ARBBL goes Chaos

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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Darkson
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ARBBL goes Chaos

Post by Darkson »

Having finished the madness of all playing Dwarfs at Spiky, and then deciding to build a display base for it (see http://arbbl.webs.com/ for pics), are next venture is to play an all-Chaos league. Likely to only be 4 of us, but people can drop in and out as they want (so if you're near Andover at any point [poor sod!] give me a shout).

But this being us, we can't have the bog standard rules - nosirree!

Firstly, no Stars, Mercs or journeymen - Stars because they suck, and no Mercs/Journeymen because we want people to build their own teams*.

2. Random new players - we're having 2 tables, one for "normal" players (beastmen, marauders, etc) and one for "big" players (CW, Big Guys). You pay to roll on the table, then get what you're given.

3. Gift table - everytime you earn a skill, the player also gets a roll on the gift table. This could be a random mutation (see below), a lesser daemon of his power, a power-specific skill or a secret weapon (we're using the LRB4 SW rules and AtC)

4. Sacrifice - at any point during post-game, you can sacrifice a (living) player to Chaos, gaiing +1FF.

5. Spawn - if at any point in they're career, a player has x mutations (x not decided yet) they turn into a spawn (statline not finaliished yet)

6. Undead player - should a player with 4/5 skills (not decided yet!) be killed, on a roll of a 1, they stay on the team as an Undead Champion (-2MA, -1AG, gain Regen, cannot earn any SPP)

New mutations:

Code: Select all

Extra Mutations (20K):

Carapace: +2 to AV (max 10), may not GFI

Centauriod: MA becomes 6 (regardless of what it was), AG becomes 2 (regardless of what it was), gain Sprint and Sure feet

Eye Stalks: Catch skill

Hopper: Leap skill

Hypnotic Gaze: as per skill

Long Arms: Catch skill, and +1 to Intercept rolls

Mace tail: Instead of Blockling, can swing tail - both coaches roll D6 and add AG - if the mutant beats opponents score, they are knocked prone, and make AV/inj rolls as normal (MB and Claw may be used).

Obese: MA and AG -1, ST+2, Thick Skull

Pinhead: Gains Bonehead. If already Bonehead, then gains Really Stupid.  If already Really Stupid, no effect.

Regeneration: As skill

Spontaneous Combustion: At any point in the game, the opposing coach may make a SC roll.  On a 1-4, nothing happens, on a 5+ the player explodes.  The exploding player is  killed (yep, that's dead, unless there's regen or an apo), and any adjacent players are knocked over and take AV/Inj rolls. If the players was holding the ball, it scatters (the Chaos powers protect it).  If the player explodes in the dug-out, all players in Reserves must make a AV/inj roll.

Teleport:  After declaring an action with this player, roll a D6 - on a 1, the player moves D6 squares in a random direction (scatter the player for each square until you find the final destination).  If the square contains the ball, they may attempt to pick it up. If the square contains a player, both players suffer a straight Injury roll (treat Stuns as KOs). If still on the field after the teleport, the player may continue their action.

Temporal Instability: After declaring an action with this player, roll a D6.  On a 1, they constantly step out of the timeline, making them appear to slow in relation t the rest of the players - MA-2, AG-1 and cannot GFI.  on a 6, they feel everyone else is slowing compared to them - MA+2, AG+1 and gain Sprint.  After completeing their action, their stats return to normal.

Three Legs:  Gains a third leg, wihich makes co-ordination difficult.  Gains Kick and Stand Firm, but MA-1 and cannot GFI.

Mainly, it's an excuse for the painters/modellers to go mad, but I think I'll actually enjoy making a team for this.

Once the rules are finalished, I'll post a link.


And yes, we know it will be unbalanced, and unfair, but we don't care, so please don't comment on balance issues - it's not a consideration in this.

* - Journeymen - let's get this straight, I like the journyman rule (we used it in our house-ruled LRB4 league), but we want people to be getting weird and wacky players, so want to "encourage" having rostered players, not extras.

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Post by rodders »

I L like it it has a "path to glory" feel about it

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Re: ARBBL goes Chaos

Post by Joemanji »

Darkson wrote:And yes, we know it will be unbalanced, and unfair, but we don't care, so please don't comment on balance issues - it's not a consideration in this.
So why bother posting then? Because what else can we say? It will be fun for the guy who gets the good rolls and no fun whatsoever for the guy who is fielding a 5 player team by game 3. :roll:

I will say that most of your rules are within the boundaries of "fun and wacky". But no journeymen is dumb, and Obese is ludicrous. A 4629 chaos warrior for +20K?!?! :o Mad. In the MBBL that on the Wild Cards is only +1ST.

I will say that I think Temporal Instability is genius though. Kudos.

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Re: ARBBL goes Chaos

Post by Darkson »

Joemanji wrote:I will say that most of your rules are within the boundaries of "fun and wacky". But no journeymen is dumb, and Obese is ludicrous. A 4629 chaos warrior for +20K?!?! :o Mad. In the MBBL that on the Wild Cards is only +1ST.
taht's it, thanks for reminding me - the Wild Card team - I knew rthere was soewhere else I was going to pilfer for ideas.

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Post by Darkson »

If you give a monkeys (I know Joe doesn't, not "fair" enough for him :wink: ), rules are not up on our resources page: http://arbbl.webs.com/resources.htm

Currently on v1.02 - not bad seeing as I only sent out the final rough draft (v0.9) yesterday. Glad I didn't choose proofreading as a career! :roll:

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Post by Darkson »

First games played tonight. Win for myself 2-0, while the other game was won 1-0. We changed the rules a little, and removed MVP, but the player you'd normally select now makes an immediate roll on the Gift table (1.03 up on the website soon :roll: ), resulting in (between the 4 teams), a undivided lesser daemon, a bloodletter, a chainsaw and (mine) Razor Sharp Claws on a CW. Other than that, no skills. :(

We do now have a Chaos Dwarf in the league, but everyone else rolled Beasties or CWs - so much for randomness! :lol:

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Post by voyagers_uk »

lovely idea Darkson, proper Chaotic application and results that ignore what you wished would happen... sounds like CHaos to me.

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Re: ARBBL goes Chaos

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Some pics of WIP figs are up on the website: http://arbbl.webs.com/apps/photos/album?albumid=7699621

Soon to be followed by 1.08.

Also, we decided to change the weather as well, so the first round of games was played using normal BB weather, round 2 was in Albion (rain, rain and more rain!), round 3 was in Lustria (using tweaked Rumble in the Jungle rules), round 4 will be in Norsca (or some mountains somewhere), if we get time round 5 will be in Khemri (or whatever it's called!), and we're finishing it all off with a 4-way Mega Deathbowl thingy.

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Re: ARBBL goes Chaos

Post by Darkson »

And it's all over - big Dungeonbowl bash to finish off, and between teleports, trees and walls nearly manged to kill 50% of the combined teams 26 out of 54 players!).
And we still didn't get a winner!

We're going to do it again sometime (now we've fixed the rules!).

Final set of rules will be posted on the site sometime in the near future - some things worked well, something didn't and changed during the "league", and somethings sort of worked, but we came up with better ideas to use in the future.

Overall though, apart from one team refusing to skill up (tried 5 2+ passes in 3 games - all rolled 1's), we had fun. Spontaneously combusting Chaos Spawn and Minotaurs, Hail Mary Passing Bombers, Ungors with wings, Bull-Centaur-lites, a couple of ARBBL goblins and much death and carnage - lovely! :lol:

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Re: ARBBL goes Chaos

Post by Khar-peth »

Some nice minis and an interesting set of rules too !

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Re: ARBBL goes Chaos

Post by Darkson »

Final rules, and the weather rules we used, are now up: http://arbbl.webs.com/arbblgoeschaos.htm

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