Salvaging Players From Dead Teams

The team had taken a wolopping. Most of the players were either dead or would be permanantly injured. The fans had turned their backs on them. Luck had run out and so had money. That was when the coach called them in.

-I've called you here because I've got bad news. The team is disbanding. This was your last game. There is a franchise team of some sorts starting if you think they'd want you there.

-But I've learned so much! I'm not going to quite Blood Bowl!

-See if that new team'll hire you son. Good luck.


What happens to a team when it disbands? It dies. But what about the players who have gained so much from those years (months...weeks...days) on that team? They don't die!(Unless froma race that doesn't tolerate failure) And what better way to have cheap(er) star player who can still gain skills?! So a new team (or old) can by some of the good players from the recently flopped team.

Let's say a Dark Elf team just flopped who happened to have a Witch Elf that had a ST of 4 and 2 skills. This would be most valueable in a flegling team. So I make a bid for him. To compute his basic cost, use the following formulam (a modification of Jervis's Star Formula):

  1. Take the orginal price; if < than or equal to 100K, divide by 10K. If > than 100K, automatically count the 100K as 10 pts and multiply the remaining sum by 2 and divide by 10,000. This is the starting point value for the player. ex: Witch Elf: 110,000 gps -100,000=10,000 (100,000 automatically makes 10 pts)+20,000/10,000= 2. 10+2=12pts.
  2. Add stat increases. MA=+1per increase. ST=+3 per increase. AG=+2 per increase. ex:same Witch Elf. 12+3(ST increase)=15
  3. Add skills/mutations. +2 per new skill. +3 per new mutation. ex: same Witch Elf. 15+2+2(2 new skills)=19
  4. Compute final cost. If < 10, multiply by 10K. If > 10, use this formula: 100,000+((pts-10)*5,000). Basically, these are the inverses of the previous formulae(step 1). Now you see how hard that was to put into words back there. ex:same Witch Elf. Gps=100,000+((15-10)*5,000)=125,000. Since the last 4 digits of all numbers in Blood Bowl are 0, round up, so 125K turns into 130K.
  5. Modifiers. These show his bargaining skills for the best contract (i.e. you pay more or less). Roll D6 on the Bargaining Table:
RollEffect
1Obviously expierienced. You pay 10K extra.
2-5Jumps at the first offer. Price stands.
6Nieve. You get to chop of 10K from the price
Lets say this Witch Elf is pretty sneaky (or intimidating) and I roll a 1. Now her price is 140K.

Note: You can't exceed normal limits on types of players because they still gain points and skills as usual.


Bidding

Sometimes, there may be more than one perspective team. In that case you may start a bidding war. All you do is out bid the other player. If the one of the teams bidding is not the native team of player then they must be an ally (See Jervis's ally rules somewhere else). If neither team can afford to bid, roll a D6. Since the player would much rather play for a same race team, add +1 to that teams modifier. If the team is owned by the same person (in real life) as the team he was orginally on add +1 (his coaching habits resemble his old coaches so much)! However gets higher, gets the player!

Lack of Funding

If no one has enough money to buy the player, stor the stats in a nice safe space till some one does. On a D6 roll of 1, the player just lost the Blood Bowl Spirit and it will take another 10K to persuade him to return (Not cumulative if you have tried before).