses to retire - becomes a Free Agent. A Free Agent may choose to become a Freebooter, or he may just look for a new team to sign him permanently.
    Roll one dice for the player and apply the following modifiers:

Situation
Modifier
Star’s Level
+ Level (1 to 5)
Star is Low Profile
-3
Star is Mercenary
+1 per level of Quirk
Star is a Top Dog
+1 per level of Quirk

If the total is 7 or more, then the player has decided to opt for the life of a Freebooter (see the next sub-section below - the more experienced, and greedy, the player is, the more likely he is to become a Freebooter). Otherwise he becomes a Free Agent as follows.
    Teams (except the team the player just quit) can immediately begin bidding for the player’s contract as if for a Rookie at auction. The League Commissioner is responsible for alerting coaches to the availability of Free Agents, should keep track of the bids and decide when the bidding must end. Also as with Rookies, the player will demand a minimum bid for his contract. This minimum bid is equal to the player's value (ie the basic cost of a player of his position, plus an additional sum for each improvement (see PBBL, p 34) plus a further 10,000 per Level of the Quirk if the Star is a Mercenary. So a Star Human Blitzer with +AG and two normal access skills would demand at least 170,000 to join a team: but this might be pushed much higher by the bidding. If the same player was also a Mercenary with Level 2 in the Quirk, the minimum bid would be 190,000.
    Refer to the Tips on Founding an Alternate League section to see which teams a Free Agent will consider joining.
    If, after an extended period, no coach has shown an interest in signing a Free Agent (or hiring a Freebooter) the League Commissioner may decide that the Free Agent becomes a Freebooter instead (or vice versa). If subsequently coaches continue to be totally uninterested in the Star, the Commissioner may eventually decide that he retires or leaves to play in another league.

Example:

Harald Haraldsson, a notorious Star Norse Berserker, has finally become too much of a burden on his side, the Arctic Wanderers. Despite his significant Blood Bowl-ing talents, the fact that Haraldsson possesses the Top Dog Quirk (at Level 1) and the Mercenary Quirk (at Level 2) means that he has become too expensive a burden on the Wanderers' treasury. The team's coach tries to persuade Haraldsson to retire to the coaching staff. Haraldsson has avoided niggling injuries during his career, and has 94 EPs, making him a Level 3 Star (or Super-Star). The coach therefore rolls one dice and adds 3, getting a total of 8 - one short of the total that would have been needed to convince Haraldsson. Instead of retiring, the Berserker now leaves the club.
    Now a roll is made to see whether Harald Haraldsson will become a Free Agent or a Freebooter. One dice is rolled adding 6 (3 for his level as a Star, 2 for his levels of Mercenary, 1 for his level on Top Dog). A total of 9 is rolled, meaning that he becomes a Freebooter (although, indeed, any dice roll would have meant the same result).
    The League Commissioner is informed that Haraldsson should be added to the list of the league's Freebooters. Harald's advances are: +ST, +MA, one double skill, and two normal skills. His match fee (see the next section below) will be 130,000 (90,000 (Base cost of a Norse Berserker) + 50,000 (+ST) + 30,000 (+MA) + 30,000 (double skill) + 40,000 (two normal skills) + 20,000 (Mercenary Level 2), for a grand total of 260,000. This would be his minimum Free Agent bid, and is divided by 2 to get his Freebooter fee). Haraldsson will consider playing for Norse, Chaos, Dwarf or Human teams (see the Allied Team List).
Freebooters

Mercenaries and Journeymen may be induced normally under this system.
    In time, as explained under Contracts above, Star Players generated in your own league may quit their teams and some of them may become Freebooters. Until there are plenty of these around, you may wish to allow the use of Star Player cards as Freebooters.

When a Star Freebooter generated by this league rules system emerges, the League Commissioner must be informed and it will be his job to keep track of the player’s EPs total, characteristic profile, skills, injuries, Quirks, etc. A Star who becomes a Freebooter always loses the Disillusioned and Loyal Quirks, if he possessed them, and gains one Level of the Loner Quirk (gaining the Quirk itself if he did not possess it already).
    The cost to hire a Star Freebooter is equal to half the same Star's minimum free agency fee (as described above). In other words: take the player's value (ie basic positional cost plus modifiers for advances), divide by two, and add a further 5,000 per Level of the Quirk if the Star is a Mercenary. The afore-mentioned Star Human Blitzer would demand 95,000 as his match fee. If more than one team wants to sign the same Star at the same time (eg for the same match) they will have to bid against each other for him!
    As a Star Freebooter gains more EPs, he will gain advances like any other Star - it is the League Commissioner’s job to keep track of this. The coach who currently has the Freebooter under hire should decide what advances to give the player should he gain any, and should roll for any new Quirk - however, the League Commissioner should reserve the right to veto any selection made.

Settling Down

After playing a match with a team, a Freebooter may be tempted to settle down and offer to join them permanently - for a small fee. This will only ever happen if the team he was playing for won the game. Roll one dice after the victory. On a 6 the Freebooter offers to sign permanently for the team, who must pay his usual match fee again if they want him to do so. No other team may put in a bid! This is a one-off opportunity only available to the team who hired the Freebooter - if the team can't or won't pay now, they miss the chance to make the signing.
    A Freebooter who settles down loses one Level of the Loner Quirk (losing the Quirk itself entirely if he only had it at Level 1).

Harald Haraldsson, the Star Norse Blitzer from the previous example, has just played as a Freebooter for the Dwarf Anvils. After helping the dwarves to a handsome victory, a 6 is rolled for Settling Down, meaning that Haraldsson offers to join the Anvils on a permanent basis. During the match, Haraldsson scored one touchdown and caused one casulaty (as well as holding the ball and making an appearance) for a total of 7 EPs. This has already brought his EPs total to 101, meaning that he has gained yet another advance (a normal skill). Therefore he now demands 140,000 to join the dwarves permanently.
    The Anvils notoriously tight-fisted coach, who dithered for a long time over bringing in the Freebooter for a key tournament match, is not willing to splash out to such an extent, especially as he is unwilling to accept the disruption that bringing in a 'foreign' player on a long-term basis may cause. Haraldsson continues his life as a Freebooter.
    After a few more league weeks, no further coaches have shown any interest in hiring Haraldsson for his now quite extortionate fee, so the Commissioner decides that he will become a Free Agent instead. The player's agents begin looking for teams to bid a minimum of 280,000 for the Star's contract, and again he will consider joining Norse, Chaos, Dwarf or Human teams.
Player Transfers

Under this system virtually anything can be traded between clubs. This includes players, cash, and coaching staff. However, note that Team Re-rolls and Fan Factor are always absolutely non-transferable.
    These exchanges can be permanent or temporary, and can be conducted in any manner that coaches can agree on - although the League Commissioner should monitor such activities and may wish to ban any dealings which are deemed unacceptable. A coach may never make any exchanges between two teams he runs.
    Paying out cash, or trading Pros, Rookies or staff, is not a big deal for a club. However, signing or selling a Star can have a more significant effect on both the fans and the other players - see Effects of Losing (or Signing) a Star, below.

Reasonable Bids: A number of Random Events refer to reasonable bids being made for Stars. The level of a reasonable bid is equal to the player's value, according to the usual calculation (basic positional cost plus modifiers for improvements). If either party - ie the potential buyer or the potential seller - thinks that this valuation is unreasonable (perhaps because it does not take into account (dis)advantageous Star Quirks), the case may be referred to the League Commissioner, who will make a determination as to what level a reasonable bid should be set at for this Star.
 

Effects of Losing a Star

When a Star leaves a club, either to join another team or to become a Free Agent or Freebooter (but not if one retires to join the coaching staff), this may have wider effects on the team’s other players and on the morale of the supporters.
    Many fans follow a team because of a particular Star rather than due to any intrinsic sense of loyalty. When a Star leaves the team, roll one dice, apply the following modifiers, and look up the result on the table below that:

Situation
Modifier
Star’s Level
+ Level (1 to 5)
Star was Loyal
+1 per level of Quirk
Star was a Fan’s Favourite
+2 per level of Quirk
Star was a Rookie with the team
+1
Star had more EPs than any other Star remaining
+2
Star left for a ‘rival’ team*
+4
Star was ‘foreign’**
-2
* If it is not obvious from past grudges whether two teams are rivals, the League Commissioner should make a judgement.
** ie the Star was not drawn from your standard team list
D6 + Modifiers
Result
 2 or less
+1 Fan Factor
(the Star was unpopular anyway)
 3-5
no effect
 6-9
-1 Fan Factor
 10 or more
-2 Fan Factor

Conversely, the departure of one Star often makes those that remain happier, since these selfish individuals now realise that they will receive a larger share of the attention, rewards and credit in the future. This means that some of them may lose the Disillusioned Quirk, if they have it.
    If the Star who has departed possessed the Leader skill, then the players have lost a captain, and none of them are pleased about it. Otherwise, roll one dice for each Disillusioned Star: on a 1-3 the player loses that Quirk. Any Star who has the same position as the one who departed automatically loses Disillusioned.

Example:

The Deepcrag Boyz, a provincial Orc side, have just sold their Star Black Orc, Narg Dwarfstomper, to the Gouged Eye, the attention of the bigger club having been attracted by the great impression Narg had been making on many opponents’ faces during the last season.
    Monetarily, this has been an excellent deal for the Boyz, whose management’s poor level of numeracy causes constant financial problems, and it has also given Narg the chance to play for one of the most famous Orc teams ever to take to the Blood Bowl field.
    The Boyz’ fans are not so happy. Narg has been Deepcrag’s main attraction for some time. Narg had 38 EPs when he left (a Level 2 Star) making him the most experienced Deepcrag Star, was Loyal (Level 1), and was also a Fan’s Favourite (Level 1), as well as having started his career with the club. A total modifier of +8 is added to a dice roll of 3 to lead to a reduction in Fan Factor of two points: the Boyz may have made a short-term financial gain, but at the long-term cost of a loss of support.
    Amongst Narg’s fellow Stars, Vork Gobsnot - a Thrower - and Grim Painspear - a Black Orc - have been feeling Disillusioned of late. Painspear automatically loses that Quirk: he is now confident that no one will beat him to this season’s fatalities record (as Narg did last year). One dice is rolled for Gobsnot - a 5. The Thrower remains Disillusioned; perhaps he is disappointed that Narg’s considerable frame will no longer be positioned between him and opposing Blitzers on match days, or perhaps he wishes that he was the one to get the chance to play for the Eye.


Effects of Signing a Star

When a new Star joins a team (not by a Rookie or Pro passing a Star Potential roll, nor by the temporary arrival of a Freebooter; these rules only apply when an existing Star is bought or signed as a Free Agent) it often has the effect of raising morale amongst the fans - although it can upset them if the Star is considered to be ‘foreign’ or not committed to the team. Amongst the playing staff, a new arrival can cause new tensions or jealousies.
    Firstly, the arriving Star himself may be affected by his move. Consult the following table to see what roll the player must make on one dice to lose the Disillusioned Quirk (if he had it):

Arrived…
D6 roll required to lose Disillusioned
…as a Free Agent
Always
…transferred at own request*
Always
…from a team with Team Value at least 500,000 lower
Always
…from a team with a lower Team Value
3+
…from a team with an equal Team Value
4+
…from a team with a higher Team Value
5+
…from a team with Team Value at least 500,000 higher**
Never
* This applies if the move resulted from any event that affected the player.
** In this circumstance, the player may actually gain the Disillusioned Quirk (but only if he did not already have it) on a dice roll of 5 or more.
Amongst other Quirks, Loyal and Fan’s Favourite may also be lost on arrival at a new club (eg the Star was loyal to his old team, not the new one). Roll one dice for each such Quirk (roll once separately for each level of a Quirk with several levels): on a 4 or more that Quirk (or level) is lost.

To determine the effect of a new Star’s arrival on the fans, roll on the table below with the following modifiers:

Situation
Modifier
Star’s Level
+ Level (1 to 5)
Star is Mercenary
-1 per level of Quirk
Star has more EPs than any Star already at the club
+2
Star arrived from a ‘rival’ team*
-2
Star is ‘foreign’**
-2
* If it is not obvious from past grudges whether two teams are rivals, the League Commissioner should make a judgement.
** ie the Star is not drawn from your standard team list
D6 + Modifiers
Result
3 or less
-1 Fan Factor
4-7
no effect
8-10
+1 Fan Factor
11 or more
+2 Fan Factor

Now roll one dice for each Star already in your team. On a 6, the player is unsettled by the new arrival, and becomes Disillusioned. A Star who plays in the same position as the arriving player is more likely to feel threatened by his arrival, and will instead become Disillusioned on a 4 or more. A Star who has more than 50 more EPs than the new arrival is unlikely to be concerned, and so subtracts 1 from this roll (ie he will never become Disillusioned unless he plays in the same position).

Narg Dwarfstomper, recently of the Deepcrag Boyz, has arrived to play for the Gouged Eye. The sturdy, reliable (some unkind souls would say stupid) Black Orc had not become Disillusioned while at the Boyz - but even if he had done the prospect of playing for the Eye (a team with a value at least 1,000,000 higher) would soon have cured him of that.
    Narg was always Loyal to his old club, and had become a Fan’s Favourite for his famous ‘chomp’ attack on unsuspecting opponents. One dice is rolled for each of these Quirks: a 2 for the former, and a 6 for the latter. Narg will continue to be Loyal to his new team, but the well-travelled Eye fans will need some more persuading before the Black Orc becomes a cult figure.
    As for the effect on Fan Factor, Narg still has 38 EPs (a Level 2 Star). This is far fewer than Varag Ghoulchewer, the Gouged Eye’s captain and most experienced Star. Most Eye fans have never even heard of Deepcrag, so the two teams are certainly not rivals. The Gouged Eye are, of course, an Orc team, so Narg is not considered ‘foreign’. One dice is then rolled and a +2 modifier added. The result is 6, meaning no appreciable effect on the team’s support: the Eye fans have watched dozens of hopefuls like Narg come and go over the years.
    The Gouged Eye have five other Stars, one of whom (Varag himself) is far too famous and experienced to be worried by the arrival of the likes of Narg. Amongst the other four, one (a Thrower) rolls a 6 and becomes Disillusioned - he is concerned that the management keeps signing Blockers and not receivers for his immaculate passing - and another, a fellow Black Orc, rolls a 5, which is enough for him to also become Disillusioned - he worries that the coach doesn’t think he has been doing a good enough job on the line, and that Narg has been brought in to replace him (perhaps he’s even right).

Random Events


If Stars were simply players with superior abilities then the world would be a much simpler place. The problem with Stars is two-fold: in the first place their talent can go to their heads (as represented by Quirks); and in the second they tend to attract the wrong sort of attention. This latter factor can lead to things happening to them which would never happen to an ordinary Pro (or if it did no one would care), and is represented by Random Events.
    The purpose of the Random Events system is primarily to reflect these crazy happenings that tend to follow Star Players around. These events (along with Star Quirks) are part of the down-side of having Stars on your team and, like Quirks, they are more likely to be bad than good, and there are quite a few mixed blessings and arguable gambles mixed in for good measure.
    These events all represent occurences between matches, and few of them directly effect events on the field of play (except sometimes by meaning that some players do not turn up - for a drive, a half or the whole match). These rules can thus be used in conjunction with any on-pitch handicap or special play system if you wish.

Consult Appendix IV to find the random event table, and the descriptions of the effects of the events. Generate one event per Star on your roster before each match (and a minimum of one event).


Player Position


Firstly it should be repeated that in this league system all Star Players retain their position, and thus still count as normal towards the standard player position limits. This will often mean that the presence of established Stars will make it impossible to bring in promising Rookies who play in the same position as a Star, without parting with one of those Stars (or at least an already competent Pro).
    This is a restriction that is intended to be frustrating and petty: I like to imagine that somewhere there is an army of jobsworth Blood Bowl officials who - instead of cracking down on serious infringements like chainsaws and death-rollers - spend all their time ensuring that no team ever has more than two Throwers.
    The real intent is to force coaches to take difficult decisions: should I let my Star Elf Thrower - who was awesome once, but is now often more trouble than he is worth, although the fans still love him - go, and replace him with a promising Rookie? Should I put in a bid for another side’s Star Blitzer (who they want to sell to raise funds), and prepare to part ways with one of my own team’s oldest and most dependable Pros?
    (Note that in the case of bidding for Rookies, these decisions need not be taken until after the bidding is completed. That is, if a Wood Elf coach (who already has two Throwers) wants to bid for a Rookie Thrower, he is free to do so without sacking one that he already has. However, if he wins the bidding he must get rid of one of his old Throwers, or else withdraw his bid and allow the Rookie to go to the next highest bidder.)
    Also note that these rules also apply when (as can happen under these rules) a player has the chance to change position. Such situations will create even more dilemmas. For example, say your Star Lineman gets the Versatile Quirk, and says he wants to become a Blitzer. This is a great opportunity, since the player should improve in all respects: however, you probably already have two (or four) Blitzers, and some or all of them may be Stars. Now you have to decide whether to part with one of your existing Blitzers, or else take the risk that the Lineman will become Disillusioned. If it hasn’t become clear from reading the rest of these rules, such quandaries are what this alternate system is all about.
    Finally I should also note that there is no limit on the number of Star Players that there may be in a team. However, all coaches who dream of a roster sheet full of Stars should remember that the number of (almost always bad) events a team suffers before each match is equal to the number of Stars in a side - and no team could regularly withstand sixteen (!) such events. (That said, literal 'All-Star' matches, as one-off show-pieces, with Stars drawn from all the teams in the league are a wonderful idea, and recommended to all coaches who are generous enough to give these rules a try.)


Tips on Founding an Alternate League


Assuming you have decided you like them in the first place, clearly there are still quite a few obstacles to setting up a league which uses this set of alternate league rules. The first of these will be to persuade the coaches of your gaming circle that they should give these rules a chance. My first advice is not to try to do so unless they are mostly already seasoned Blood Bowl coaches - this system is sub-titled ‘for jaded coaches’ for a reason.
    If you think these rules would suit your group, then get another coach who you think will understand what these rules are getting at to read them (including the introduction, which is intended to set out clearly the arguments for this system). Once you have a co-conspirator you can work together to persuade everyone else you know to try out this system, and once you have convinced a majority, you can all pressure the sceptical remainder into at least giving it a go.
    This will be a start. However, there remain a few other problems which need to be tackled to get the system to work as is intended. In my experience, in a typical small league of, say, five or six coaches, each coach will tend to choose to coach a different team (ie race) - and if there are two teams of the same race in a league then this is usually just coincidence.
    This creates problems in an Alternate Rules league, since an important part of the system is competition for players: bidding wars for Rookie talents; Star Players who get tapped up by a rival, quit one team to join another, or are sold off to generate revenue by a struggling team. If no house rules are adopted, there will be little of this kind of competition for players: all Wood Elf Rookies will go (cheaply) to the sole Wood Elf team; an Orc Star will quit his team in disgust, only to realise that there is no other team in this league for which he can play. In such a situation the coaches would be losing a lot of what makes this system what it should be.
    However, I do not want to set out a prescription of how coaches must tackle this question, in the way that I have prescribed rules for numerous other situations. There are a number of valid solutions to this problem, and any group of coaches should feel free to choose whichever one suits them best.

What I consider the ideal solution is to agree on a few (probably one or two) ‘core’ team lists, which the majority of coaches will run a team constructed from - generally, throughout these rules, it is assumed that you will be using a solution like this. The other solution is to relax the rules preventing a player from one race from playing for a team drawn from a different race’s team list. Of course, there are a variety of compromises that can be found between these two options.
    Which solution your group of coaches chooses depends fundamentally on whether or not you can convince a majority (I recommend around 50-75%) of coaches to run a ‘core’ race team as their main team. I recommend that races like Humans and Orcs be chosen for the ‘core’ races, since they can adapt to a variety of playing styles. It is okay for a few hold-outs to insist that they have to play Undead (or whatever) as long as a majority agree. If you cannot get such an agreement, then you will have to allow ‘mongrel’ teams if you are going to get the most out of these rules.
    Below I have set out two sample sets of house rules as possible solutions: one using the ‘core’ race system; the other allowing multi-race teams. Please feel free to cherry-pick ideas from these two solutions in constructing your own league.
 

A ‘Core Race’ System

The first thing to do is to select your core races. It is suggested that you should have no more than one core race for every four coaches in your league (hopefully two or three from every four will run a core race team as their primary team).
    The recommended core races are Humans and Orcs, but you should choose yours by consulting all your group’s coaches about their favoured teams. Note that while choosing Goblins, Halflings or even Ogres as a core race might seem like a good idea at the time, the novelty may quickly wear off. If at all possible there should be one ‘good’ core race (eg Humans, Elves, Dwarves) and one ‘evil’ core race (eg Orcs, Chaos, Dark Elves).
    Once you have agreed on the core races, there should not be many more adaptations to be made. Of course, the coaches who have agreed to run a core race team need to stick to their promise, and not allow any secondary team which they may start to displace the core team in their affections.
    Not every coach needs to run a core team. The ‘fringe’ teams may seem to have an advantage (since they have no competition for Rookie signings) but bear in mind that they will be recruiting Rookies from a much shallower talent pool. In time, the coaches who stubbornly refused to run a core team to begin with may decide that they are missing out on a lot of the fun of bidding for Rookies, and may start a core team after all.
    If you are using this core race system, then no special rules permitting players from one team list to play for another race’s team need to be used.
    Note that you may wish to agree house rules by which Star Players who quit their team to become Free Agents or Freebooters may join teams not drawn from their race’s team list. Also, note that the Broad-minded Star Quirk allows a Star to play for anyone who will take him, while the Xenophobe Quirk narrows his options severely. Other Stars refer to the Allied Team list below. It is also suggested that you should use some of the rules noted in the next section for reducing Fan Factor and/or Team Re-rolls when a Star joins a ‘foreign’ team.
    Of course, if you are fortunate enough to have about twenty or so coaches playing in your league, that may be enough to support all standard Blood Bowl races as core races. In this case, I envy you, but I do not envy your League Commissioner’s job of having to keep track of you all and run the Rookie auctions.
 

A Multi-Race Team System

Your mileage may vary, but I am not a fan of any system which allows multi-race teams. I have painful memories of playing under second edition rules which allowed practically any combination of races to play together with minimal restrictions and penalties. Playing a match with a single race team of Dwarves or Skaven against a min-maxed side containing Chaos Dwarf Blockers, Chaos Human Blitzers, Dark Elf Throwers and Catchers, a few assorted mutants and Ogres, and so forth, was not a pleasant experience.
    However, I must acknowledge that multi-race teams have their place (the Underworld Creepers, the Mongrel Horde and of course the Chaos All-Stars being classic examples from the Blood Bowl background) and that allowing multi-race teams is a valid solution to the problem of ensuring competition for players under this alternate league rules system.
    Nevertheless, steps must be taken to ensure that the horrors of second edition can never happen again. Fortunately, most of the people who have tried to come up with rules for mixed race teams for the modern editions have been well aware of this, and there already exist a number of rules that can be used to help off-set the advantage provided by ‘foreign’ players. The simplest way to create a multi-race system is thus for everyone to create a single race team initially, and then subsequently be able to sign players from the Allied Team list (see below). You may then also wish to use some of the following rules:

a) The signing of a ‘foreign’ player upsets the fans. Roll one dice for each such signing: 1-3 - no effect, the fans grumble but accept it; 4-6 - Fan Factor is reduced by one;
b) The signing of a ‘foreign’ player causes disruption in the dressing room and upsets the unity of the team. Roll one dice for each such signing: 1-3 - no effect; 4-6 - lose a Team Re-roll permanently;
c) 'Foreign' players find it difficult to adapt to the team ethic and playing style, and all count as having the Loner Extraordinary Ability while playing on a 'Foreign' team.
d) Each ‘foreigner’ in a side makes further Team Re-rolls purchased more expensive, by 10,000 per 'foreigner'.
e) A Commissioner running a multi-race team league may wish to adapt the Star Player Quirk table to make the Xenophobe Quirk more common (and the Broad-minded Quirk less common). This will result in more Stars causing a ruckus when ‘foreigners’ are brought in to steal their limelight.
The most important, non-optional rule is that ‘foreign’ players still count towards position limits. So if a Human team signs a Dwarf Blitzer, he counts towards their maximum of four (Human) Blitzers. Also, the maximum numbers of positional players a team can take from another list is equal to one quarter the number normally allowed on that list (rounded up). So an Orc team is normally allowed up to four Blitzers, but a Goblin team could sign only one Orc Blitzer.
    The League Commissioner should keep a wary eye out for coaches who look for loop-holes in these regulations: for example, the afore-mentioned Goblin team can only have one Orc Blitzer, but they may then try and sign a Skaven Blitzer, a Dark Elf Blitzer, etc. This would go against the spirit of these house rules: a Commissioner might judge that the Goblins should only be allowed one or perhaps two ‘foreign’ Blitzers of whatever race.
    Your league may want to make some exemptions to some or all of these restrictions for certain multi-race combinations (eg the time-honoured Skaven-Goblin combination - which most coaches would say has enough innate problems to begin with). You may also want to allow some teams to use some version of the ‘Mongrel Horde’ rules which have been knocking around for a while now.
 

The Allied Team List

Look up the player’s race down the left-hand side. The player will join any of the teams listed to the right of this, as well as teams of his own race. Which circumstances you use this table under will depend on how you have decided to run your league (see above). (Feel free to adapt this table as you see fit, but you must agree a fixed table before starting your league, and stick with it.)
 

Player’s Race
Will Join…
Amazon
Human, Norse
Chaos
Chaos Dwarf, Dark Elf, Goblin, Norse, Nurgle, Ogre, Orc, Skaven
Chaos Dwarf
Chaos, Nurgle, Orc
Dark Elf
Chaos
Dwarf
Human, Norse
Elf
High Elf, Human, Wood Elf
Goblin
Chaos, Chaos Dwarf, Ogre, Orc, Skaven
Halfling
Human, Wood Elf
High Elf
Elf, Wood Elf
Human
Amazon, Dwarf, Elf, Halfling, Norse, Ogre, Wood Elf
Khemri
Necromantic, Undead
Lizardman
None
Necromantic
Khemri, Undead
Norse
Chaos, Dwarf, Human, Ogre
Nurgle
Chaos
Ogre
Chaos, Chaos Dwarf, Goblin, Human, Norse, Orc
Orc
Chaos, Chaos Dwarf, Goblin, Ogre
Skaven
Chaos, Goblin, Nurgle
Undead
Khemri, Necromantic
Vampire
Chaos, Dark Elf, Human, Necromantic, Undead*
Wood Elf
Halfling, High Elf, Human
* A Vampire player (not a Thrall) who joins a 'foreign' team will either have to be a Star who has lost his Blood Lust Quirk, or else your league will have to draw up house rules for what happens to a Vampire with Blood Lust when there are no Thralls available not just on the pitch but on the roster!


The Undead

The problem with Undead (including Khemri and Necromantic teams) in Blood Bowl leagues using this system is the same as it has always been - the standard rules just don’t make much sense for them. Second edition Blood Bowl offered a completely different system for running Undead teams, while the present edition just ignores the whole problem, so that Undead use standard rules, except that their players are able to Regenerate, and they can Raise dead opposing players as Rookie Zombies.
    These alternate league rules take the same get-out clause as the standard present edition does. After all, if you stretch an argument a little, you can make the rules fit the facts. Let’s say that Rookie Undead represent recently deceased Blood Bowl players: their Star Potential represents how good the player was while alive; bidding for the Rookie represents competing Necromancers hiring and arming gangs of grave-robbers in order to get their clawed hands on a valuable corpse; and so forth. As I say, it’s a bit of a stretch, but I think you can suspend disbelief.
    I will admit that the possibility of Undead Stars provoking Contract Disputes, or that of a Zombie being a Flair player, would require slightly more elaborate explanation - but these absurdities are no more problematic than those that the Undead have always encountered (besides, a Flair Zombie would be cool!).
    In other words, unless you feel like designing a whole new set of rules especially for Undead under this league system (in which case I wish you the best of luck), I can only suggest that Undead coaches swallow their disbelief and follow these rules as given.


Optional Rules


There are a considerable number of optional rules which - in my humble opinion - go very well with this league system. However, it is not my intent to force-feed coaches my own preferences, and so I have limited the ‘official’ alternate league rules to those which are considered essential to achieving the goals of this system. I think most coaches will agree that that is already more than enough for them to digest.
    On the other hand, if you want more then this section lays out a few suggestions as to further optional rules which you may enjoy, as well as putting forward some alternatives to the standard fare recommended in the main body of these rules.
 

Alternative Rookie Recruitment methods

If you don’t take to the suggested bidding system for Rookies, there are a couple of other variants you might use, each of which somewhat reflects youth development systems in different real-world sports. Feel free to use any system you may come up with that suits your gaming group.

Catchment Areas
Generate Rookies for each team as normal, but keep them separate rather than putting them all into a pool for bidding. The club that the Rookie was rolled up for gets the chance to sign them first (at minimum bid price). Then put all the Rookies who are turned down by the club with first refusal into an open bidding pool as normal.
    If you use this optional rule, it is suggested that you add some Random Events allowing sneaky coaches to sign players from outside their catchment area, or to steal Rookies from other teams, etc.

College Draft
Generate Rookies as normal, but no money is used in the bidding - in fact, there is no bidding. Instead the team with the lowest Team Rating gets first ‘pick’ of the Rookies. Then the team with the next lowest Team Rating gets second ‘pick’. The team with first pick can sign any one Rookie (subject to limits of team list, etc.); then the team with second pick does so; and so on round until all the Rookies have been ‘picked’.
    If you use this optional rule, it is suggested that you add some events which allow a coach to usurp first pick, or otherwise break the standard rules of this system. You may also wish to allow coaches to trade picks (e.g. the coach of one team might trade an Experienced Pro to another team in exchange for first ‘pick’ at the next Rookie draft).
    Since by this system coaches are not paying to sign players, a league which uses it may encounter the familiar Blood Bowl situation in which teams run out of things to spend money on. Therefore I do not recommend it unless you are prepared for that possibility, making some of your own house rule adaptations.
    This is a much fairer method than the standard, but in my opinion that in itself does not suit this system. One alternative is to use the standard bidding system normally - this representing the regular work of player scouts through unofficial channels - and then to have an official college draft every, say, fifth Rookie auction.
 

Assistant Coaches

If you are using any special rules for specialist coaches, it is suggested that you can only normally buy ordinary assistant coaches, and that retired Pros also become ordinary assistant coaches, but retired Stars are able become special coaches: either at random, as appropriate to the Star’s position, as the coach chooses, or according to whatever other method seems fitting.
 

Kicking

If you are using kicking rules, convert any SPPs a player would get for a kicking-related action directly into EPs. Kickers cannot be rolled on the player position tables, but a team which has access to Kickers may pick a Kicker on a ‘Choose’ result (alternatively/additionally, you may wish to allow any roll of a player with normal access to Passing skills to be chosen as a Kicker instead by the signing coach).


Appendix I - Star Quirks

Stars gain Quirks as described in the Player Advancement section. Quirks should be generated on the table below by rolling a D666 - like a D66, except that an additional dice is rolled for the number of hundreds (and rolling it too often can attract the attention of Dark Powers…)

D666 Quirk D666 Quirk
111-115 All-weather 433-435 No Doctors!
116-125 Argumentative 436-445 Official Dislike
126-135 Bad Reputation 446-454 Paragon
136-144 Bone-Head 455 Personal Apothecary
145-154 Broad-minded 456 Random Skill
155-162 Consistent 461-465 Rational
163-212 Crowdpleaser 466-521 Superstitious
213-222 Defeatist 522-524 Team-player
223-232 Despised 525-534 Top Dog
233-236 Determined 535-544 Troublemaker
241-246 Fan's Favourite 545-551 Unlucky
251-256 Fair-weather 552-556 Versatile
261-316 Flair 561-566 Very Intelligent
321-325 Frenzy 611-616 Vindictive
326-334 Good Reputation 621-622 Wasted Talent
335-346 Hatred 623-624 Wise Guy
351-354 Loner 625-634 Xenophobe
355-363 Low Profile 635-666 Roll again
364-413 Loyal Space reserved for further Quirks
414-415 Lucky to be added in the future
416-432 Mercenary Suggestions welcomed!
Feel free to adapt the table above as you see fit for your league, and to add your own Quirk ideas to the list: but try to make sure that there are always more bad Quirks than good overall.


Index of Quirks

What follows is a list of the actual effects of the Quirks from the table above.

Notes on the index
Multiples: Unlike skills, it is possible to get the same Quirk more than once. Sometimes this will get you a better (or worse) version of the Quirk; sometimes this will produce a different Quirk entirely; other times you will just be told to re-roll or ignore multiples of this Quirk.

Opposites: As noted in the main advancement rules, some Quirks are opposites and one Star cannot have both of them. If a player gains a Quirk for which he already has the opposite, roll a dice to see whether he keeps the old Quirk (on an odd roll), or gets the new one instead (on an even roll).
    If you roll up the opposite for a Quirk which the player has at level 2 or higher, roll as normal to see whether the old Quirk is kept or not. If the roll indicates that the old Quirk should go, instead reduce its level by one and disregard the new Quirk.

Star Bonuses and Penalties: While Pros tend to perform quietly, predictably, and fairly reliably on the Blood Bowl pitch, Stars are another matter entirely. Stars often have good and bar runs of form, sometimes playing far above their apparent level of ability, at other times making a mockery of their own Nuffle-given talents.
    Many Star Quirks refer to Star Bonuses and Penalties. Each Star, depending on his Quirks, may enjoy, or suffer, these bonuses or penalties during a match. Each of these is generated on the tables below at the start of the game. At the end of the first half (or before the start of overtime if it is being played), all penalties/bonuses are removed from all Stars and new ones should be rolled up.
    Note that Star Bonuses and Penalties cancel one another out, so if a Star would have a bonus from one Quirk, and a penalty from another, he in fact gains neither a bonus nor a penalty.
    Some Quirks can cause a Star to gain bonuses or penalties during the course of a game. Should this happen, the player's bonuses/penalties are updated with immediate effect.

Star Bonus table (2D6):
2 - 'He's on fire!' - The Star automatically succeeds with one dice roll per team turn. For example this could be: automatically succeeding in one dodge; automatically catching the ball; automatically knocking an opposing player down with a block; or automatically breaching an opponent's armour with a block or foul. This bonus may not be used in the opposing team turn, and may not be used to affect die rolls made by the opposing coach (eg not to prevent interception rolls made by a player attempting to intercept the Star's pass). It may be used to affect armour rolls (for players the Star has knocked down, not for himself if he himself falls down), but not injury or casualty rolls.

3 - 'A classy technical performance out there!' - The Star may add a +1 bonus to all agility rolls he makes. This modifier is cumulative with any others that apply.

4 - 'He can do no wrong.' - A roll of a 1 on agility rolls does not count as an automatic failure for the Star (it may still be determined to be a failure normally). For example, an AG 5 Star under the effects of this bonus who attempted to pick up the ball (with no other modifiers) would succeed in doing so automatically.

5 - 'He's unstoppable!' - Whatever injury and casualty rolls may be made for the Star, he remains face up on the pitch and can continue to play. In the case of casualty results, these should be noted down, and will still take their full usual effect at the end of the match, or when the bonus wears off.

6 - 'He's really focused on his game today …' - If the Star possesses any of the following negative Extraordinary Abilities (or Quirks) - Always Hungry, Blood Lust, Bone-head, Loner, Really Stupid, Take Root, Wild Animal - he may ignore the effects of all of them while this bonus lasts. If the Star does not possess any of these Quirks, then he may select one additional skill (to which he has normal access) to use while the bonus lasts.

7 - 'He's got wings on his boots out there.' - The Star is permitted to make an additional 'go for it' attempt whenever he takes an action involving movement. If the Star already has the Sprint skill, this uniquely allows him to 'go for it' up to four times!

8 - 'He's like some kind of blocking machine!' - The Star may never be knocked down when he throws a block (ie not on a skull result, nor on a skull/pow result, even if the player being blocked has Wrestle and wishes to use it (If the Star himself uses Wrestle, or Piling On, then he does go down.)). The Star may still be knocked down by an opposing player's block.

9 - 'It's like he's got magnets in his gloves …' - The Star automatically succeeds with any attempt to pick up or catch the ball (not interceptions!), without needing to roll.

10 - 'That's gotta hurt!' - The Star may add +1 to either the armour or injury roll of any player he blocks or fouls. This modifier is cumulative with Mighty Blow.

11-12 - Choose a bonus: The Star's coach may choose any single bonus from within the 3-10 bracket (ie any except 'He's on fire!') to be applied to the Star.

Star Penalty table (2D6):
2 - 'Nuffle himself is against him!' - Once in each of the Star's team turns, the opposing coach may force a re-roll of any one dice roll made by the player. (This is thus an exception to the usual rule that a dice roll may only be re-rolled once, as both the Star's coach and the opposing coach may make one re-roll.) This penalty may not be used to affect any armour or injury rolls.

3 - 'He looks half-asleep!' - A -1 modifier is applied to all agility rolls the Star makes. This modifier is cumulative with any others that apply.

4 - 'He's really lacking in self-belief out there …' - A roll of a 6 on agility rolls does not count as an automatic success for the Star (it may still be determined to be a success normally). This can make it impossible for a player to succeed with certain actions. For example, an AG 2 Star under the effects of the penalty would never be able to intercept the ball.

5 - 'He doesn't look up for a scrap today …' - When an armour roll is made for the Star, he is Stunned even if his armour is not breached.

6 - 'He's not his usual self at all.' - The Star may not use one randomly selected skill he possesses while under the effects of this penalty. If the Star has no skills, he gains the Loner Quirk (or a level in it) while under the effects of this penalty. (If he already possesses Loner at Level 4 as well then he is in enough trouble already and the penalty is ignored.)

7 - 'He's lost a touch of pace …' - The Star may only attempt to 'go for it' once (twice if he possesses the Sprint skill).

8 - 'He's just a punch-bag for the opposition.' - An opposing player who blocks the Star can never be knocked down as a result (ie not on a skull result, or a skull/pow result, even if the Star possesses Wrestle and wishes to use it  (If the blocking player himself uses Wrestle, or Piling On, then he does go down.)). The Star may still knock opponents down when he makes blocks.

9 - 'He's all thumbs.' - The Star may not re-roll the dice when picking up or catching the ball. (Ie, he may not use team re-rolls, skill re-rolls or Quirk re-rolls to get a re-roll on these actions.

10 - 'He couldn't knock out a Snotling!' - Any player blocked or fouled by the Star automatically passes his armour roll without having to roll.

11-12 - Choose a penalty: The opposing coach may choose any single penalty
 

Example: ‘Swaying Beech’ Turien makes his Flair rolls at the start of the game and gets two Star Bonuses. However, the Wardancer is currently also Disillusioned with his game, which means he suffers one Star Penalty. Overall this means that he is left with a single Star Bonus. A roll on the table generates a total of 9, so the Wardancer will automatically succeed in any attempt to pick up or catch the ball.
    During the first half Turien's team go a touchdown behind, triggering his Defeatist Quirk and immediately causing him an additional Star penalty. The Wardancer thus loses the Star Bonus he had and now has no bonuses or penalties.
    In the last turn of the first half, Turien's side equalise, and so the effects of Defeatist cease. He now rolls up a new Star Bonus for the second half …


Quirks List

All-weather - This player is experienced in playing Blood Bowl in all kinds of conditions, and doesn't allow his game to be affected by such minor matters.
    Effects rolled on the Weather table do not affect this Star: he always plays as if it were Nice.
Multiples: Roll again.
Opposites: Fair-weather.

Always Hungry - This Quirk cannot be generated for a Star randomly. Any player who has Always Hungry as an Extraordinary Ability keeps it as a Quirk when he becomes a Star. It continues to have exactly the same game effect, but since it is now a Quirk it is possible for it to be lost.
Opposites: Rational, Very Intelligent.

Argumentative - This player is never willing to accept refereeing decisions that go against his team, and will argue furiously against them. Referees are sometimes willing to accept such behaviour from coaches - but almost never from a player.
    Whenever one of your players is sent from the field - for any reason - if this Star is on the pitch he will attempt to dispute the decision. This works a little like a Head Coach Arguing the Call - except that a ref will never accept a player’s argument. Roll one dice for the player: on a 1 (or less) the Star is sent off as well; otherwise he is just warned, and play continues.
Multiples: For each further Level of this Quirk (up to 6), subtract one from the Arguing the Call dice roll.
Opposites: None. Some coaches might think that this skill and Paragon should be opposites. In fact, it would not be unusual Star behaviour to be unwilling to participate in foul play oneself, or even to report the foul play of team-mates, but then to insist vocally to the ref that the infringement was not serious enough to warrant a sending off.

Bad Reputation - Whether or not it is warranted, this player has gained a reputation as someone prepared and even eager to resort to the lowest tactics in order to win. This means that referees tend to assume the player will be involved in any under-hand incident.
    Whenever a player on your team would be sent off (whether for a foul or some Dirty Trick play or any other reason), if this Star is within three squares of the player actually responsible, then the ref spots him and assumes that the Star must have been the one at fault. The Star is sent off, and the actual culprit remains on the pitch.
Multiples: Roll again.
Opposites: Good Reputation.

Blood Lust - This Quirk cannot be generated for a Star randomly. Any player who has Blood Lust as an Extraordinary Ability keeps it as a Quirk when he becomes a Star. It continues to have exactly the same game effect, but since it is now a Quirk it is possible for it to be lost.
Opposites: Paragon, Rational.

Bone-Head - All Blood Bowl players are at risk of becoming somewhat punch drunk during their careers. For most Pros, whose play is based more on routine and repetition than creativity and invention, this has no impact on their play, but it can cause more serious problems for a Star.
    The Star gains the Bone-Head Racial Characteristic (as in the Big Guy rules) and is subject to all its usual effects.
Multiples: An already Bone-Headed player who gets this Quirk again becomes Really Stupid. A player who is already Really Stupid should roll again … if he hasn’t eaten the dice.
Opposites: Very Intelligent.

Broad-minded - A Broad-minded player has no qualms about playing for any team, of any race - as long as their money’s good.
    If a Broad-minded player becomes a Free Agent or Freebooter he will consider offers from any team that wants him regardless of the usual limitations. The player may also be transferred to any club, and any club may make a bid for him. All this does not mean that the fans or other players of whatever team the player may join are equally broad-minded, and Fan Factor, Team Re-roll, Xenophobe and/or any other penalties are applied as normal.
Multiples: Roll again.
Opposites: Xenophobe.

Consistent - This player is a delight for a coach to work with, as he can always be relied upon to work hard for the team, rarely producing any poor form.
    If the Star would suffer any Star Penalties for any reason, he suffers one less than normal (to a minimum of zero). This Quirk will not generate Star Bonuses, only neutralise penalties.
Multiples: A second roll of Consistent produces Ultra-Consistent, which means that, instead of the above, the player gets one Star Bonus every match. After that, ignore.
Opposites: Flair, Crowdpleaser.

Crowdpleaser - This player’s performance level tends to be very closely related to how many of your team’s fans have turned up to the match.
    This player gains Star Bonuses or Penalties according to the number of your team’s fans who turn up at the match, as shown on the following table:
 

Attendance
   
Quirk Level 1
Quirk Level 2
Quirk Level 3
Bonuses/penalties
0-5,000
0-8,000
0-10,000
Two Star Penalties
6,000-10,000
9,000-12,000
11,000-14,000
One Star Penalty
11,000-14,000
13,000-16,000
15,000-17,000
No bonuses or penalties
15,000-17,000
17,000-19,000
18,000-21,000
Once Star Bonus
18,000+
20,000+
22,000+
Two Star Bonuses

Multiples: For multiples, gain a level in this Quirk (up to level 3) and use the appropriate column in the table above. After that, roll again.
Opposites: Consistent.

Defeatist - This player tends to start to lose interest when his team falls behind in matches: he is just not willing to put in the necessary effort to rescue a bad situation.
    When your team goes behind in the scoring in a match, this Star immediately suffers one Star Penalty. If your side later equalises, the player then loses the Star Penalty.
Multiples: At Level 2, the player will suffer two Penalties in these circumstances. After that, re-roll.
Opposites: Determined.

Despised - Somehow this unfortunate Star has attracted the wrath of all opposition fans.
    This Quirk affects results on the Kick-Off table (PBBL, page 20). If the opposing team’s fans Throw a Rock, it will always target the Despised Star instead of a random player (select at random between several Despised players). If there is a Pitch Invasion, a Despised Star will always be Stunned without needing to roll. A Despised Star can still only be affected by these results if he is on the pitch. If you are using some alternative or extra kick-off events, any nasty effect which targets a random opposing player will always target a Despised player.
Multiples: Roll again.
Opposites: None.

Determined - This Star always plays at his best when his team goes behind in a match, redoubling his efforts to even the score.
    When your team goes behind in the scoring in a match, this Star immediately gains one Star Bonus. If your side equalises, the player then loses that bonus.
Multiples: At Level 2, the player will gain (and then lose) two bonuses in these circumstances. After that, re-roll.
Opposites: Defeatist, Take Root.

Disillusioned - A Disillusioned player is no longer sure that he wants to be playing for his current side. He will moan and complain, disrupt the team, start Contract Disputes, and generally cause trouble until he either leaves, or finally decides to stop sulking. Thankfully, Disillusioned cannot be rolled as a random Quirk, but a number of other events can cause a player to suffer from it. These events are as follows:

- when a team concedes a match, roll one dice for each Star on that team and add the Star's Level. On a total of 5 or more, the Star becomes Disillusioned
- roll a dice when a Star is tranferred to a team with a team value 500,000 or more lower than that of his former club. On a roll of 5 or more, the Star becomes Disillusioned
- roll one dice for each Star already on the roster when a new Star arrives at the club as a Free Agent or transfer. Add 2 to the roll if the Star plays in the same position as the new arrival, and subtract 1 if the Star has 50 or more EPs more than the new arrival. On a total of 6 or more, the Star becomes Disillusioned
- a Star will become Disillusioned if a player towards whom he suffers Hatred joins his team
- a Top Dog Star will become Disillusioned if his payment demands are not met
- a Versatile Star may become Disillusioned (on a D6 roll of 1-3) if he is not permitted to change position
- a Star becomes a Xenophobe while playing for a 'foreign' team, then he will immediately become Disillusioned and start a Contract Dispute
- various Random Events can cause a Star to become Disillusioned, although this will never happen automatically
A Disillusioned player performs below par, suffering one Star Penalty in each match.
    If a Disillusioned Star feels mistreated, his moaning can disrupt the rest of the team: if a Disillusioned player is fit and eligible to play, but is not placed on the pitch at the start of a drive, you must discard one Team Re-roll counter. If a Disillusioned player is fit, but does not appear at all in the course of a game, you must lose one Team Re-roll permanently.
    A Disillusioned player may eventually get back to normal by means of an event, a Contract Dispute result, or by moving to another team. A Disillusioned Star who becomes a Free Agent (or Freebooter) always loses this Quirk.
Multiples: An already Disillusioned player who becomes more so will immediately start a Contract Dispute.
Opposites: Loyal.

Fair-weather - This player can only produce his best form in perfect Blood Bowl-ing conditions. Any kind of unusual weather will put him right off his stride.
    If the Weather during a match is ever anything other than Nice, this Star will gain a Star Penalty. If the Weather later becomes Nice, the Star will lose this penalty.
Multiples: At Level 2, the player will gain (and then lose) two penalties in these circumstances. After that, re-roll.
Opposites: All-weather.

Fan’s Favourite - Blood Bowl supporters are often fickle, but this player has the ‘X’-factor required to become a cult figure amongst the fans.
    A Star with this Quirk counts as having the Fan Favourite Extraordinary Ability (ie the team receives a +1 FAME modifier for any kick-off table result while he is on the pitch (but not for the Winnings roll)).
    In addition: if this player earns a total of 10 or more EPs in a single match, then his exploits have attracted more fans to the club: increase the team’s Fan Factor by 1. Conversely, if the Star does not earn at least 1 EP (ie he doesn’t play at all for some reason) then the fans are disgruntled that the coach is not putting the player to full use, and some desert the club: decrease the team’s Fan Factor by 1.
Multiples: At Level 2, the player need only earn 8 EPs for Fan Factor to rise, but must earn at least 2 for it not to fall. At Level 3 (the maximum) he only needs to earn 6, but must earn at least 3. After that, roll again.
Opposites: None.
Designer's note: Thrud stole my Quirk title! No, sorry Mr Thrud, sir, I wasn't accusing you of anything. I do apologise; please give me back my head.

Flair - Flair is a generous description for these infuriating Stars; a more frank assessment would be that they are unreliable. When at the top of their game, Flair players can do no wrong, and can win games almost single-handedly. But sometimes these players just don’t fire on all cylinders, or just don’t seem to be interested, and nothing they attempt quite comes off.
    After you have set up for the first drive of the match (ie after you have decided whether or not to set up your Flair player(s)) roll a D4 for each Flair player and subtract 2. If the total is positive, this is the number of Star Bonuses the player will enjoy for the course of this match. If it is negative, this is the number of Star Penalties the Star will suffer during this match.
Multiples: Another roll of Flair produces Level 2 Flair, which is the same except that you roll D6 and subtract 3 to get the number of bonuses or penalties. You can even get Level 3 Flair (D8 and subtract 4), and the maximum, Level 4 (D10 subtract 5). After that, roll again.
Opposites: Consistent.

Frenzy - Note that Frenzy is considered to be a Racial Characteristic in these rules and cannot be learnt as a skill/trait normally. Star Players, however, can sometimes develop severe emotional imbalances resulting in the development of Frenzy as a Quirk. Conversely, Stars who already possess Frenzy have the potential to lose it.
    The Star gains the Frenzy Racial Characteristic and is subject to all its usual effects.
Multiples: An already Frenzied player who gets this Quirk again becomes a Wild Animal (with all the usual effects of the Extraordinary Ability). A player who is already a Wild Animal should roll again.
Opposites: Rational.

Good Reputation - This player has acquired a (probably undeserved) reputation for honesty and fair play. Referees find it very hard to believe that he would resort to any under-hand tactic.
    Whenever this Star would be sent off (whether for a foul or some Dirty Trick play or any other reason), roll one dice. On an odd result the ref cannot believe the Star was actually responsible, and instead sends off the nearest other player from the same team within three squares (select at random if two or more are equally close). If there are no players on the same team nearby, or on an even roll, then the ref sends the Star off after all.
Multiples: Roll again.
Opposites: Bad Reputation.

Hatred - This player has come to despise a certain group of opponents, or an individual opponent.
    Roll one dice when this Trait is gained: 1 - the Star hates all players of a certain race (ie from a certain team list); 2-3 - the Star hates all players on a certain team; 4-6 - the Star hates an individual Star from a certain team.
    If the League Commissioner judges that the Star has some particular reason to hate a particular group or individual (perhaps he was once horribly injured by the opposition in a match) then he can nominate the appropriate player/team/race as the target of this Hatred. Otherwise, select a random race (always a race which actually has a team in this league; not the player’s own race), a random team (not the player’s own team), or a random Star from a random team (not the player’s own team), as appropriate.
    During a match, whenever the Star is adjacent to a player against whom he is subject to Hatred, if you declare any action other than a Block against a Hated player for the Star, roll one dice. On a roll of 1-3, the player roars with rage and stands still instead - the action is wasted (ie if you declared a Blitz, you may not Blitz with any other player). This is not a turnover. On 4-6 the player may act normally.
    Whenever he blocks a player he hates the Star counts as having the Mighty Blow skill. If he has that skill anyway, he gains no further advantage.
    A Star will never join any team which contains a player he hates, and if a hated player joins his current team he will immediately become Disillusioned.
    This Quirk is lost should its target team be retired, or should its target player be killed or retired.
Multiples: Generate the target for a new, separate Hatred Quirk.
Opposites: None.

Loner - This player is very individualistic. His team-mates find it hard to predict his actions, and he struggles to conform to the team's system.
    This Quirk corresponds to the Extraordinary Ability Loner, and has the same game effect. A player who already possesses Loner who becomes a Star loses it as an Extraordinary Ability but gains it as a Quirk (thus gaining the potential to lose it, or for it to get worse). Loners may not use Team Re-rolls unless they first roll a 4+ on a D6. On a roll of 1-3 the original result stands and the re-roll is lost (ie used).
Multiples: For each level, subtract one from the result of the Loner dice roll. Thus, at Level 2 a Loner may only use Team Re-rolls on a 5+, at Level 3 on a 6, and at Level 4 the Star may never use Team Re-rolls. After Level 4, re-roll.
Opposites: Team-player.

Low Profile - This player is a rare gem: on the pitch he plays with all the flair and exceptional skill that would be expected of a Star; off it he hardly ever gets into trouble or makes any headlines.
    Normally a team will be affected by one Random Event per Star Player in the side. However, a Low Profile Star does not count as being a Star in this respect (eg a team with three Stars, one of whom is Low Profile, will suffer from two events in total; if you have only one Star in your team, and he is Low Profile, then you count as having no Stars in your team - but you still get the minimum one event).
    Furthermore, events, good or bad, are less likely to affect a Low Profile Star: if an event targets a random Star (or a random player), then roll again if you select a Low Profile player. If the re-roll indicates the same Star again, the result stands.
Multiples: Roll again.
Opposites: Top Dog, Troublemaker.

Loyal - Loyal Stars are dedicated to their Blood Bowl team to the exclusion of all else. This may make these zealots unsettling to their team-mates, but all coaches know that in Blood Bowl loyalty is as rare and valuable as a Goblin who can count past two.
    Loyal has no game effects in and of itself, but it is one of the most prized Star Quirks nevertheless. This is because there are a whole host of bad Random Events which just won’t affect a Loyal Star Player. Also, Loyal effectively acts as a layer of resistance against Disillusioned, a very common and pernicious Quirk. Honour the Loyal Star and keep him safe.
Multiples: Sometimes extremely Loyal players start to think that they are the club to which they have devoted themselves. Roll a D6 if you roll Loyal for a player a second (or subsequent) time: 1-2 - the player gains the Top Dog Quirk; 3-6 - the player gets a further Level of Loyal (with no upper limit), which is no different to Loyal (Level 1) except that it takes longer for its opposites to wear it down.
Opposites: Mercenary, Disillusioned.

Lucky - Sometimes things just go right for this player, even when he has no right to expect them to.
    This Star has a Player Re-roll, which can be used once per match on any dice roll made for that player. A dice roll can still only be re-rolled once by any means.
Multiples: With each Level the player gets another Player Re-roll.
Opposites: Unlucky.

Mercenary - This player is acutely aware of the value of money.
    Whenever an event or other situation causes you to pay a Star Player money, you must pay an additional 10,000 if that Star is a Mercenary.
Multiples: Level 2 Mercenaries demand an additional 20,000, Level 3 30,000, etc.
Opposites: Loyal.

No Doctors! - This Star has a mistrust of all kinds of doctors and healers, and will fight with even his dying strength to prevent them from operating on him.
    No Apothecary, Healer, Chirurgeon (or any other sort of healing of any kind) may ever be used on this Star: any Casualty roll made for him is unavoidable and must be suffered by the player (unless he can Regenerate).
    Undead players (and any other players who cannot use Apothecaries or other healing anyway) may not gain this Quirk and should roll again.
Multiples: Roll again.
Opposites: Personal Apothecary.

Official Dislike - Somehow this Star has become disliked by referees throughout the league, who now have very little interest in protecting his person.
    A player who fouls this Star will only be sent off on the role of a double 6, and on no other roll.
Multiples: Roll again.
Opposites: Wise Guy.

Paragon - Absurd as it may seem, there are a dying (literally) number of Blood Bowl players who just won’t condone foul play.
    A Paragon will never take a Foul action, nor will he provide an assist to a foul. A Paragon will not take part in any Dirty Trick play.
Multiples: At the second level (Supreme Paragon) the player can no longer turn a blind eye to the misbehaviour of his team-mates. If the Supreme Paragon is standing within three squares of the incident when any of his team-mates commits a foul, or carries out a Dirty Trick, he will report the team-mate to the referee and that player will be automatically sent off. (All this is in addition to the normal effects of Paragon.) After that, roll again.
Opposites: Blood Lust, Vindictive.

Personal Apothecary - This Star is understandably concerned for his own skin when out on the Blood Bowl pitch, and has therefore spent his own money to hire a personal apothecary to keep him fit and healthy.
    When a Casualty roll is made for this Star, you should automatically make two rolls and apply only the lowest, to represent the efforts of the player's personal doctor. However, the player does not trust any other staff to treat him, and no other Apothecary, Healer, Chirurgeon (or any other sort of healing of any kind) may ever be used on him. The Star's personal apothecary will never treat any other player on the team.
    Undead players (and any other players who cannot use Apothecaries or other healing anyway) may not gain this Quirk and should roll again.
Multiples: Roll again.
Opposites: No Doctors!.

Random Skill - The player has developed a completely unexpected new talent.
    Select a skill (but not an Extraordinary Ability), that the Star does not already possess - but has access to either on a normal or double roll - totally at random from the skill list (ignoring the usual category limitations). A Star can even gain the Pro skill (which no Star can usually take) in this way. Note that these bonus skills do not count as advances (with regard to the maximum of seven advances).
Multiples: Just generate another skill.
Opposites: None.

Rational - Despite all evidence to the contrary, this player refuses to believe in the existence of magic, insisting that it is all either sleight of hand or superstition.
    Since he doesn’t believe that they work, this player will refuse to use any magical item, or otherwise be involved with any spell-casting or magical special play. On the positive side, the Star’s bloody-minded disbelief actually makes it difficult for magic to affect him: on a D6 roll of 4 or more, the Star will be unaffected by any spell cast by an opposing Team Wizard, or the negative effects of an opponent's magical item or by the Hypnotic Gaze Extraordinary Ability.
Multiples: For each further level add 1 to the Star’s ‘magic resistance’ dice roll (to a maximum of Level 3, needing a 2 or more). After that, re-roll.
Opposites: Always Hungry, Blood Lust, Frenzy, Superstitious.

Superstitious - The player has something that he absolutely must do before he goes out onto the pitch to play. Perhaps he just has to touch wood, or be the last to leave the dressing room, or perhaps he demands that the entire team perform a tribal war-dance before kick-off.
    There are two ways to represent this Quirk. The quick, easy way is to roll a dice for this player at the start of the match: on a 1, something has gone wrong with the Star’s superstitious routine, and he cannot be set up for the first drive.
    The more fun way is for the Star’s coach to agree with the other coaches and Commissioner on a little superstition that he (the coach) must observe at the start of the match. This might involve touching wood, singing a song or doing a silly dance, or flipping a coin a certain number of times, or whatever. If the opponent notices that the coach has forgotten to do this, he can force the coach to remove the Star from the pitch after he has set up.
    Whatever method is used, the Star may always be set up for the second and subsequent drives.
Multiples: The superstition becomes more severe with each level. By the simple system he will refuse to appear for the first drive on a 1-2 (Level 2), and then a 1-3 (Level 3, the maximum). With the other system the coach must observe a more complicated ritual: touching wood would be a Level 1 Superstition; performing an impromptu haka would be a Level 3 Superstition.
Opposites: Rational.

Take Root - This Quirk cannot be generated for a Star randomly. Any player who has Take Root as an Extraordinary Ability keeps it as a Quirk when he becomes a Star. It continues to have exactly the same game effect, but since it is now a Quirk it is possible for it to be lost.
Opposites: Determined.

Team-player - This player works hard in training alongside his team-mates, and his very presence on the field is a boost to team morale.
    When you use a Team Re-roll to re-roll a dice roll made by this Star, you need not discard a re-roll counter. This still counts as using your permitted Team Re-roll for the turn, but a counter does not have to be expended (you do need to have one available, though).
Multiples: Roll again.
Opposites: Loner.

Top Dog - This player won’t tolerate rivals, and insists upon being the highest-paid, best-treated player in the team.
    Whenever you pay any of your other players a sum of money (ie, as a result of a Random Event), the Top Dog immediately demands to be paid the same amount, plus 10,000 (plus the usual further modifiers if the Star is also a Mercenary). If you can or will not pay, the Star immediately becomes Disillusioned.
Multiples: Level 2 the player demands 20,000 more than the other player has been paid, Level 3 30,000, etc.
Opposites: Low Profile.
Note: It is possible to have two Top Dogs in one team, but this situation cannot last for very long. As soon as any player in the team is paid money for something, one Top Dog will demand to be paid 10,000 more than that, then the other will demand 10,000 more than that, then the other will put in a new demand, and so on ad nauseam (or ad bankruptcy). The only way out of this loop is to pay just one of the players, and accept that the other will become Disillusioned.

Troublemaker - It’s very hard to pin down just what it is about this player. Often, while the team is falling apart around him in disharmony, he will be the one player still performing at his best. Yet there’s no doubt that there is something about him that tends to cause more trouble to happen whenever he’s around.
    Normally a team will be affected by one Random Event per Star Player in the side. A Troublemaker causes an extra event to be generated before every game (e.g. a team with three Stars, one of whom is a Troublemaker, will suffer from four events in total).
    However, these events are less likely to affect the Troublemaker himself: if any event targets a random Star (or a random player), then roll again if you select the Troublemaker. If the re-roll again indicates the Troublemaker, the result stands.
Multiples: Level 2 Troublemaker - you get two extra events; Level 3 - three extra; etc. with no limit.
Opposites: Low Profile.

Unlucky - A player may be the best in his league, outstanding in his position, of undoubted quality and class: but all this may count for nothing if Nuffle hates him.
    Once per match, the opposing coach can force this Star's coach to re-roll any dice roll made by this player. This is an exception to the rule that a dice can only be re-rolled once (eg the coach rolls the first time and succeeds; the opponent uses Unlucky to force a re-roll, which is a failure; the coach uses a Team Re-roll to roll yet again, this time succeeding).
Multiples: With each level the opponent gets an extra ‘anti’ re-roll.
Opposites: Lucky.

Versatile - Stars are strange creatures, and sometimes in mid-career they will take it into their heads to embrace a radical change in position.
    Roll on the appropriate Racial Player Position table; a result of Choose means that any normal position (other than the Star's present position) may be selected by the coach. If you roll the Star’s current position, then keep rolling again until you get a different one.
    The coach immediately has the option of converting the Star to play in this new position. If he chooses to do this, then the player loses all the skills he derived from his original position, and gains those associated with the new position. If the player already had some of the new skills he would gain, then he gains no extra advantage.
    The player also gains the base attributes of the new position: note all the player’s modifiers to his original stats (whether penalties from injuries, or bonuses from improvements) and apply them to the profile for his new position.
    The skills and bonuses gained (or lost, or not gained) because of the change in position do not affect the number of advances the Star is considered to have had.
    If the coach refuses to allow the player to re-train in the new position (perhaps because his Star Blitzer wants to become a Lineman …), the Star may get upset at not being allowed to take his game in this new direction. Roll D6: 1-3 - the player becomes Disillusioned; 4-6 - no effect.
    Note that a player can only change position, not race. Under each racial player position table, there may be some notes on which positions may or may not become Versatile, and which positions they may change to. If there are no positions that the player is eligible to change to (eg he is a Treeman, a Black Orc or a Zombie) then re-roll this Quirk. Dark Elf (and perhaps some other) coaches may (or may not) be considered to have a justifiable complaint should one of their (presumably male) players express a wish to become a Witch Elf (or vice versa). (Such cases should be taken to the League Commissioner.)
Multiples: The player takes it into his head to change position again.
Opposites: None.

Very Intelligent - This player is unusually intelligent - for a Blood Bowl player at least.
    The Star is so tactically astute that he counts as being an Assistant Coach (i.e. for the purposes of the Brilliant Coaching result on the Kick-Off table - LRB, page 19).
    On the down side, the Star is also smart enough to know when the time has come to hang up his boots: if you ever get the Senior Star Contemplates Retirement event for this Star, he will always retire (ie you get result 5-6 automatically instead of rolling) and cannot be persuaded out of it.
Multiples: Roll again.
Opposites: Always Hungry, Bone-Head.

Vindictive - Some players just cannot resist putting the boot in - however big a tactical mistake it may be to do so.
    If a Vindictive player begins his turn standing next to one or more prone opposing players, you must roll one dice for him. On any result other than a 1, proceed as normal, but on a 1 the only action that player can take this turn is a Foul action (which must be used to commit a Foul and not just to move). This need not be your first action, but it is the only action that player is permitted to take, and no other player on your team may take a Foul action. The player does not have to foul one of the currently adjacent prone players, but must foul an opponent somewhere on the pitch (who he can reach). The player may not score a touchdown 'en route' to making this foul.
Multiples: Each level increases the chance that the player must foul (i.e. from 1, to 1-2, to 1-3). Maximum level is 3. After that, roll again.
Opposites: Paragon.

Wasted Talent - It is a sad fact that some of the very best Blood Bowl players take their talent for granted and let it go to waste. Too much indulgence in alcohol, weirdroot or warpstone can take its toll on an athletic physique, and this can cause a player to lose his most prized abilities.
    The Star immediately loses a randomly selected skill. This can include skills which the player has by virtue of the position he plays. Losing a skill in this way does not affect the number of advances that the Star is considered to have (with regard to the maximum of seven advances). The Star cannot lose Extraordinary Abilities (like Stunty or, under these rules, Frenzy) in this way, nor can he lose Quirks.
Multiples: The Star loses yet more skills. If the Star has no skills left, roll again.
Opposites: None.

Wise Guy - This Star is known to have connections with certain unsavoury characters in the underworld. The up-shot of this on the Blood Bowl pitch is that referees are careful to protect his person as they do not want to be blamed for any injury he may suffer.
    A player who fouls this Star will be sent off on any armour roll whose total exceeds the Star's AV value, in addition to any roll of a double.
Multiples: Roll again.
Opposites: Official Dislike.

Xenophobe - This player suffers from an unreasoning hatred of all other races, and will only play alongside members of other races under protest, his performance often suffering severely.
    If there is any player not drawn from the same team list as the Star in the same squad as a Xenophobe, then a dice must be rolled for each such player before setting up for a match. Any roll of 1 or 2 means that the Xenophobe refuses to take to the field at the same time as the ‘foreigner’.
    If a Xenophobe should leave his original team he will only consider joining teams from whose team list he could have come (so a Human will only join other Human teams; a Goblin could join Orc or Goblin teams).
    If a Star becomes a Xenophobe while already playing for a ‘foreign’ team then he will immediately become Disillusioned and start a Contract Dispute, and will suffer from the normal effects noted above for as long as he possesses the Quirk (yes, this means the Star will practically never happily play a drive alongside all his team-mates).
Multiples: Level 2 Xenophobe - the player suffers a Star Penalty in every game as long as a ‘foreigner’ is on the team roster, even if the ‘foreigner’ is not on the pitch (in addition to the effects of Level 1). After that, roll again.
Opposites: Broad-minded.
 

Optional - Race-specific Star Quirk tables

Some coaches might feel tempted to point out that some races should be more likely to develop certain attributes than others. For example, Dwarves reputedly tend to be Loyal, but they also tend to be Mercenary. Elves are likely to produce more Flair players than Orcs are, and Goblins are notoriously Vindictive.
    I might well agree with all these points, but to design a separate Star Quirk generation table for every race (and perhaps position) would be quite a task. If the coaches in your league decide they want to do this, however, you should feel free to do so, bearing in mind a couple of points.
    Above all, most Star Quirks which are generated should be bad, or at best a mixed blessing (like Flair). On any race’s table, the unreservedly positive Quirks (like Loyal, Lucky and Consistent) should be very uncommon, and always less common than their opposites (Disillusioned/Mercenary, Unlucky, and Flair/Crowdpleaser, respectively).
    Similarly, make sure that however much you change the table about there are still a few extremely nasty Quirks (like Wasted Talent) to really make a coach’s life a misery.


Appendix II - Racial Player Position tables

Remember that in the case of a 'Choose' result, usually any position available to that team list may be chosen for the player (in the case of a Rookie, this is done after the player has been signed).
 

Amazons
D6
Position
1-2
Linewoman*
3
Catcher
4
Thrower
5
Blitzer
6
Choose

 
Chaos
D6
Position
1
Chaos Warrior
2-5
Beastman*
6
Choose
(may choose Minotaur*)
Rookie Chaos Beastmen who become Stars must remain Beastmen. Re-roll the Quirk.
Any Chaos Star who becomes Versatile cannot change position and should re-roll the Quirk.


Chaos Dwarf
D6
Position
1-2
Chaos Dwarf Blocker
3-5
Hobgoblin*
6
Choose
(may choose Bull Centaur or Minotaur*)
Rookie Hobgoblins who become Stars must remain Hobgoblins.
Any Chaos Dwarf Star who becomes Versatile cannot change position and should re-roll the Quirk.


Dark Elf
D6
Position
1-3
Lineman*
4
Thrower
5
Blitzer
6
Choose
(may choose Witch Elf or Assassin*)

 
Dwarf
D6
Position
1-3
Blocker*
4
Runner
5
Blitzer
6
Choose
(may choose Troll Slayer or Deathroller*)
A Dwarf Star who becomes Versatile may not become a Deathroller.


Elf
D6
Position
1-3
Lineman*
4
Catcher
5
Thrower
6
Choose
(may choose Blitzer)

 
Goblin
D6
Position
1-5
Goblin*
6
Choose
(may choose Troll* or any Goblin Secret Weapon* player)
Rookie Goblins who become Stars may retrain as Secret Weapons (if they roll a 6 on this table), but never as Trolls.
A Goblin Star who becomes Versatile may gain (or lose) a Secret Weapon (depending on his roll on this table). A Troll Star must remain a Troll and must re-roll the Quirk.


Halfling
D6
Position
1-5
Halfling*
6
Choose
(may choose Treeman*)
Rookie Halflings who become Stars must remain Halflings.
A Halfling or Treeman Star who becomes Versatile cannot change position and should re-roll the Quirk.


High Elf
D6
Position
1-3
Lineman*
4
Catcher
5
Thrower
6
Choose
(may choose Blitzer)

 
Human
D6
Position
1-2
Lineman*
3
Catcher
4
Thrower
5
Blitzer
6
Choose
(may choose Ogre*)
Rookie Human Linemen who become Stars may never become Ogres.
A Human Star who becomes Versatile may not become an Ogre. An Ogre Star who becomes Versatile cannot change position and should re-roll the Quirk.



 

Khemri
D6
Position
1-3
Skeleton*
4
Thro-Ra
5
Blitz-Ra
6
Choose
(may choose Mummy)
Rookie Skeletons who become Stars may become Thro-Ras, or Blitz-Ras (depending on the role on this table), but never Mummies.
A Khemri Star who becomes Versatile may change position between Skeleton, Thro-Ra and Blitz-Ra (depending on the role on this table). A Star who is not already a Mummy may never become a Mummy, and a Mummy who becomes Versatile cannot change position and should re-roll the Quirk.


Lizardman
D6
Position
1-3
Skink*
4-5
Saurus
6
Choose
(may choose Kroxigor*)
Rookie Skinks who become Stars must remain Skinks.
Any Lizardman Star who becomes Versatile cannot change position and should re-roll the Quirk.


Necromantic
D6
Position
1-3
Zombie*
4
Ghoul
5
Wight
6
Choose
(may choose Flesh Golem or Werewolf)
Rookie Zombies who become Stars must remain Zombies.
Any Necromantic Star who becomes Versatile cannot change position and should re-roll the Quirk.



 

Norse
D6
Position
1-2
Lineman*
3
Catcher
4
Thrower
5
Berserker
6
Choose
(may choose Snow Troll*)
Rookie Norse Linemen who become Stars may never become Snow Trolls.
A Norse Star who becomes Versatile may not become an Snow Troll. A Snow Troll Star who becomes Versatile cannot change position and should re-roll the Quirk.


Nurgle
D6
Position
1-3
Rotter*
4
Pestigor
5
Nurgle Warrior
6
Choose
(may choose Beast of Nurgle*)
Rookie Rotters who become Stars must remain Rotters.
A Nurgle Star who becomes Versatile cannot change position and should re-roll the Quirk.


Ogre
D6
Position
1-4
Snotling*
5
Ogre*
6
Choose
Rookie Snotlings who become Stars must remain Snotlings.
A Snotling or Ogre Star who becomes Versatile cannot change position and should re-roll the Quirk.


Orc
D6
Position
1-2
Lineman*
3
Black Orc
4
Thrower
5
Blitzer
6
Choose
(may choose Goblin* or Troll*)
Rookie Orc Linemen who become Stars may become Throwers, or Blitzers (depending on the role on this table), but never Black Orcs, Goblins or Trolls.
An Orc Star who becomes Versatile may change position between Lineman, Thrower and Blitzer (depending on the role on this table). A Star who is not already a Black Orc, Goblin or Troll may never become a Black Orc, Goblin or Troll, and a Black Orc, Goblin or Troll who becomes Versatile cannot change position and should re-roll the Quirk.


Skaven
D6
Position
1-2
Lineman*
3
Runner
4
Thrower
5
Blitzer
6
Choose
(may choose Rat Ogre*)
Rookie Skaven Linemen who become Stars may never become Rat Ogres.
A Skaven Star who becomes Versatile may not become a Rat Ogre. A Rat Ogre Star who becomes Versatile cannot change position and should re-roll the Quirk.



 

Undead
D6
Position
1
Zombie*
2
Zombie* or Skeleton*
3
Skeleton*
4
Ghoul
5
Wight
6
Choose
(may choose Mummy)
Rookie Zombies who become Stars must remain Zombies.
Rookie Skeletons who become Stars must remain Skeletons.
Any Undead Star who becomes Versatile cannot change position and should re-roll the Quirk.


Vampire
D6
Position
1-4
Thrall*
5
Vampire
6
Choose
Rookie Thralls who become Stars must remain Thralls.
Any Thrall or Vampire Star who becomes Versatile cannot change position and should re-roll the Quirk.
(Designer's Note: I can see the argument that, yes, obviously a Thrall could become a Vampire. This rule is in place chiefly for reasons of balance: the gain in player value (70,000) and ability would be much bigger than any other permitted position change. If your league can agree on different house rules, that's fine by me.
A Vampire should still never become a Thrall.)


Wood Elf
D6
Position
1-2
Lineman*
3
Catcher
4
Thrower
5
Wardancer
6
Choose
* This position is a Lineman, Lineman-equivalent, Big Guy, or Secret Weapon position, and all Rookies of this position suffer a -1 penalty to their Star Potential.


Regarding Undead players (and others) changing position: I accept that there is an argument for Undead players being able to change position (ie as Rookies becoming Stars or as Versatile Stars). For example, Skeletons could become Wights, without stretching credibility, and Zombies Ghouls perhaps. On the whole, I would tend to be against this on the basis that there is too large a gain of player value involved (a 30 or 40K player becoming a 70 or 90K player). That said, these rules do allow Khemri Skeletons to become Blitz-Ras or Thro-Ras (they're only putting on a hat, after all), so I accept that there may be grounds for an accusation of double-standards.
       In the end, the basis for these rules lies mainly in my opinion on plausibility, and if you would prefer one based on limiting gain/loss of value, you should make changes accordingly across the board. Big potential value gains (more than 40K) include: Pro Elf Linemen into Blitzers (50K); Khemri Skeletons into Blitz-Ras (60K); Wood Elf Linemen into Wardancers (50K). Changes of position which are not allowed according to background race differences, but which your league might find acceptable include: Orc Linemen into Black Orc Blockers (30K); Chaos Beastmen into Chaos Warriors (40K).


Appendix IV - Random Events

(Appendix III is dead: long live Appendix IV!)

Use the following table to generate Random Events (step 2 of the pre-match sequence). Normally you will roll one Random Event for every Star in your team (although some Quirks can modify this). If you have no Stars in your team, then you should still roll once on this table, but if the event generated would affect or involve a specific or random Star then it has no effect.
    As with Quirks you need to roll a D666 on this table: this is like a D66, except that an additional dice is rolled for the number of hundreds.
 

D666
Event
111-114
Assassination Attempt!
115-136
Bad Influences
141-154
Bad Publicity
155-156
Bankruptcy
161-166
Embezzlement!
211-216
Extra Training
221-236
Extreme Behaviour
241-246
Financial Irregularities
251-256
Hall of Fame
261-313
Head-doctor
314-316
Hidden Talent
321-333
Injury in Training
334-336
Itchy Feet
341-344
Over-hyped Talent
345-356
Personality Clash
361-366
Poor Performance in Training
411-414
Pre-contract Agreement
415-423
Press Coverage
424-433
Senior Star Contemplates Retirement
434-444
Special Offer
445-452
Sponsorship Deal
453-456
Star Player Tapped Up
461-464
That Boy's Got Talent!
465-512
Under Investigation
513-524
Veteran Pro Contemplates Retirement
525-556
Wage Demand
561-562
Wunderkind!
563-666
Roll again
Space reserved for further events to be added in the future
Suggestions welcomed!

Designing New Events

What follows is a list of the actual effects of the random events listed in the table above. I heartily recommend that players design their own events to add to this collection, but I would make a few suggestions as to a few guidelines to keep in mind when doing so.
    First of all, no event should automatically give a team a Star: it is okay for an event to give a team a Rookie (even a promising one) or a Pro; it is okay for an event to give an existing player a chance (even an improved chance) of becoming a Star - but an event that instantly created a Star would be too good.
    Conversely, no event should automatically put a Star (even one chosen at random) out for a whole match: it’s okay to put a random player out (who might be a Pro or a Star) or to have chance of putting a Star out, or to put a Star out for the first drive - but Stars should not be put out of action too easily.
    Similarly, there should be no event which always forces Disillusionment. You can make the coach pay through the nose to avoid it, and a bad combination of Quirks like Top Dog and Mercenary can make it inescapable, but don’t make it an absolute certainty.
    With these caveats in mind, it should be obvious that even more severe fates for Stars (death, serious injury, walking out on the club outright) should be applied with even more caution.

As with Quirks, remember that events should more often be bad than good. It is easy to think up good events, because every coach can say, ‘Wouldn’t it be great if…?’, but this system requires that most of these events have negative effects. Whatever events you add to the list, make sure that the overall probabilities make bad and mixed events about twice as likely as good ones. If at all possible, add a bad event and a mixed event to your list for every good one that goes in.
    Remember that the purpose of all these events is to make Stars a mixed blessing: but not a total handicap. If you find that coaches in your league prefer to avoid using Stars entirely, then something is very wrong. Conversely, if a team packed with Stars (say, more than six) is able to succeed consistently (and keep them all happy) then the down-side to Stars may not be harsh enough.
    The other intent behind these events is to present coaches with dilemmas and difficult decisions. Head-doctor is a good example of this: do I send my brilliant but flawed Star to the clinic in the hope that he will lose one of his worst Quirks, or at least make an exchange for one that is not so bad, or is it just not worth the risk of him coming back with something even worse? Even such a simple decision as, 'Pay some money or something bad happens!' is better than either, 'Pay some money!' or 'Something bad happens!' as individual events without any choice involved.
    Finally, be sure to check your event design against already existing events: if it is the same as an existing event in terms of either description or game effect, then there is probably no need for it.

Random Events Index

Assassination Attempt!
A hired assassin has tried to kill a randomly selected Star. Roll one dice to determine the result:

D6
Result
1-2
The Star fights off the assassin, who makes a mysterious disappearance.
3-4
The assassin manages to wound the Star, but then has to make his escape to avoid capture. Roll on the Injury table for the Star. If he is only Stunned, he may not be set up for the first drive of the upcoming match. If he is KO’d, he begins the game in the KO’d box. If he is Badly Hurt or Seriously Injured he will miss the upcoming game only.
5-6
The assassin is able to inflict nasty injuries upon the Star. Roll one further dice: on a 6 the Star has been killed outright! Otherwise, roll once on the Serious Injury table for him. He will miss the upcoming game at the very least.

If the Star suffers any injury (including death) as a result of this event then the team may use its Apothecary to heal him, but the Apothecary may then not be used in the upcoming match.
    Who sent the assassin? We may never know…

Bad Influences
A randomly selected Star (who is not Loyal) has been keeping poor company. You can leave him to his own devices - in which case he gains a new random Quirk - or advise him not to spend any more time with these bad influences. If you choose the latter option, roll one dice: 1-3 - the player accepts your advice; 4-5 - he accepts it, but becomes Disillusioned; 6 - he becomes Disillusioned, and ignores your advice, gaining a random Quirk.

Bad Publicity
Unpleasant rumours have been circulating around the club, and this may affect the support of the fans. Roll one dice: 1 - Reduce the team’s Fan Factor by 2; 2-3 - Reduce the team’s Fan Factor by 1; 4-5 - No effect; 6 - Fans are attracted by the team’s notoriety: Increase Fan Factor by 1!

Bankruptcy
The team is in severe financial difficulties. Determine the effects of all other events before this one. Then roll two dice and multiply the total by 10,000. Next remove all the cash from the treasury/bank. If this amount was equal to or greater than the total rolled, then you suffer no further effects. Otherwise you must reduce the wage bill in an effort to appease your creditors: you must sack/retire players equal to at least the value of the total rolled minus the cash removed from the treasury/bank.
    Example:

Wood Elf team the Deadwood Bombs has found itself in severe financial trouble, mostly due to their expensive eco-friendly policies. The club is 80,000 in debt, but has only 30,000 in the treasury. The Bombs’ coach must get at least 50,000 worth of player value off the roster. He retires one Lineman (value 70,000), and this is sufficient to quiet the creditors for the time being.
Embezzlement!
A randomly selected member of the permanent coaching staff (ie Assistant Coach, Apothecary or Cheerleader) has stolen large sums of the team’s money and fled to live a life of luxury on the sun-drenched coast of Estalia. Lose D6*5,000 or all the cash in the treasury/bank, whichever is least, and delete the member of staff from the roster.

Extra Training
Since the last match, the team has re-doubled its efforts in training: this is a great opportunity to improve the team’s all-round performance. You have a one-off chance to purchase a Team Re-roll for the standard price (rather than double the standard price) - you must take this opportunity immediately or not at all.

Extreme Behaviour
Select a random Star on your team. This player has always been eccentric, but has now begun to take his unusual behaviour to new lengths. Increase the level of one of the Star’s Quirks (chosen at random) by one. If none of the Star’s Quirks can go up in level, for whatever reason, then the player gains an entirely new random Quirk.

Financial Irregularities
Some funds have gone missing from the team’s treasury/bank. Unfortunately you have been unable to determine who is responsible. Lose D6*5,000 or all the cash in the treasury, whichever is least.

Hall of Fame
Only Legendary Stars are ever invited into the Hall of Fame. If any of your Stars is a Legend (ie has more than 200 EPs) then the Star with the most EPs is invited to join the Hall of Fame. This occasion generates great publicity for the team: roll a D3 and add the result to your Fan Factor.
    However, this glorious achievement causes the Star’s ego to swell dangerously: he gains the Top Dog Quirk.
    Other Stars on the team may also be upset that their achievements were not recognised. Roll one dice for each other Star and add his Level: if the total is 8 or more, the Star becomes Disillusioned.
    Also, for the record, the Star’s admission to the Hall of Fame should be reported to the League Commissioner.

Head-doctor
A self-styled Sports Psychiatrist offers you the chance (at the cost of a mere 10,000) to send one of your less stable Star Players to his clinic. If you decide to take this gamble, pick one of your Stars and roll one dice: 1 - Remove (or reduce by one level) a Quirk of your choice from the Star; 2-3 - Remove (or reduce by one level) a randomly selected Quirk (positive or negative) from the Star; 4-5 - Remove (or reduce by one level) a randomly selected Quirk and gain a new, randomly generated one; 6 - The Star gains a new, randomly generated Quirk.

Hidden Talent
A randomly selected Pro (not a Rookie) on your team has been demonstrating previously unimagined skills on the training field. Immediately make a Star Potential roll for the player, with a target number of 10. If this check is passed, the Pro becomes a Star straight away, with all that that usually entails. If the check is failed, the performance in training was obviously just a fluke and the player remains a Pro.

Injury in Training
A randomly selected player (Pro or Star) has received a nasty injury in training which will put him out for the next match at the least. Make a Casualty roll for the player, re-rolling any Dead result. A badly hurt player misses the upcoming match. A player who misses the next game will miss the upcoming match and the one following it.

Itchy Feet
A randomly selected Star (who is not Loyal) has been feeling unsettled at the club and comes to ask the coach to let him move on and leave the team. The coach is asked to agree to invite reasonable bids (see the Hiring and Firing section) from other clubs. If he refuses, roll one dice: 1-3 - the player gets over his restlessness and there is no further effect; 4-6 - the player becomes Disillusioned.
    If the coach agrees to accept reasonable offers, he should inform the League Commissioner, who will make all coaches aware of this fact. If no offers are made for the Star within a certain time period (decided by the League Commissioner), the players gets over his restlessness. If an offer is made, but the coach now decides to turn it down, the Star automatically becomes Disillusioned.
    If this event provokes a Contract Dispute which results in the Star leaving the team, he will always opt for the world of Freebooting.

Over-hyped Talent
The Rookie in your team with the highest Star Potential (pick at random if two are equal) has turned out in training to be a great disappointment. This player’s Star Potential modifier is immediately and permanently reduced by two points (to a minimum of -1).

Personality Clash
Two randomly selected Stars (one, but not both, of whom may be Loyal) have had a major bust-up in training and were narrowly kept from trying to kill each other. This kind of thing isn’t that unusual within a Blood Bowl team, but you must take steps to keep this from becoming a serious split.
    If you do nothing, the two players will refuse to take to the field at the same time as each other for the duration of the next match - but after that the feud will quieten down. Alternatively you may discipline one or both of the Stars. If you discipline just one of the players, that player will become Disillusioned. If you discipline both of them, roll a dice for each player: on a 5 or 6 that Star becomes Disillusioned.

Poor Performance in Training
Since the last match, the team has been putting in a very disappointing level of effort in training, and may not be able to maintain its usual level of discipline. If you do not immediately pay out the usual cost of a Team Re-roll for a team from your team list (i.e. 40,000 for Dwarves, 70,000 for Undead) then you must lose a Team Re-roll permanently. To be clear, if you do pay this amount, you do not gain a Re-roll, you simply avoid losing one.

Pre-contract Agreement
The coach has set up a pre-contract agreement with one of the Rookies set to emerge in the next influx of talent. The coach and his opponent should inform the League Commissioner that this event has been rolled. During the next bidding session for Rookies, the coach has first refusal on any one Rookie he chooses - i.e. he gets to sign the player for the minimum bid price before anyone else gets a look-in.
 Note that if the coach cannot afford to sign any of the talent on offer, or there are no Rookies eligible to play for the team available to be signed, then this event cannot be carried over to a future auction, and is wasted.

Press Coverage
Spike! Magazine is running a special feature on your team, and asks you to put forward one of your Stars for an in-depth interview. This is a good chance to promote the club, but putting one of your psychologically vulnerable Stars in the full glare of the media spotlight may not be a good idea.
    If you agree, pick any one of your Stars (but not a Low Profile Star, who will refuse to do the interview). If you have a Top Dog in your team and you do not choose him for the interview he will become Disillusioned. The magazine pays you 20,000, and the team gains 1 Fan Factor from the coverage, but roll one dice for the effects of the interview on the player:

D6
Result
1
The journalist convinces the player that his talent is being wasted at his current club. The player becomes Disillusioned.
2
The player becomes persuaded that he is the most essential member of the side. He gains the Top Dog Quirk.
3
In-depth discussion of his feelings about Blood Bowl has unpredictable effects on the player! The Star gains a random Quirk.
4-5
The player survives media interrogation unscathed.
6
Somehow, the player speaks articulately and passionately about his love for the game and the club. Gain a further point of Fan Factor!

If you refuse to take the risk of allowing any of your Stars to be interviewed (or cannot, because they are all Low Profile), Spike! gets its own back by putting a negative slant on the whole article on the team: reduce your Fan Factor by one. If you have no Stars, ignore this event.

Senior Star Contemplates Retirement
The Star Player in your team with the most EPs is considering retiring from playing Blood Bowl. If you have no Stars in your team with more than 100 EPs, this event has no effect. If you do, then roll one dice: 1-2 - the player decides not to retire after all; 3-4 - after negotiation the player agrees not to retire if paid a bonus of D6*10,000; 5-6 - the player insists that he will retire.
    Note that a Very Intelligent Star does not roll: he will always insist on retiring as if he had got the 5-6 result.
    If the Star retires, you may convert him into an Assistant Coach as normal.

Special Offer
A Freebooter (of the coach’s choice) owes you a personal favour, and so offers to play for you (be induced) in this match for half the normal asking price. The Freebooter may be either a Star generated by this system or a published Star Player (if you are permitting their use).

Sponsorship Deal
The Bloodweiser corporation has requested that one of your Stars fronts their major new advertising campaign. If any of your Stars is a Fan’s Favourite, they automatically request that Star (if you have several Fan’s Favourites, they request the one with the highest Quirk Level; if levels are equal, pick at random) - otherwise select a Star at random (but they will never request a Low Profile Star). Agreeing to this deal will raise considerable funds for the team, but may upset the other Stars in your team when they see their team-mate’s face plastered onto bill-boards everywhere.
    If you agree to the deal, the team receives 100,000 as part of the deal, but the Star heading the campaign gains the Despised Quirk (the adverts really irritate other teams’ fans). Any other (non-Loyal) Star who has more EPs than the one chosen for the campaign, or any Top Dog, will demand a cut of D6*5,000 (roll separately for each such Star and apply Mercenary modifiers and, if anyone is actually paid, Top Dog effects as usual). Any Star who requests a bonus and is not paid it will become Disillusioned on a D6 roll of 5 or more. If some Stars are paid a bonus and others are not, those not paid will instead become Disillusioned on a 3 or more.
    If you decide that the deal just isn’t worth the risk of all this infighting, then you can turn down the sponsorship. However, in this case the Star requested for the campaign may be upset at missing out on the chance to raise his profile. If he is not Loyal, roll one dice: on a 4 or more he becomes Disillusioned.

Star Player Tapped Up
A randomly selected team from your league, which is drawn from the same team list as your side and has a higher Team Rating, has made an unofficial approach to sign one of your Stars (if there is no team that fits these requirements, ignore this event). If the coach of that team is present, he may pick one of your Stars (but not a Loyal one), otherwise select one at random (again, not a Loyal Star).
    The Star selected has been convinced that his future lies with the bigger club, and requests to be sold to the other team for a reasonable bid as soon as that team can raise the necessary funds. If you refuse to allow this, or agree but later refuse to sell, the player becomes Disillusioned.
    Whatever your decision about the Star’s request, you may also start legal proceedings against the other team for their illegal approach. If you choose to do this, roll one dice: 1 - Your case is thrown out and you must pay D6*5,000 in costs (this money does not go to the other team; it is lost); 2-4 - The case becomes bogged down in legal complexities with no result; 5-6 - You win the case, and the other team must pay you D6*10,000 in compensation.

That Boy’s Got Talent!
During the last match, the coach spotted a fan in the crowd who looked like he might make an excellent signing for the team. Immediately generate a single Rookie from your team list as if for a Rookie auction, rolling for his position and Star Potential modifier (this Rookie cannot be a Big Guy or a Secret Weapon). You may immediately add this Rookie to the roster for free (although position limits must still be followed). If the coach decides not to sign the Rookie, the player’s stats should be reported to the League Commissioner, and he will be available at the next Rookie auction for any coach to bid for.

Under Investigation
The team has come under the spotlight for alleged infringements of Blood Bowl rules. During the next match, you may use no Secret Weapons (they are immediately escorted from the pitch). When Fouling, your players always count as having the ref’s eye on them (i.e. they suffer the +2 modifier whenever rolling to see if a foul is spotted). Finally, if any of your players carries out a Dirty Trick play, he will be sent off from the field after the play resolves.

Veteran Pro Contemplates Retirement
The Veteran Pro in your team with the most EPs is considering retiring from playing Blood Bowl. If you have no Veteran Pros in your team, this event has no effect. If you do, then roll one dice: 1-2 - the player decides not to retire after all; 3-4 - after negotiation the player agrees not to retire if paid a bonus of D6*5,000; 5-6 - the player insists that he will retire.
    If the Pro retires, you may convert him into an Assistant Coach as normal.

Wage Demand
A randomly selected Star (who is not Loyal) does not feel that he is being paid what he deserves, and demands an immediate bonus of D6*5,000. If this bonus is not paid to the player, he becomes Disillusioned.

Wunderkind!
The Rookie in your team with the highest Star Potential (pick at random if two are equal) is demonstrating amazing talent in training. If you presently have no Rookies in your team, this event has no effect. Otherwise, you should immediately increase this player’s EPs total to 6, and make his Star Potential roll straight away, adding a one-off +2 bonus to the total. If you pass the check, determine the new Star’s advances and Star Quirk immediately, before the upcoming match. If you fail the check, the player simply becomes a Journeyman Pro as normal. Note that this event makes it possible for a player to become a Star before even playing his first match!