BLOOD BOWL - COACHES

Coaches
Here are advanced rules for using Coaches in Blood Bowl.

A team may hire coaches to train players and teach them skills without SPPs. The players are still limited to seven skill or statistic gains and peaked players may not be taught. The coaches come in three levels of ability, with a class of skills that they teach and a favourite skill. A team may not start with a coach.

Coaches count as assistant coaches for Brilliant Coaching rolls.

Retired players may only become assistant coaches, not coaches.

The three levels of ability are Experts (50,000gp), Old-Timers (100,000) and Ex-Players (150,000).

The four areas of expertise are Fouling (General Skills), Blocking (Strength), Passing (Passing) and Catching (Agility). You may only hire one coach from each area of expertise, and only if a player on your basic team roster may normally receive those skils taught by that coach.

Coaches may be used once after each match. Select a player and name a skill from the coach's area of expertise. Roll 2D6 and apply all modifiers. On a 11 or 12, the player gains the skill.

MODIFIERS:
+2 Coach is an Ex-Player
+1 Coach is an Old Timer
+1 Coach is teaching his favourite skill
-2 Player normally cannot learn that skill

Availability:
Fouling Coach (General) All but Halflings and Goblins
Blocking Coach (Strength) Dwarf, Human, Skaven, Orc, Undead, Chaos, Chaos Dwarf
Passing Coach (Passing) All but Undead, Halfling, Goblin, Chaos, Chaos Dwarf
Catching Coach (Agility) All but Dwarf, Orc, Chaos, Chaos Dwarf,
Favourite SkillsExpertOld-TimerEx-Player
FoulingBlockDirty PlayerTackle
BlockingMighty BlowGaurdBreak Tackle
PassingPassSafe ThrowAccurate
CatchingCatchSure FeetDiving Catch