56 coaches online • Server time: 15:21
Help Support Bugs Staff FUMBBL Rules
Log in
Recent Forum Topics goto Post Human League Premier...goto Post SWL Season LXXgoto Post Fall Back Into the E...

BB7s Inducement List

Back to BB7s main group

LRB6/CRP Inducements allowed in BB7s

0-2 Bloodweiser Babes: 50,000

Players on the team gain a +1 modifier, per babe, to recover from being KO’d for this match.

0-3 Bribes: Goblin teams 50,000; any other team 100,000

Each bribe allows you to attempt to ignore one call by the referee for a player who has committed a foul to be sent off, or a player armed with a secret weapon to be banned from the match. Roll a D6: on a roll of 2-6 the bribe is effective (preventing a turnover if the player was ejected for fouling), but on a roll of 1 the bribe is wasted and the call still stands! Each bribe may be used once per match.

0-1 Extra Team Training: 100,000

One extra Team re-roll that may be used for this match only.

0-1 Halfling Master Chef: Halfling teams only, 100,000

Roll 3D6 at the start of each half to see what effect the chef’s cooking has on the team. For each dice that rolls 4 or more, the team is so inspired that they gain a Team Re-roll, and in addition the opposing team is so distracted by the fantastic cooking smells emanating from their opponent’s dug-out that they lose a Team Re-roll (but only if they have any left to lose).

0-1 Igor: 100,000

Any team that cannot purchase a permanent Apothecary can hire an Igor for 100,000. An Igor may only be used once per a game to re-roll one failed Regeneration roll for a player.

0-2 Mercenaries: Cost Varies

A Mercenary costs 30,000 more than an ordinary player of his position. For example, a Mercenary Human lineman would cost 80,000 gold pieces to hire for a match. The special limits on the total number of players allowed in a BB7s team and in each position do NOT apply to Mercenaries, but the Lrb6/CRP limits do (for example you cannot have more than two Wardancers or Bull Centaurs on a team). All Mercenaries have the Loner skill as they are unused to playing with the rest of the team. In addition you may choose to give a Mercenary one additional skill selected from those available to a player of that position on a Normal roll, at an additional cost of 50,000. For example, a Mercenary Human lineman could be given Tackle if desired for a total cost of 130,000 to hire for a match. Mercenaries cannot earn Star Player points other than the MVP for the game. Mercenaries can never gain new skills.

0-2 Wandering Apothecaries: 100,000

Any team may hire a Wandering Apothecary for 100,000 if your team can normally purchase a permanent Apothecary. The rules for Wandering Apothecaries are identical to the rules for purchased Apothecaries. Only one Apothecary may be used to re-roll each Casualty roll.

0-2 Star Players: Halfling and Ogre teams only; cost varies

Star Players may not take the number of players in an (Ogre) 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 wis. It is possible (though unlikely) for both teams to induce the same Star Player. If this happens then neither may use him and he keeps both sets of hiring fees! Star Players can never earn Star Player points other than the MVP for the game. Star Player can never gain new skills. Finally purchased/induced Apothecaries or an Igor may not be used on Star Players ever.

Last update: October 4, 2012