Choose NURGLE (Rotters), VAMPIRES (Thralls), or UNDEAD (Skeletons).
Buy 8 Rotters/Thralls/Skeletons (Do not buy Zombies).
Do NOT buy anything else (Thralls may buy an Apothecary).
Do NOT click on "Submit Team for Approval"
Post your Team Name in the League Thread and I'll get you an invite ASAP.
The PRE-SEASON
Every team must adhere to the League Salary Cap.
Teams start every Pre-Season with a Team Salary of $0.
Teams will participate in each phase of the Pre-Season simultaneously. Teams must not jump ahead.
At the end of the Pre-Season, Team Salary must not exceed the League Salary Cap.
1. COACHES Teams may elect to keep their Coach from the previous season.
The coach's winning bid will still contribute to the team salary along with an additional +$1 for each consecutive season the coach has been with the team.
(ex: if the coach was won for $3 last season and is going to stay with the team for a second season, the total cost is $4. Next season it will be $5 if the team chooses to keep him again.)
Teams without a Coach will take turns, in reverse-standing order, bidding on available Coaches.
Minimum bid is $1
Coaches cannot pass. You must bid on a coach.
You must outbid another Team to win the Coach. There are no tie-breakers.
The coach's winning bid is added to the team's Salary.
Changes Un-Enforced by the Client (Teams are responsible for adhering to these!)
Petty Cash is NOT allowed.
Limited Inducements (Teams may only use the following inducements)
Bloodweiser Babes (50k)
Bribes (100k)
Halfling Master Chef (300k)
Roster Management Rules
The Pre-Season is the only time Teams may do the following:
Hire players (exceptions: Nurgle's Rot, Raise The Dead)
Fire players
Buy Re-Rolls
Teams must NEVER do the following:
Buy Fan Factor
Freely choose skills (see the Teams' section for Skill Roll instructions)
Skill Rolls must be done on Orokos (click to see League rolls)
Formatting Skill Rolls
- Character: Your player's name
- Campaign: CSL
- Description: Skills you are rolling on. (ex: 1 Claw 2 Big Hand 3 Block 4 Pro 5 Tackle 6 Pro)
Skeletons, especially new Skeleton Teams, will often have die sides without a corresponding skill (ex: "1. (nothing) 2. Sure Hands 3. (nothing) 4 (nothing) 5 Block 6 Shadowing")
- Dice to Roll: 1d6
Thralls will usually roll less than 1d6 (ex: 1d2, 1d3, etc)
Rotters
Skeletons
Thralls
Skill Rolls
- Rotters roll 1d6 on their Coach's Skill Table
- If a Rotter levels and has exhausted all possible stat-ups/coach skill table results, fire him immediately.
Nurgle's Rot
Rotters gained through Nurgle's Rot are treated as normal Rotters. Adding a Rotter in this way does not increase Team Salary.
Team Skill Table
- Skeleton Teams have a Team Skill Table for Normals instead of using their Coach's table.
- Transfer the Coach's Skills (but not Mutations) onto the Team Skill Table, maintaining their corresponding side of the d6.
Skill Rolls
- Roll 1d6 on the Team's Skill Table (or Coach's Skill Table for Doubles)
- If a Skeleton levels and has exhausted all possible stat-ups/GN Skill Table results, fire him immediately.
Zombies
- Skeleton Teams may keep Zombies added by Raise The Dead.
- Zombies do not cost anything and cannot be fired.
- Zombies do not roll for skills.
- Zombies may only ever take skills they learned previously on their former team. They may also take any stat-ups offered regardless of whether or not they had any previously.
- Fire the Zombie immediately if it cannot take a stat-up or previously learned skill.
Team Skill Table Example:
If the 1st Season Coach's Skill Table is this:
1
2
3
4
5
6
Block
Claw
Extra Arms
Horns
Sure Hands
Kickoff Return
.. the Team Skill Table for Season 1 will be:
1
2
3
4
5
6
Block
(nothing)
(nothing)
(nothing)
Sure Hands
Kickoff Return
If the 2nd Season Coach's Skill Table is this:
1
2
3
4
5
6
Wrestle
Fend
Horns
Extra Arms
Foul Appearance
Very Long Legs
..then, after transferring the new Coach's (non-Mutation) Skills onto the Team Skill Table, it will look like this:
1
2
3
4
5
6
Wrestle
Fend
(nothing)
(nothing)
Sure Hands
Kickoff Return
Player Skill Table
- Every Thrall has his own skill table (1-6 Skills, notate on each Thrall's player bio)
- This Skill Table consists of the (Normal, non-Mutation) Skills of whichever Coach was with the team when the Thrall was hired. (As Mutations aren't included, Thrall skill rolls are almost never 1d6. Some Thralls brought in under a particularly Mutation-focused coach might have just a single Skill on their Skill Table- or none at all!)
Skill Rolls
- Roll on the Player Skill Table (or Coach's Skill Table for Doubles)
- If there are no possible skills to learn on his own Skill Table, the Thrall must roll on a teammate's Skill Table.
- If a Thrall levels and has exhausted all possible Stat-Ups/Skill results on his and his teammates' Skill Tables, fire him immediately. (He got2gud and went Pro)
Apothecary
Thrall teams may purchase an Apothecary.
Initial 8 Thralls' Skill Tables
As the first 8 Thralls will not have a coach yet, their skill tables are chosen from among all the unclaimed coaches after bidding is completed. Distribute these Skill Tables evenly.
(ex: if there are 3 unclaimed coaches in the league, there will be 3 Thralls with Coach #1's skill table, 3 Thralls with Coach #2's skill table, and 2 Thralls with Coach #3's skill table. The team must still hire a coach during the pre-season and any additional Thralls will have that Coach's Skill Table.)