Team Services
Team services is a group of additional benefits that general managers and coaches can acquire for their teams. These services come in a wide range of flavours from nice to haves all the way across to almost necessities (for some teams). Services can be acquired by any team during the off-season and operate under the auspices of each individual service offered. Each season you must pay to use the service again but you DON’T have to buy stuff if you already have it on the team, eg cheerleaders, coaches etc.
Medical Services
Medical Insurance
Blitz! is a dangerous place (for a players), and often players find themselves in need of medical attention that goes beyond the scope of what on-field apothecaries can handle. Medical Insurance can be purchased a la carte by teams to supplement their medical needs come the end of the season by ensuring a team is healthy and ready to play in the upcoming season.
Teams will pay a premium each season when they acquire Medical Insurance (during Draft Week). Based on the premium paid, teams will have access to medical care up to the coverage amount purchased. This medical care will cover players in the upcoming season from injury.
How it works: Teams can have any combination of players who’s salary does not exceed the coverage purchased, healed of their injuries they gained during the season after paying their deductible.
Example: A team purchases $200,000 worth of coverage for $130,000 in premium. During the season the same team has three players suffer injuries. The combined salaries of those players is $250,000. The team must now choose which two players it will submit a medical claim on (since they only purchased $200,000 in coverage and the combined total of players salaries is above the coverage amount). Player 1 has a salary of $110,000 and Player 2 has a salary of $80,000 ($190,000 total). The team must now pay its deductible of 5% of the total salary: $9,500. Once this is paid, the two players are cured of their injuries and returned to full health.
Premiums / Coverage
- $50,000 / $100,000
- $65,000 / $130,000
- $100,000 / $150,000
- $130,000 / $200,000
- Additional coverage can be purchased in $10,000 increments ($300,000 max coverage) for every $10,000 in additional premium.
- $210,000 in coverage for $140,000 in premiums, etc.
Deductible
- 5% of treated players salary
Medical Insurance does not cover dead players.
Note: Must be taken before the audit phase
Personal Trainer
Some players need personal attention to get them where their coaching staff wants them to be. Sometimes, other players just need a little extra help coming back from an injury or that little boost to get them to the next level.
How it works: Teams are able to hire one personal trainer per team for one of their players that is on the starting roster at the beginning of the season. If this player is alive at the end of the season, and did not suffer any set-backs (perm injuries or niggles) during the season, they may/will have one of their stats increased at the end of the season. This stat increased occurs prior to the coach determining if they are returning (prior to signing bonuses etc).
- Personal Trainer: $150,000 for 1 season (max 1 trainer per team)
- Designated Player: Team designates the player that will work with the personal trainer.
- Must designate what stat the personal trainer will be focusing on.
- Gains:
- No Perm Injury: Player gains a stat increase that the coach specified when they hired the personal trainer. This stat increase happens immediately at the end of the regular season (or post if the team made it to the post season) and before any other actions are taken place for the player.
- Perm Injury: The personal trainer has been working on the injury and the player has made a full recovery. They are healed of the injury they sustained, but do not get a stat increase.
Note: Must be taken before the audit phase
Necromancer
The call for fast healing and resurrecting the dead has long been seeked in Blood Bowl. Well after many trials and failed attempts the might school of the Necromancer has finally pulled through with the break out to this. With the funding of Blitz they have successfully created 2 powerful positions that can help temporally heal or even restore life even if its only for 1 season. Disclaimer- Blitz has and or no knowledge of how these positions are created and therefor have no connect to any reaction or side effects from said positions.
- $50,000 teams can hire the necromancer to heal an injured player in the free agent market for the season (cant heal players off having surgery). Downside is the player must miss the fallowing season and roll as normal on the Doc table (can not be placed on LTIR or IR)
- $100,000 May resurrect a dead player for the season. Downside is the player returns to the dead and can’t be taken the fallowing season.
Financial Services
Bank of Altdorf
Running a team can be expensive, and inflation is not helping out. The Bank of Altdorf may be able to help the cash strapped team in their time of need. Bank of Altdorf savings accounts makes it easy to save for your teams future!
- Opening Service Fee: $50,000 to open an account at this prestigious establishment and you must keep a minimum of 10k in the bank at all times or the account will be closed.
- Minimum Balance: $10,000
- Interest Paid: The interest rate is calculated based on your Team Budget at the start of pre-season (pre ANY purchases or drafting) and paid out on whatever money is in your bank account at the end of the season (gold that you saved from the season) but done before season payouts.
Interest rates:
- 0 – 1.99 million = 30%
- 2 – 2.199 million = 15%
- 2.2 million – 2.499 million = 12%
- 2.5 – 2.799 million = 8%
- 2.8 million plus = 5%
Note: Must be taken before the audit phase
Bribe A Sponsor
A goblin spy is bribed to infiltrate a rival team of your choice and finds out their sponsor choice before the deadline.
- Cost – 50k gold to see 2 sponsors and who has picked them. 30k gold for subsequent bribes up to maximum of 5. (This would allow up to 5 different Franchise’s sponsors to be revealed).
Coaches that take this service will have 24 hours after the sponsor deadline to receive the information and potentially change their own sponsor.
Anyone planning on using this service must inform a Blitz Official.
Note: Must be taken before the Sponsors are announced
The Rancher
The Rancher
During the draft a team that has been dealing with The Rancher team service may draft a player of their choice from either their own Ranch team or another’s Ranch team. This draft MUST use the drafting table below for drafting a player from using the rancher service.
- Cost – 30k per usage
- May be used as many times as picks available and fee paid.
- Prices for drafting a player from the Ranch is using one of your draft picks- The draft pick used is based off level of player- Level 1-3 6th round, level 4-5 5th round, level 6 3rd round, level 7 2nd round pick.
- 10k rancher can bring players from the ranch to Minor League teams (max level 4 players)
- 20k per player can add a player from the ranch to the free agent market.
- 100k can create a player up to a level 4 with any skills ( 1 double, 1 stat up max) to be added to the free agent list.
- 200k gm’s can start a new franchise but instead of making a new one they may bring a ranch team into blitz (if name fits the naming rules) and keep 3 players from the team. (they would forfeit their 3rd round expansion pick and rounds 7, 8 picks)
To draft from a Ranch team that is not your own, terms must be agreed upon by both GMs for said player. This may involve payment and would be submitted as a Trade Ticket (during the trade window but prior to the draft).
A player drafted in this way joins the league as normal and, if released, joins the Free Agent pool.
Note: Must be taken before the Main Draft (48 hours before)
Roaring Fans
Roaring Fans.
You can buy Cheerleaders to increase the amount of money you receive from season payments.
- Cost – 30k per season for a Cheerleader Dressing Room and the cost of the Cheerleaders in-game (which will count towards team tv).
For every Cheerleader bought, fan sales will increase during the regular season. This is worked out as Number of Cheerleaders x FF after Game week 7 (regular season only), and then this is multiplied by 5 to arrive a total cash of the extra sales. So 5 Cheerleaders x 5 FF after Game week 7 would be 25… 25×5 = 125k paid out.
This payment is capped at 500k and paid out at the end of the season.
Note: You do not have to re buy cheerleaders each season unless you drop them and want to re hire them.
Note: Must be taken before the audit phase
Team Expansion
Minor League Team
Blitz! minor league teams are a hierarchy of professional blood bowl teams that are affiliated with your Blitz! Team. Each Blitz! team is allowed to have one minor league team of their own which is used for player development. In other words, every minor league team is contracted to a Blitz! team.
For example, the Macon Money’s minor league team are the Loco Pandas. Nearly every Blitz! player has started their career on a minor league team. Players start low and work their way up to the big teams. It is common for players to get called up to the Blitz! teams and then sent back down several times, especially when young or first breaking into Blitz!
How it works: Every Blitz! team is entitled to have one minor league team. Naming conventions follow the same criteria as the main league teams. Minor League Teams are notional, that is they don’t exist in-game. They exist here on the Blitz! website. The offer a way for coaches and GMs to manage their teams better by providing a place for extra players to develop or rest and recoup from injuries.
- 100k to start and 50k per season
- Team has a cap of 1200tv
- Players earn SPP while on the roster:
- 5 SPP per season spent on the roster
- Players can come from the Rancher Team Service or through the draft or trade or rookie lineman can be brought on.
- Players are eligible for signing bonus SPP if moved to the main team and kept on the roster.
- Players can be traded with other minor league teams at any time
- Blitz! team players can be sent down to your minor league team during the Off-Season Week..
- Roster players must be of the same coalition as your Blitz! Team
- Teams can have as many players that fit under the cap but to a max of 2 of any positional.
- Players of level 4+ will not play for a minor league team.
- Players moved from MLT to main team can during the off season and up to 2 can join the team before they become part of the 5 keeper rule. Rookie lineman can move up during the season instead of pulling from the free agent market. (requires a ticket)
- Players will participate in end of season Player Health and Welfare.
Establishing a Minor League Team:
- Initial Cost:
- $100,000 (build a stadium)
- Annual Cost:
$50,000 to keep the team running each season (ticket needed)
Note: Must be taken before the audit phase (unless your drafting players to go to the MLT)
Blitz Scouting Agency
Blitz Scouting Agency.
Before the start of each season a team can pay a BSA to keep an eye on the Minor Leagues for future stars. During the season, prior to Week 7, a team may add any rookie positional to their team (as long as they have the in-game gold).
- Cost – 30k per season and 1 Assistant Coach. An additional Assistant Coach may be added for a maximum of 2 Assistant Coaches and then 2 rookie positional’s may be added during the season.
Assistant coaches may NOT be added during the season.
Note: Must be taken before the audit phase
Youth Team
Youth Team:
Your franchise goes out into the community to identify youngsters with potential. But you never quite know if they’ll make the transition to the big time.
Note: Teams may note use perks on these players that they have after they are created. They come to the season as they were made. After the players first season they are a normal player and may receive new levels, perk bonuses etc.
The Youth Team is only available to Players with NO Mutation Access.
- Costs – 50k per season.
- May spend 25k to re roll 1 roll during the creation of these services (may only be done once).
- Can only create 1 player per season but can draft or trade for others from prior season (see free agent market YT)
Team service can be acquired during Registration Week. In each season that the Youth Team is active (INCLUDING the season it is acquired), between the Drop Phase and Draft Periods, your scouts go to work.
- Roll a D6 for the Race in the Coalition the player belongs to (adjusting roll depending on number of races. e.g. 2 races – 1-3, 4-6 / 3 races 1-2, 3-4, 5-6 / 5 races – RR a 6).
- Roll a D6 for which Position they play (no Linemen, these players are potential superstars!). (same process for rolls).
- Roll a D6+1 for which Level the player comes into your team at.
- For each Level, roll a D6 for the Skill Area in which they’re showing potential ( 2 – General, 3 – Agility, 4 – Passing, 5- Strength, 6 – Characteristic). A roll of 1 is re-rolled.
- The Coach then gets to pick the skills from the areas that they have rolled for. E.g. Roll – Skaven / Roll – Gutter Runner / Roll – Level 3 / Roll (twice) Passing and Strength = Coach picks one passing and one strength skill for this player.
The Youth Player MUST then join the team IN ADDITION to the 5 kept players, before the draft.
Youth Player costs 30% less on their salaries to reflect their inexperience on the field. After the first season, your Youth Player will become a Senior Player and his contract will still be 30% off but he/she will have to be one of your 5 kept players to continue on the team. The player can also be dropped to Free Agency at this point. You may have more the one Youth Player on the team getting the 30% discount.
Note: Must be taken before the audit phase
Mutation Nation
Mutation Nation
Mutation Nation Player Services offers you wonderful crazy Mutation Masterpieces each season and every future season of Blitz. With a subscription rate of just 50k, we can deliver you a superstar that can help you win more games, more money and have more fun.
Note: Teams may note use perks on these players that they have after they are created. They come to the season as they were made. After the players first season they are a normal player and may receive new levels, perk bonuses etc.
Mutation Nation is only available to Players with Mutation Access.
- Cost – 50k per season
- May spend 25k to re roll 1 roll during the creation of these services (may only be done once).
- Can only create 1 player per season but can draft or trade for others from prior season (see free agent market or MN)
Player Salaries
Mutation Nation players salaries cost 30% less to reflect their inexperience on the field. After the first season, your Mutation Nation player will become a Senior Player and his contract will still be 30% off but he/she will have to be one of your 5 kept players to continue on the team. The player can also be dropped to Free Agency at this point. You may have more the one Mutation Nation on the team getting the 30% discount.
The Chosen One
Regardless of whether you are happy or not with your creation you MUST take the player for that season. No ifs, no buts, that’s the gamble. But here at Mutation Nation we are confident you won’t be sorry. We only create the best here.
Mutation Nation will keep track of all their creations and each creation will have MN at the end of their names plus a number that tells us how many players were created before them. This also helps Mutation Nation to pay out the correct discounted salaries for those who keep loyal to their Company.
My Creation
Okay, so you want to know how your new superstar is created? Well, with everything, there are always random elements and risks when you cut different body parts from one body and add them to a different one, but Mutation Nation are confident that, with our experienced Mad Scientists in charge, you will be happy with what you get.
- Race and Position – Will be random and will be decided by a dice roll.
- Player Level – Will be a D6+1 to get the level. So if a 3 is rolled you will get a lvl 4 player.
ALL LEVELS WILL BE MUTATION SKILLS ONLY UNLESS YOU PAY FOR THE UPGRADES.
Upgrade Table:
- 30K – To make the first skill Block Or Wrestle. This is your choice but you must confirm what skill they want before we begin your creation.
- 50k – To add a further +1 to the dice roll for the Player Level. So now it would be D6+2 giving you a much better chance of getting a legendary player.
Fine Print
All levels will be rolled randomly and will be mutation skills unless you have paid for the block/wrestle upgrade. If we get duplicate skills we will re-roll until we get a different skill for your creation.
Note: Must be taken before the audit phase
Vesting Contracts
Vesting Player Contracts
A vesting player contract is an option afforded to teams with a total budget of $1,500,000 and below.
A vesting option is a contract with a player that allows a player to play for a team for 50% of their asking contract for one season. If the player reaches a certain performance incentive threshold the team can hire them for the next season by paying the remaining 50% of their contract to play for one more season. Subsequent seasons cost full contract price going forward.
If a player does not reach the specified threshold, then the team is under no obligation to retain the player. If the team wishes to retain the player however, they must pay the full contract price.
Teams may not offer a vesting option contract to the same player more than once.
Teams may only offer ONE vesting option contract per season.
Only Positional players may be offered vesting option contracts. Big guys cannot be offered vesting contracts.
Vested contracts may only be offered when drafting a player or picking them up as a free agent.
Performance Incentives
- Throwers/Passing Access Positional
- 10 passes
- +2 passes per Passing Skill
- 300 passing yards
- 10 passes
- Runners/Agility Access Positional
- 10 Touchdowns
- +1 touchdown per Agility Skill
- +2 touchdowns per Stat Up
- 300 rushing yards
- 10 Touchdowns
- Catchers/Agility Access Positional
- 10 Catches
- +2 catches per Agility Skill
- 300 receiving (rushing) yards
- +1 touchdown per Stat Up
- 10 Catches
- Blizters/Blockers/Strength Access Positional
- 50 Blocks
- +10 blocks per Stat Up
- 10 Removals
- +5 Removals per Strength Skill
- 50 Blocks
The following positions can be offered any of the above Performance Incentives:
- Beastmen
- Pestigors
- Goblin
- Halfling