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Startup - Buying the team

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Teams recieve 1.5 million to generate their team

Team can have a maximum of *16* players on their roster, with 16 being able to play in each game

NO STAR PLAYERS allowed in this league..

Races Allowed - OLBBL

Secret Weapon stars are allowed, but if they're caught they get suspended for 1d3 games, rather than just the rest of the game

No Big Guys teams allowed

Any Allies bought during recruitment cost double, with a maximum of three to
a team

Wizards - and alike - costs 250k. Can also be bought during season

Re-Rolls bought at normal price works for that season only. If paid for at 2x the price, they are permanent

For 100 k.. a team may hire a personal trainer.. the personal trainer works as a
second apocathery. In addition, once per pre-game.he can attempt to "heal" a
SI result.. (Niggle or Stat Loss) on a 5+ on a d6. But if the trainer rolls a 1, then
the "rehabilitation" has further injured the player, causing another SI.And either
way, the "rehabilitated" player should miss an additional game due to the
procedure. Can be bought during season.

Cheerleaders and Assistants have a maximum of 1/2 FF (so a ff 12 teamcould
have 6 Cheerleaders and 6 assistants, but not 7 and 7)

Necromancer Apprentice (cost 50K): If the undead team has one, Either one Regen roll per game may be rerolled OR the NA may work as an apothecary for players WITHOUT the Regeneration skill (Only once per game!). Also, with his help, the SI's and Nigglers can be repaired as with the trainer

Coaches that had a team in the previous OCBBL, can't bring them back to life, unless they haven't begun playing yet. Then the coach may keep that team if he wants to.

Startup - Generating the players

For each player on your initial roster.. roll 2d6 to determine their year

2d6 roll: 2-6 Freshman, 7-8 Soph, 9-10 Junior 11-12 Senior

Sophmores start with 2d6 SPP already earned... Juniors start up with 4d6 SPP
already earned.. Seniors start with 6d6 SPP.. any skills gained this way.. roll on
the Random Skill Table

General
2 choose your general skill
3 leader
4-5 tackle
6-8 block
9-10 dauntless
11 Frenzy
12 choose a general skill

Strength
2 Choose a Strength Skill
3 Multiple Block
4-5 Stand Firm
6-8 Mighty Blow
9-10 Guard
11 Piling On
12 Choose

Agility
2 Choose
3 Side Step
4-5 Sure Feet
6-8 Dodge
9-10 Sprint
11 Leap
12 Choose

Passing
2 choose
3 dump off
4-5 strong arm
6-8 pass
9-10 accurate
11 safe throw
12 choose

Physical (ROLL 3D6)
3 Foul Appearance
4 Tentacles
5 Prehensile Tail
6 Hypnotic Gaze
7 Regeneration
8 Spikes
9 Big Hand
10 RSF
11 Claw
12 Horns
13 VLL
14 Stunty
15 Thick Skull
16 Extra Arms
17 Two Heads
18 CHOOSE

Startup - Don't forget about these things:

The teams may NOT hire players (except for Walk-Ons) during the year.. only
during the off-season may they hire new players

You can hire up to 11 "walk-ons" at no cost ... Their stats are half that of a normal
lineman for that race rounded up. So for a human, that would be 3 - 2 - 2 - 4.
The Walk-Ons *does* keep any skills that this position would normally have
such as the beastman's horns) Now for the gotchas They may never use either
Pro or Team rerolls ...The only SPPs they may get are MVPs. They can't get
SPPs for COMPs, TDs, INTs, or CASs


During the game

 

Home/Away rule: Before the first time two teams play, each side rolls a d6. Whoever rolls higher will be considered the "home team" for that game. they get a bonus for that game only, of +1d3 FF. IF a 3 is rolled, you can take either the FF+3 or use it as a "Fan ET" (subject to the normal rules of Extra Training DURING the game) The second time the teams play, the team that was home for the first game is now away. During the playoffs, the team that is the higher seed is home.

The server irc.icx.net will be used for games on the net

Sigurd's Injury table IS in effect

Treemen take Root table

1 Miss Game
2-3 Miss First Half, roll again at Halftime... with a 1-3 means miss game
4-6 Make the game

Cards:

That Boy's Got Talent: Random year as normal, but NO SPP's

Special Offer: can buy player for REGULAR price :)

You are NOT allowed to Pro/RR Injury rolls without rerolling the armor roll as well.

With the Special Card Extra Training.. a team can buy a extra RR till the end of
the year for free.. OR buy a permanent RR at 2x the team's RR cost..


OCBBL will be testing a new foul chart..

On fouls.. there is the normal chance to get caught.. . Also.. we have
implemented a HIGHLY modified version of IGMEOY.. the OCBBL Foul
Chart

Player 1 Player 2
6-5-4-3-2-1-0-1-2-3-4-5-6

Each time a player fouls.. they must move the chart one towards them. IF the
result on the armor roll is pushed above 12 (due to DP, Assists, or other skills)
move the foul counter TWO squares toward your 6.. After each foul.. if the
counter is on YOUR side of the table.. roll a d6. if you roll UNDER the number
on your side of the foul chart.. your player is sent off.

For example

Players A and B are playing..

A fouls in turn 2.. so he moves the counter towards him to the 1 spot. He has
the normal chance to be sent off.. no extra chance

A fouls again two turns later.. and moves the counter towards the 2 spot. after
the foul has been worked out.. if the player is still on the pitch.. he rolls a d6
and on a 1.. his player is sent off.

A fouls again in turn 5.. he moves the counter to 3.. after the foul roll is made..
he must roll a d6.. and on a 1-2 his player is sent off.

B fouls during his turn on turn 5 .. he moves it back to 2.. but does not make a
roll.. as the counter is on A's side.

At halftime.. the foul table gets reset to 0.

Alternate Raise the Dead Rules:

If an Undead team carries an open spot, then once per game, their
Necromancer (if not thrown out or injured) can Raise the Dead on a
player just killed from the opposing team. (NOT another undead)

The player in question loses 1 point of MA, 1 point of AG, 1 point of AV, and all
skills except negative and physical skills. He gains Regeneration, and
SPP equal to the amount needed to get the # of skills he has.

A player will have a TR value= to the amount he cost -20k.

Note that an undead coach must have an opening on the team AT THE TIME
OF THE KILL and can only raise the dead once per game

 

After the game

 

After a Forfeit.. a team goes through the post game.. the only thing that
changes from a normal game is that a team cannot LOSE FF.. but can gain it
(on a 6).. also roll MVP and Money.. the team that forfeits gets nothing

A team may put up to half it's winnings from each game into an "Athletic
fund".. These funds cannot be robbed.. Bankruptcyed orotherwise effected

You get to 'stash' 1/2 the winnings into the Athletic Fund
before any negative cards (like large donation, bankrupty or
robbed) take effect


amount (ie 2x Normal Price).. But since these teams will change so radically at
the end of the season (and the coach can't train em 12 months a year..) these
Re-Rolls get taken off at the end of the year..

The coach can buy PERMANENT Re-Rolls.. for 4X the normal amount

Players can transfer from one squad to another.. they keep their current status

The Star Player Rule (or Heis-Orc Rule)

If a player ever earns 101 SPP.. he will go to the pros.. sooner or later
After each game.. roll a d6.. on a 1.. he leaves the team to go pro immediately..
If a player with 101 SPP makes it to the end of a season.. he will go pro
automatically

Following guys can be bought during the season: Wizard (and alike, 250k), Trainer, Assistant coaches, Cheerleaders

 

Play-Offs

Play-Offs will be held each 3 month.

During the playoffs in OCBBL.. If the game goes to overtime.. the ball will be
placed in the middle of the field (roll a die to see which side it is just on) and
the first team to score wins.. no time limit (roll a d6 to see who goes first)

The Winning team at the end of the year.. will recieve 175,000 Gold .. and a
1d6 increase in Fan Factor

The Losing team in the final will recieve an extra 100,000 Gold and 1d6
divided by 2 (round down) increase in FF

 

Off-Season

 

Any players bought during the off-season will be "freshmen"

Each off season.. players age.. they go from Freshmen.. to Sophmore.. to
Junior.. To Senior.. to graduation (no longer allowed to play in the College
League)

Every year.. choose the player on each team who earned the most SPP for the
team that year..

Roll 1d6
1-2 Gain 2d6 EXTRA Star Player Points
3-4 Gain 4d6 EXTRA Star Player Points
5 Gain exactly enough SPP to go up to the next skill level
6 Gain exactly enough SPP to go up TWO Skill Rolls

Players that gain skills during the off-season thanks to this rule.. as well as
players with skills that they earned from the Junior/Senior rolls (only during the
first season) roll on this table instead of the normal table.

Random Skill Tables

2-9 Pick a table the player is eligible for (General, Strength, Passing, Agility)
and roll once on that category
10 MA+1
11 AG +1
12 ST +1

On Doubles.. a player may choose ANY category he wishes to roll on
(including Physical for Chaos and Skaven) and roll there.. RR any skills they
already have or cannot take (for example.. The Right Stuff for ST 3 players)

All skills earned during the year are rolled on the normal table..

A team must pay a "maintanence fee" for all Assistant coaches, Wizards, and
Cheerleaders between seasons.. this cost is equal to one half of the cost to
HIRE said extras..

 

New season

 

At the beginning of each season after the first.. compare the number of
freshmen on the roster to the number of seniors. if you have MORE freshmen
then seniors.. roll a d6. For each One rolled.. the team loses one PERMANENT
Re-Roll

For each player that leaves the team via going over the 101 SPP mark... or via
graduation (ie played out his senior year..) roll a d6 and consult the following
table

1 Fans leave with the player (-1 FF)
2-5 No Change..
6. Fans want to see if the college can produce more great Players (+1 FF)

 

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