Information on joining CDL |
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If you are interested in joining write to
Hovring on discord.
[tr]# | Price | M | S | A | P | AV | Skills |
[tr]0-1 | Deathroller | 170 | 4 | 7 | 5+ | - | 11+ | Break Tackle, Dirty Player (+2), Juggernaut, Loner (5+), Mighty Blow (+1), No Hands, Secret Weapon, Stand Firm |
[tr]0-2 | Blitzer | 90 | 5 | 3 | 3+ | 4+ | 10+ | Block, Tackle, Thick Skull |
[tr]0-2 | Slayer | 100 | 6 | 3 | 4+ | - | 9+ | Dauntless, Frenzy, Thick Skull, Juggernaut |
[tr]0-2 | Ironbreaker | 95 | 3 | 3 | 5+ | 6+ | 11+ | Thick skull, Iron hard skin, Stand firm, Defensive |
[tr]0-2 | Runner | 85 | 6 | 3 | 3+ | 4+ | 9+ | Thick skull, Sure hands |
[tr]0-12 | Longbeard | 70 | 4 | 3 | 4+ | 5+ | 10+ | Block, Arm Bar, Thick Skull |
[/table]
[b]Procedure for new teams[/b]
A draft pool will be generated with the draft generator. You will pick 16 players from that pool and at random they will have age 1 to 8, with 2 at each age. Players aged 6-7 will be granted one extra skill roll and players at age 8 will be granted two extra skill rolls. The extra skill rolls wont give extra spp.
[b]Expanding league to 16[/b]
At some time the league might be expanded to 16 players. A new draft with plaers of different ages will be created for that.
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[table=bbcode_default width=100%][tr] Draft |
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After each lap a draft pool is created. There will be different player types, with no restrictions to how many of each type you pick.
The draft takes place after players have aged, retired and rolled for skills (see rules - Team development and player progression). Each coach then takes turns picking one player at a time. If you have a full team, you can either pass on picking another player or retire a player to make room for another pick. There is no limit to number of players you can draft - value of late picks will be low.
The draft order is decided by the final standing of the finished season, if you finished last you pick first in each draft round and vice versa.
A draft pool consists of:
Recievers
Used in offence and all have strong ball handling skills:
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Throwers are very strong in passing game. CDL throwers are stronger than usual this is to encourage a strong passing game.
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Runners can move the ball forward very fast and are robust as well. Fend and their random skills helps if you are blitzed.
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Catchers are mobile and agile, but weak and only the inherent dodge skill protects them. With catch they work very well with a thrower or a runner.
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Stunties are a specialist players. Right stuff protects them from tackle and enables them to be thrown, with mutation access they can develop many ways.
Backs
Used in offence for agressive play and in defence for clearing the path for your recievers.
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Blitzers are the fastest backs. They are basic human blitzer that will be used to targit the opposition key players.
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Juggernauts have horns, which makes then ideal blitzers when you need that extra strength. Their lack of block and only MA6 makes them more exposed than the blitzer.
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Wrestlers are ag 2+ and have agilty access. This makes them a good choice for agressive defence and/or as a safety.
Linemen
The backbone of any physical team. Even agile teams should put them on the line since they are more resilient.
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Blockers are not as strong as the heavy. What they lack in strength they gain in mobility, making them able to function as blitzers as well.
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Defensives are good counters to other linemen with defensive, access to claw and able to take some hits. Mutation access gives other interesting ways to develop them.
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Heavies are stong and not very skilled or mobile. They be essential for a team that relies on dominating the center.
Big guys
Big guys provide strength, however can be rather unreliable.
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Steriod players are more reliable than the cyborgs. They are trained in kicking team players making them ideal for one turn tds with a stunty.
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Cyborgs are the strongest players, however unrealiable and too many bodypart are mechanical, so they are not legal and risks being sent off.
Cheaters
X amount of cheaters will be created each draft. They will be custom made usually with secret weapons or in other ways that is uinique. This add that extra fluff for CDL.
The player generator is shared and can be viewed here
There is no trading in CDL, changing teams is frowned upon and a player would most likely be if they play for another team.
CDL matches are played under CRP and fumbbl tournament rules - no game options take place with the following exceptions/additions:
In game rules
- Claw does not stack with other skills that modify armour rolls.
- Right Stuff prevents Tackle skill when blocked.
- Sneaky Git functions as Guard on foul assists.
- Banned Sneaky Git players are sent to the KO box instead.
- You pick MVP.
Inducements
The standard rules for inducements are not used. Instead inducement will be halved rounding down to nearest 50k. This means:
- 0-90 TV difference: nothing.
- 90-190: 50K
- 200-290: 100K
- 300-390: 150K
- 400-490: 200K
- 500-590: 250K
- 600-690: 300K
- 700-790: 350K
- 800-890: 400K
- Available inducements: babe, re-roll, apo and bribe
Team value
Each draftee comes with a value which will be used to calculate TW. There is no TW cap on teams since aging, drafts, the league structure and inducements will balance the league.
Team development and player progression
Each team will have 3 rrs, one apo and 16 players. New teams will start with a fan factor of 5.
After each lap a player gets older and age and adds 5 spp from between lap training, which are added to their earned spp - see progression table.
Progression table
Lap no. | Aging | SPP |
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1 | No effect | 0 |
2 | No effect | +5 |
3 | No effect | +10 |
4 | No effect | +15 |
5 | No effect | +16 |
6 | Decay | +17 |
7 | Decay | +18 |
8 | Decay | +19 |
9 | Retire | NA |
Injuries, retire and free agents
- Players don’t miss games they get drugged, hence all MNGs are deleted.
- All permanent injuries stays.
- After each game you can decide to pick a free agent from the free agent pool and replace him/her with one of your own players. Free agents picked after the last game of a lap wont be added until after the draft, if the coach decides to keep him/her.
Replacements and dropouts
Between lap replacements: New teams enter the league in the lowest group. If the retired team is not in the lowest group the highest ranked team in a lower group, using team score, is promoted to the group of the retired team. This process is repeated until all groups are filled.
Dropout: If a team drops out and haven't played all games none of the games against him/her will count. Perms and spp will be kept.