There are several types of coaching staff available. A team may hire an apothecary, up to ten cheerleaders, up to ten assistant coaches and up to two positional coaches.
At the end of a match an apothecary can cure serious injury or death on one player with a d6 roll of a 2+.
Assistant coaches provide bonuses on certain kick off table results. Additionally when rolling for special play cards at the beginning of the match the team should roll a d6 for each pair of assisstant coaches. For each 6 they roll, the team may draw an additional dirty trick.
Cheerleaders provide similar bonuses, however for each 6 the team may draw a random event instead. Additionally for each 5 cheerleaders a team has their fan factor increases by 1 for home games, for all purposes including the gate roll.
Positional coaches provide additional rerolls. They can only be used once in a match, but they can be used in the same turn as a normal team reroll. Like team rerolls they can only be used in the teams own turn. The reroll works automatically for home games, but on a 4+ for away games. There are five types.
| Position | Type of Roll |
|---|---|
| Rushing | Dodges, Exerts |
| Blocking | Blocks, Dauntless rolls, Foul Appearance rolls |
| Fouling | Fouls, Stabs, Argue the Call rolls. |
| Passing | Passes, Catching passes, Safe Throw rolls |
| Handling | Picking up, Catching bouncing balls |
At the end of every season, roll a d6 for each member of coaching staff. On a 1 they retire.
Retired players can be assigned to become an assistant coach or a positional coach. To become a positional coach they must possess at least one of three skills relevant to that position, as follows;
| Position | Skill |
|---|---|
| Rushing | Dodge or Sprint or Sure Feet |
| Blocking | Block or Dauntless or Tackle |
| Fouling | Dirty Player or Sneaky Git or Stab |
| Passing | Pass or Catch or Dump Off |
| Handling | Sure Hands or Strip Ball or Nerves of Steel |