Coaching Staff

The most boring thing in Blood Bowl are of course your poor coaching staff. Poor little blighters are nigh-on completely useless.

Here then are some additional abilities for your Cheerleaders and Assistant Coaches. They don't cost anything more, they just get better...

Assistant Coaches

Assistant coaches are involved quite heavily in the training of the players. The special help from an assistant coach can make the difference between a devastating play which massacres the opposition and a complete foul-up.

After each match, during the assign Star Player Points phase, your assistant coaches (NOT you, the head coach) may attempt to give your players extra training. For each assistant coach in your team, pick one of your players. Roll a dice for that player. If you score a 6, that player gains 1 SPP immediately. That SPP counts immediately and could result in a new skill. Only one coach may coach each player after each game, so more than sixteen assistant coaches will do you no good. Sorted. Respect due.

Cheerleaders

(For the pointless-backgroundly-challenged, see the blurb about cheerleaders in the BB rulebook, pg 38)

At the start of the match, the number of cheerleaders in your team is added to the total of your dice when working out the gate. Note that you only add the number, not that amount of dice.

In addition, once during the game your cheerleading squad may attempt to dazzle one of your opponent’s team with an off-putting display of dancing, or inspire one of your own players to perform better. Your squad may only perform one of these actions once during the game.

The procedure for these actions is the same in each case, but the effects are different. To succeed in your action, you must roll under the number of cheerleaders in your squad. If you do this, then the action is successful. Note that a failed roll does not cause a turnover for either side.

Distract

The Distract action is used at the start of the opponent’s turn, after he has moved his turn marker but before he takes any actions. Pick any model on your opponent’s team. If the roll for the Distract is successful, then that model can take no actions this turn. After this turn, or if the Distract was unsuccessful, the model suffers no ill effects.

Inspire

The Inspire action is used during your turn, just before any one of your models takes an action. If the Inspire action is successful, then that player gains 1 re-roll which can be used during the course of the action. All normal restrictions on the use of the re-roll apply, and if the player does not use the re-roll during the course of the action, the re-roll is lost. If the Inspire roll fails, nothing happens.

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