Head Coaches: Pitch Invasion

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PITCH INVASION

HEAD COACHES
Often, Blood Bowl head coaches have as much, if not more,
notoriety than any Blood Bowl player! It is definitely true that
many Blood Bowl champions owe much of their success to the
venerable tacticians behind their benches. The Orcland
Raiders would not be nearly as vicious without the inspirational
words of Coach Cruel-eye. Without the focus of Helmut
Zwimmer, the Reikland Reavers would never have had two
long runs as Chaos Cup champions. And the Champions of
Death would literally be a pile of dust without Coach
Tomolandry!
When playing in a league, Head Coaches can gain Coach
Points in a similar fashion to players Star Player Points. As
Head Coaches gain experience, they may choose special
coaching skills. However, unlike players, it is possible for a
Head Coach to lose Coach Points, and if enough are lost, it is
possible to lose a skill!
COACH POINTS
After each match, both Head Coaches roll on the Coach
Experience Table to see if any Coaching Points are gained or
lost.

HEAD COACH POINTS TABLE


D6
1 (or less)
2
3-4
5
6 (or more)

Result
Lose 2 Coach Points
Lose 1 Coach Point
No change
Gain 1 Coach Point
Gain 2 Coach Points

Team Won the Match


Team caused more casualties than opponent
Player on team reached Star Player Status
(>26 SPP)
Team lost the match
Team suffered more casualties than opponent
Team suffered the death of a Star Player
(>26 SPP)

+1
-1
-1
-1

As a Head Coach gains or loses Coach Points, the number of


skills he may select may change, as indicated in the table
below.

Coach Points
0-5
6-10
11-25
26+

Number of Skills
0
1
2
3

When a coach gains a skill, choose from the list below and
make a list the skill on your team roster. If a coach loses a
skill, it is your decision on which one is lost. This skill may be
taken again later if the coach again gains the required Coach
Points, or a different one may be selected.
DIPLOMAT
When arguing the call, the coach is not quite as abrasive as
many of his fellows, and is often able to make the ref feel at
ease. If the coach is ever ejected for arguing the call, he may
roll a d6. On a 4+, he convinces the ref to give him a warning
instead and let him stay in the game! This skill may only be
used once per match.
ENDORSEMENT CONTRACT
After the match, before winnings are collected, the coach may
make a product pitch. Roll a d6, and divide by two, rounding
down. The result is the number of gold crowns the coach may
add to his treasury, in addition to his regular winnings!
INSPIRING
The coach has many stories to tell. Most of these have the
hero (ie, the coach!) against impossible odds, yet always
succeeding. The players are given a sense that they can
accomplish the impossible, and they believe it! Once per
match, the team may use TWO rerolls in a single turn. All
limitations on rerolls apply to his second reroll. (eg, any die roll
may still only be rerolled once) If the coach is ejected, injured,
or otherwise removed from the game, this skill cannot be used.
MOTIVATOR

+1
+1

A Head Coach may never have fewer than 0 Coach Points

HEAD COACH SKILLS TABLE

COACH SKILLS

The coach is an expert at pulling 110% out of


his team. Add a Coach Reroll to the team's
reroll track. This reroll may be used exactly as
a Team Reroll, except that is can only be used
once per match (ie, it does not get replaced at
half time if used in the first half). If the coach is ejected,
injured, or otherwise removed from the game, the Coach Reroll
must be removed from the Reroll track.
PERSUASIVE
The coach is able to spin a good argument. Once per game,
when the coach argues the call, he will succeed on a 4+
instead of a 6.
PRESS FRIENDLY
After the match, if the team would normally lose a point of Fan
Factor, roll a d6. On a 4+, he is able to convince the media to
report on the match in the most favourable way possible. As a
result, the fans continue to support their team, and the point of
Fan Factor is not lost.

TEAM RATING
Each Coach Point counts as 1 point when calculating Team
Rating.

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