Teams can hire up to three coaches. This can be done one of two ways, both which are available from the top of the player's page: a team can make one of their existing players into a coach or they can sign a free agent, including retired players, to be a coach. You will not see the buttons if you already have three coaches on staff.
Making a player into a coach will remove the player from your game roster. Like players, coaches will benefit from better equipment, specifically ones that help in Fame, XP, TXP and Game Prep.
Coaches accumulate game prep in the same fashion as players and this prep rolls over into TXP each game. Note that they still have egos and may choose to self promote instead.
The coaching staff will give bonuses based on their stats (Carrier, Enforcer, Free, Slicing, Brutality) factored with their coaching rating (a 50 coaching rating = 50% as effective as someone with a 100 coaching rating). As a staff, the stats are not averaged or totaled - the staff bonuses are created by taking the highest rated from each of the staff (ex: coach 1 has a 50 carrier x 100 coaching (resulting in 50) and coach 2 has a 90 carrier x 50 coaching (resulting in 45), the staff rating for carrier is 50.)
CPU teams get an added bonus that a better coaching staff (total coaching rating) will make it less likely they will choose a strategy not suited to the arena.
x-chain (
xC): Number of
consecutive assists before a score and where the player was in that chain. The assist just prior to the score is called the Primary Assist. The next is 3-chain and then progresses upwards. So when a player is credited with a 9-chain, he touched the ball eight steps before the scorer (who is first in the chain).
Activate Trap (Trp):
See: Trap Activate.
Assist (A): A pass, lateral or handoff prior to a score. The opposing team cannot touch the ball between the assist and score.
Buff (Bf): Stim cartridge activated by a slicer.
Buff Amount (Bf+): Amount of mL of stim applied by a slicer.
Check (Chk): Any disruptive action (body check, staff, grapple, blaster, activated trap) to an opposing player.
Check Staff (ChS): Check with a staff.
Damage (Dm): Amount of physical damage dished out by a player.
Hard Hits (Dm+): Damage of 25 more in a single check.
Massive Hits (Dm++): Damage of 50 more in a single check.
Draw (D): Game ending in a tie. Recorded for a player when the player was in the lineup for that game.
Forced Turnover (FT): A check that causes a turnover.
Fumble (F): Dropped huttball, either forced or unforced.
Fumble Recovery (FR): Player retrieved the ball immediately after a fumble. Recorded as either offensive (the player fumbling and player recovering are on the same team) or defensive.
Game Played (G): Player appeared in game.
As Carrier (Gc): Games played at Carrier.
As Enforcer (Ge): Games played at Enforcer.
As Free Roamer (Gf): Games played at Free.
As Slicer (Gs): Games played at Slicer.
Grapple (GR): Defensive manuever (check) with a grapple.
Grapple Save (GRs): Offensive manuever where the ball carrier is transported to a safe position by a grapple.
Handoff (H): Handing the ball from one player to another.
Heal (Hl): Kolto cartridge activated by a slicer.
Heal Amount (Hl+): Amount of health healed by a slicer.
Healed (Hl'd): Number of times a player was healed by a slicer.
Healed Amount (Hl'd+): Amount of health this player was healed by a slicer.
Injury (Inj): Amount of damage taken by this player.
Intercepted (I): Amount of times the player had a pass intercepted.
interception (I): Amount of times the player has intercepted another pass.
Lateral (Lt): Amount of times player successfully lateraled (passed the ball without forward movement) to another player.
Lateral Attempt (LtAt): Amount of times player attempted a lateral to another player.
Lateral Reception (LtRc): Amount of times player successfully received a lateral from another player.
Loss (L): Game ending in a loss. Recorded for a player when the player was in the lineup for that game.
Newball (N): Player retrieved the ball from the newball platform after a scoring play.
Pass (P): Amount of times player successfully passed (passed the ball with forward movement) to another player.
Pass Attempt (PAt): Amount of times player attempted a pass to another player.
Pass Block (PB): Player blocks a pass preventing a successful reception but does not intercept the ball.
Pass Reception (PRc): Amount of times player successfully received a pass from another player.
Pass Timer (PT): Player carried the ball for more than thirty seconds and the repulsor blast was activated.
Plus-Minus (+/-): The number of scores minus the times the opposition scored while the player was in the lineup. This can be a negative number.
Possession (Ps): Number of minutes and seconds the player held the ball.
Prime Assist (P1): The assist immediately before a scoring play.
Score (S): A score or goal.
Shot (Sh): Times player has shot another player with a blaster.
Steal (St): Player takes the ball from the opponent without the opponent having attempted a pass or lateral.
Throwaway (TA): Player throws an incomplete pass or lateral that is not intercepted or blocked by the opposing team.
Throwaway Recovery (TA): Player retrieved the ball immediately after a throwaway. Recorded as either offensive (the player throwing the ball away and player recovering are on the same team) or defensive.
Throw Attempt (ThA): Total of lateral and pass attempts.
Trap Activate (Trp): Number of times a slicer intentionally activated a trap while an opponent was within its range.
Turnover (T): Total of fumbles, throwaways, steals, pass timers, etc.
Uncontested Score (S1): A score that is taken from the newball platform to the goal with no other players touching the ball in between.
Win (W): Game ending in a win. Recorded for a player when the player was in the lineup for that game.