Change in Fan Factor...
Posted: Mon Sep 22, 2003 8:09 pm
CHANGES
* You no longer purchase fan factor at team creation.
* You may no longer purchase or receive bonus cheerleaders.
* There is no more Fan Factor roll at the end of the match.
* There is a new kickoff table, shown below.
* Fan Factor is no longer counted towards team rating.
FAN FACTOR:
On team creation you are given 9 points of fan factor (you do not need to spend any gold for this). You must divide the Fan Factor points amongst the following three fan Factor types, you may not assign more than 5 points to any one type and each type must have at least 1 point spent on it.
Chant: This determines how well the fans chant and yell to inspire the team and put off the opponents, typically Elven teams are high chant rated. This rating takes affect during kickoffs. You can represent the Chant characteristic with some cheerleaders at the side of the board.
Hooliganism: How much the fans want a piece of the action.. Up close and personal. Hooligans normally associate themselves with Orc and Goblin style teams, though such infamous Human teams as the 'Flourmill Walls' have been known to have exceptionally thuggish fans. This rating takes affect during kickoffs. You can represent the Hooliganism characteristic with some hooligans and other converted thugs at the side of the board.
Loyalty: How loyal the fans remain to the team and are likely to turn up to matches. This rating takes place before the match, roll 1d6 for each point of Loyalty and multiply the result by 1,000 to find out the number of fans that show up for the match.
(example: The coach of the newly formed Wood Elf team 'Tanglefoot Thistles' decides that his team needs money to afford those expensive players, so he puts the maximum 5 points of Fan Factor into the fans loyalty rating. He also decides that since he will be facing a lot of Chaos, Undead and other teams that like to bash your face in he'll take 3 points in Hooliganism to hopefully counter the actions of those unsportsmanlike teams. Finally he puts the last point in Chant, hoping that his teams naturally ability will see them through. The team ends with C:1 H:3 L:5)
INCREASING FAN FACTOR:
Once (and only once in the teams history) the team reaches 151 (professional status) and 201 (major status) points of Team Rating they receive 3 more points of Fan Factor to spend, though they may not spend more than 2 points on any one rating.
(example: After a few games, the Tanglefoot Thistles have become a professional team and have an additional 3 points of fan factor to distribute. He immediately puts 2 points into Loyalty to help the cash flow problems and then adds the other point into his teams Chant rating putting the team at C:2 H:3 L:7. After a few more game the Thistles are now a major team! The team gets the final three points of fan factor to distribute. He's noticed that now he's playing tougher teams, he is really suffering against those with high chant and hooligans and decides that to remain competive he must improve the teams Chant or Hooliganism. Remembering a crushing defeat agains the Dwarf team 'Anvilhead Smiths' he decides to put all three points into the Chant characteristic hoping that the bonus re-rolls will come his way. The team now has C:5 H:3 L:7)
CHANGING YOUR FAN FACTOR:
After a match, teams may spend 20,000 gold on appropriate merchandise (rocks for hooligans, advertising to bring in more fans and flamboyant music for those that like to chant etc) to move one point of fan factor from one characterstic to another. However, no characterstic may go above 9 or below 1.
(example: After a disasterous season, the Thistles are looking crippled. The star Wardancer was killed by a minotaur and the team is suffering niggling injuries throughout. The head coach has 40,000 gold in the bank he was hoping to save up to buy a new wardancer, but has now decided that he'd be better in the long run to get more fans interested in the team so he spends all 40,000 gold on advertising and merchandise for the team moving two points of Hooliganism to Loyalty. Finally the team has settled on C:5 H:1 L:9 and a prayer to Nuffle for no hooligans to turn up for the opposition next season.)
NEW KICKOFF TABLE:
2: INSPIRING CHEER: Roll 1d6, add Chant. Highest will not suffer a turnover for failed actions for the first d3 turns after the kickoff. A failed action will still end a players move however.
3: GET THE REF: Roll 1d6, add Hooliganism. Highest gets no penalties.
4: DEFEANING CHANT: Roll d6, add Chant. Lowest may not use any re-rolls until the next kickoff.
5: BLITZ!: One player on the kicking team may take a free action before the receiving team.
6: BAD KICK: The ball scatters 2d6.
7: CHANGING WEATHER: Make a new roll on the weather table and apply the result immediately.
8: QUCK SNAP: Players of receiving team can move 1 square.
9: BRILLIANT COACHING: Roll d6, add coaches. Highest gets bonus reroll for half. Reroll ties.
10: THROW A ROCK: Roll 1d6, add Hooliganism. Make injury roll for one randomly selected player of lowest.
11: CHEERING FANS: Roll 1d6, add Chant. Highest gets bonus reroll for half.
12: PITCH INVASION: Refer to Pitch Invasion rules below.
Pitch Invasions!
When a pitch invasion occurs, each coach rolls 1d6 and adds the teams Hooliganism rating, the winning teams fans invade the pitch, if the result is a tie then both teams invade the pitch. Each coach may decide to run none, some or all of his players back into the dugout to avoid the fans. If some or all the players are kept on the field, the coach may roll 2d6+Players Strength to calculate how many fans the player kills. You may add 1 to the result for Mighty Blow, and 2 to the result for each of Claw or Razor Sharp Fangs. Though subtract 1 from the result for Stunty. If the result is 10 or more then the player may add 1spp to his total for the match (just add it to the completions column).
However, any players that stay out to fight must make an armour roll which if failed results in an injury roll as usual with any affects happening immediately and no apothecary able to be used. Ignore stunned result. KO'd players make the KO roll at the NEXT kickoff, not right after the pitch invasion.
If a team runs all players back into the dugout, then they will lose one re-roll due to a total mess in organisation as they come back out, if the team has no re-rolls to lose, then the opposition gain a re-roll for this half only.
* You no longer purchase fan factor at team creation.
* You may no longer purchase or receive bonus cheerleaders.
* There is no more Fan Factor roll at the end of the match.
* There is a new kickoff table, shown below.
* Fan Factor is no longer counted towards team rating.
FAN FACTOR:
On team creation you are given 9 points of fan factor (you do not need to spend any gold for this). You must divide the Fan Factor points amongst the following three fan Factor types, you may not assign more than 5 points to any one type and each type must have at least 1 point spent on it.
Chant: This determines how well the fans chant and yell to inspire the team and put off the opponents, typically Elven teams are high chant rated. This rating takes affect during kickoffs. You can represent the Chant characteristic with some cheerleaders at the side of the board.
Hooliganism: How much the fans want a piece of the action.. Up close and personal. Hooligans normally associate themselves with Orc and Goblin style teams, though such infamous Human teams as the 'Flourmill Walls' have been known to have exceptionally thuggish fans. This rating takes affect during kickoffs. You can represent the Hooliganism characteristic with some hooligans and other converted thugs at the side of the board.
Loyalty: How loyal the fans remain to the team and are likely to turn up to matches. This rating takes place before the match, roll 1d6 for each point of Loyalty and multiply the result by 1,000 to find out the number of fans that show up for the match.
(example: The coach of the newly formed Wood Elf team 'Tanglefoot Thistles' decides that his team needs money to afford those expensive players, so he puts the maximum 5 points of Fan Factor into the fans loyalty rating. He also decides that since he will be facing a lot of Chaos, Undead and other teams that like to bash your face in he'll take 3 points in Hooliganism to hopefully counter the actions of those unsportsmanlike teams. Finally he puts the last point in Chant, hoping that his teams naturally ability will see them through. The team ends with C:1 H:3 L:5)
INCREASING FAN FACTOR:
Once (and only once in the teams history) the team reaches 151 (professional status) and 201 (major status) points of Team Rating they receive 3 more points of Fan Factor to spend, though they may not spend more than 2 points on any one rating.
(example: After a few games, the Tanglefoot Thistles have become a professional team and have an additional 3 points of fan factor to distribute. He immediately puts 2 points into Loyalty to help the cash flow problems and then adds the other point into his teams Chant rating putting the team at C:2 H:3 L:7. After a few more game the Thistles are now a major team! The team gets the final three points of fan factor to distribute. He's noticed that now he's playing tougher teams, he is really suffering against those with high chant and hooligans and decides that to remain competive he must improve the teams Chant or Hooliganism. Remembering a crushing defeat agains the Dwarf team 'Anvilhead Smiths' he decides to put all three points into the Chant characteristic hoping that the bonus re-rolls will come his way. The team now has C:5 H:3 L:7)
CHANGING YOUR FAN FACTOR:
After a match, teams may spend 20,000 gold on appropriate merchandise (rocks for hooligans, advertising to bring in more fans and flamboyant music for those that like to chant etc) to move one point of fan factor from one characterstic to another. However, no characterstic may go above 9 or below 1.
(example: After a disasterous season, the Thistles are looking crippled. The star Wardancer was killed by a minotaur and the team is suffering niggling injuries throughout. The head coach has 40,000 gold in the bank he was hoping to save up to buy a new wardancer, but has now decided that he'd be better in the long run to get more fans interested in the team so he spends all 40,000 gold on advertising and merchandise for the team moving two points of Hooliganism to Loyalty. Finally the team has settled on C:5 H:1 L:9 and a prayer to Nuffle for no hooligans to turn up for the opposition next season.)
NEW KICKOFF TABLE:
2: INSPIRING CHEER: Roll 1d6, add Chant. Highest will not suffer a turnover for failed actions for the first d3 turns after the kickoff. A failed action will still end a players move however.
3: GET THE REF: Roll 1d6, add Hooliganism. Highest gets no penalties.
4: DEFEANING CHANT: Roll d6, add Chant. Lowest may not use any re-rolls until the next kickoff.
5: BLITZ!: One player on the kicking team may take a free action before the receiving team.
6: BAD KICK: The ball scatters 2d6.
7: CHANGING WEATHER: Make a new roll on the weather table and apply the result immediately.
8: QUCK SNAP: Players of receiving team can move 1 square.
9: BRILLIANT COACHING: Roll d6, add coaches. Highest gets bonus reroll for half. Reroll ties.
10: THROW A ROCK: Roll 1d6, add Hooliganism. Make injury roll for one randomly selected player of lowest.
11: CHEERING FANS: Roll 1d6, add Chant. Highest gets bonus reroll for half.
12: PITCH INVASION: Refer to Pitch Invasion rules below.
Pitch Invasions!
When a pitch invasion occurs, each coach rolls 1d6 and adds the teams Hooliganism rating, the winning teams fans invade the pitch, if the result is a tie then both teams invade the pitch. Each coach may decide to run none, some or all of his players back into the dugout to avoid the fans. If some or all the players are kept on the field, the coach may roll 2d6+Players Strength to calculate how many fans the player kills. You may add 1 to the result for Mighty Blow, and 2 to the result for each of Claw or Razor Sharp Fangs. Though subtract 1 from the result for Stunty. If the result is 10 or more then the player may add 1spp to his total for the match (just add it to the completions column).
However, any players that stay out to fight must make an armour roll which if failed results in an injury roll as usual with any affects happening immediately and no apothecary able to be used. Ignore stunned result. KO'd players make the KO roll at the NEXT kickoff, not right after the pitch invasion.
If a team runs all players back into the dugout, then they will lose one re-roll due to a total mess in organisation as they come back out, if the team has no re-rolls to lose, then the opposition gain a re-roll for this half only.