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Season Reset As teams get rusty between seasons they lose half of their re-rolls (rounded down in case of uneven numbers). Fans lose interest during season breaks, as such teams lose 1 FF. Fans of teams that played in the losing division in the Headz vs Tailz competition wander off, teams lose additonal 1 DF. Teams that have existing sponsorship contracts at the end of a season can keep their sponsor for the upcoming season. They will receive a new PR strategy and the sponsor’s 3 match evaluation starts anew. Any Missing Next Game status gets healed during a season reset. However, players with one or more permanent injuries (including niggles and stat losses) may retire. Roll one Blood Bowl dice for each injury. If the result includes one or more skulls the player will retire from playing active blood bowl but can become an Assistant Coach and join the team for free. Players that gained over 100 SPP may become Free Agents or end their career. Roll 1d6 for the player’s decision: 1 Player retires from Blood Bowl, but can become an Assistant Coach and join the team for free. 2-5 Player keeps playing as a regular player but gains 10K player value. 6 Player gains Loner, +30K player value and becomes a Free Agent. The team may keep the player under Exclusive Rights for the upcoming season. Exclusive Right Contracts with Free Agents end and the players join the Free Agent pool again. All players in the Free Agent pool reset to their regular Asking Prize and lose any Animosity status. Players that were unlocked during Corruption Event phases or were won during specific tournaments leave their teams (Exception are Warpstone Cultists or players with specially mentioned conditions). Black Market and Corruption Cards are put back in their respective decks and reshuffled. A team will be dissolved if a coach remained inactive during the whole season and failed to indicate on planning to register at a later point, Any skilled up players of the dissolving team joins the upcoming Player Market pool. | Season Break Options Active teams that just finished a season may pick one of these voluntary options to prepare for the upcoming season. Desperate Teams: The two teams with the season’s worst overall match record during the Regular Season may activate an exclusive Great Bribery at any time during the upcoming Pre-Season. Only these two teams may send in bribes. New Franchise Owner Take Over: Teams that lack the funds to rebuild for a next season may decide to start fresh and find a new franchise owner. A team with a new franchise owner may change the team’s name and gets a budget of 1250K (minus any active loan debts towards the league). To keep any rostered players the team has to pay the player’s current value plus a fee of 20K per player. Otherwise all contracts with players, staff, and sponsors end. The team’s Fan Factor is set to 1. Bribery & Corruption: Teams with a rostered Bribed Ref that played at least one match during the season may contribute to the Referee Tribunal Association. For the costs of 30+(1d6*10)K per match the upcoming opponent loses access to the Bribery & Corruption trait. If the team fails to afford the upcoming fee the team loses access to the Tribunal and loses for one match the Bribery & Corruption trait. The deal ends when the team fails to pay once or loses the currently rostered Bribed Ref. Hypnotic Thievery: Teams with a rostered Cheerleader-Leader that played at least one match during the season may buy DF for 20K until their next match. Black Market Shopping: Teams with a rostered Filcher that played at least one match during the season may buy the current top card of the Blackmarket deck for 50K. Training Camp: Teams with a rostered Player-Coach that played at least one match during the season may buy Re- Rolls for 60K until their next match. Shaman Operation: Teams with a rostered Shaman that played at least one match during the season may fix one permanent injury. While the player loses the injury, they gain Decay and grow 5K in value. Squig Hunt: Teams with a rostered Squig Tamer that played at least one match during the season may try to catch a Squig for the upcoming season. Roll 1d6 to find out what the Tamer returns with. 1: Tamer returns with no Squig, but had to learn Defensive to survive in the wild. 2-5: Tamer returns with a Squig Hopper. 6: Tamer returns with a chained Squig. |