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.