So:
Reserves
Given the huge turnover of players seen on the BB pitch, most teams maintain a secondary setup, training new players in the fundamentals of the game before they make the step into the big leagues. These aspirants range from fresh faced youths to grizzled veterans straight from the army. It is quite common for such players to be drawn into the action proper before their training is complete. Treated as totally expendable, Reserves don't tend to last long against an experienced blitzer. In fact, they mean so little to both fans and teammates that their deaths are not even counted towards official NAF records.
A team may hire any number of Reserve team players. Each player is free to hire, but has a Team Value of 10,000 regardless of stats. A Reserve has the same stats as a team's 0-16 position, but he loses one point from his MA, ST, AG and AV and all his skills except those from the Extraordinary category.
SPPs
Most Reserves are so pathetic they pose no threat to a real player, who treat them with a contempt usually reserved for referees. There is nothing to be learnt from flattening yet another patsy, and as such a professional player does not earn SPPs for inflicting a Casualty on a Reserve. The casualty does not count for official game purposes, and does not go towards his team's total.
Reserves earn SPPs in the same way as normal players, although they can never be the MVP. The sponsors simply wouldn't allow a nonentity that sort of accolade! They even earn 2 SPPs if they inflict a casualty on a Reserve from the opposing team, although it still doesn't count towards the team's total. However, Reserves are totally green in comparison to even a rookie professional, and so develop along slighty different lines. They start on minus 24 SPPs and use the extended Star Player Points Table below:
Code: Select all
Reserves SPP Table
SPPs Improvements
-24 to -22 None
-21 to -19 One
-18 to -15 Two
-14 to -11 Three
-10 to -6 Four
-5 to 0 Five
0 onwards RESETS
Strong (Extraordinary)
The player counts as having an extra point of Strength when he throws a block. This skill has no effect when the player is the target of a block.
Tough (Extraordinary)
The player counts as having an extra point of Strength when he is blocked. This skill has no effect when the player throws a block himself.
Agile (Extraordinary)
The player counts as having an extra point of Agility when he makes any Agility roll that does not involve the ball (i.e. throwing, catching, intercepting or picking it up).
Cool (Extraordinary)
The player counts as having an extra point of Agility when he makes any Agility roll than involves the ball (i.e. throwing, catching, intercepting or picking it up).
When a Reserve reaches 0 SPPs he becomes a normal Rookie, and for all intents and purposes uses the standatd BB rules. For example, he counts for SPPs as a Casualty, can earn the MVP and can gain further Improvements in the conventional manner.