Rules of Engagement Racial Statistics Skill Descriptions Star Abilities

Da XOBB

XOBB Rules of Engagement: Campaigns

Building a team:

Each team starts out with a standard distribution of players from a single race (See Racial Stats). They may exchange any one of these players for a lineman of a different, compatable, race of their choice, or even a "big guy" of choice, (Ogres must be blockers, not blitzers.)

Compatable Races:
Good Races (Will not play with Chaotic): Anointed (Human), Seraph, Elves, Dwarves, Halfling, Treemen.
Chaotic Races (Will not play with Good): Orcs, DarkElves, Chaos Dwarves, Chaos Humans, Scaven, Goblins, Trolls, Snotlings
Nutural Races (Will play with anyone): Humans, Slann, Crusties, Gnomes, Ogres
Loner Races (Will only play with themselves): Undead, Weres

Each team starts with 3 Star Players (with six rolls on the Ability Table divided between them - chosen by the player), and three vetrans (rolled at random).

Before the Game:

Each team's Fame bonus is calculated based on the following table:

Winning Record +1 Most Kills +1
Top of the League +1 Most Injuries +1
Home Team +1 Most Points +1

In addition, each star player with Crowd Appeal attending the game will increase the fame bonus of their team by one.

After the Game:

Injuries: For each seriously injured player, the coach must roll two d6 and subtract the low result from the high result. This is the number of additional games that player must sit out before returning to play. (?On doubles the player retires?)

Recruits: The coach rolls 4 d6, if the total is higher than the number of players on the tearm roster, that coach has found a rookie, he rolls d6 to determine Star Player Potential (see Experience), and d6 again to determine race/position.

Good/Chaotic/Nuteral Races   Undead   Weres
1-2 Lineman of Basic Race 1-3 Skeleton 1-3 WereWolf
3-4 Lineman of Race of Choice 4-5 Zombie or Wraith 4-5 WereBear
5-6 Any Position of Basic Race 6 Vampire or Mummy 6 WereTiger

If after recruitment a coach does not have 14 healthy players on his roster he may recruit as many additional rookie linemen as he requires. These recruits have no Star Player Potential

Experience

As players play they gain experience, according to the following table. After the game the coach uses the experience points to improve his team. He can spend the points on improving players, or on buying team Special Plays

Player Improvement: Rookie players can only use their experience points on obtaining "experienced" status. This costs 5 XP. If the rookie has Star Player Potential, he rolls two dice upon becoming experienced. If the number rolled is equal to or less than the Star Player Potential, that player may roll once on the Ability Table.
Experienced players can spend XP to either change position (7 XP to change to a catcher or blocker equivalent, and 13 to change to a blitzer or thrower equivalent), or they can gain veteran status (for a cost of 10 XP).
Veteran players can spend XP to change their position, to gain Star Player Abilities (Max 3 per player) or to pay for Special Plays.

Training Costs
Promote Rookie to Experienced 5 Aquire first Star Ability 15
Promote Experienced to Veteran 10 Aquire second Star Ability 17
Train Player as Catcher or Blocker 7 Aquire third Star Ability 19
Train Player as Thrower or Blitzer 13 Special Plays var

Special Plays:

Special plays costs can only be taken from Veteran Players. No coach may take more than 5 XP per player per game to use for purchase of Special Plays.

Flip
Free Quick Pass (no rolls, no cost to move)
8
Double Blitz
Two Blitz Moves in one turn.
8
Boost
Two players pick up a teamate (must be in both their tacklezones and throws him
10
Team Block
A player blocking with help is automatically considered equal to his opponent
10
Breakthrough
A player who has knocked down an opponent with help, can leap over the downed player as in the skill flying kick.
12
Replacement
A player in the reserves box enters the game to replace a player who has left the pitch
12