Ideas for buffing gobbos - part 4: proposal

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

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Which buff do you think fits the best?

1 Free Dirty Trick card each game
15
16%
0-4 Gobbo catchers
6
6%
0-2 Netters
7
7%
0-2 orc linemen
5
5%
1 more troll
7
7%
Loner off the trolls
23
24%
0-2 squigs. Leapy, bashy or both.
33
34%
 
Total votes: 96

pelle
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Post by pelle »

Give the Gobbos 0-4 Goblin Catchers. Same stats as the regular gobbo, but with Nerves of Steel. Cost 50k

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Post by Old Man Draco »

If the squig wants to leap, use the throw in template to see where he will land. If he lands on a free square make a leap roll with a +1. If not, place the player he lands on prone and roll for armour and injury. The squig will bounce back to the square he jumped from. He can land on a leap roll -1 or is also placed prone. Roll armour and injury in that case.

All using the existing rules and adding some bouncing fun I'd say.

You could even go a step further: If the squig lands on another player, place that player prone and scatter the squig. If he lands on another player etc.

If the squig would land on one of his own players it's a turnover.

Love it allready! :P

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Post by bouncergriim »

Way out there suggestion for fun...

Squig has throw teammate and right stuff... he can throw himself (only a quick pass, always inaccuarate and follow other throw team mate rules)

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Post by voyagers_uk »

....including the opportunity to eat himself....? :lol:

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Post by stashman »

bouncergriim wrote:Way out there suggestion for fun...

Squig has throw teammate and right stuff... he can throw himself (only a quick pass, always inaccuarate and follow other throw team mate rules)

Very cool!!!

Like a LONG LEAP!!! Booiing!!!

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Post by mattgslater »

Ooh. Give the Squig something like Really Stupid... if there's a neighboring Goblin, he needs a 2+, otherwise a 4+. If the Squig fails the roll, he moves like a Fanatic, except on a scatter die, and 1d3 squares at a time (maybe only 3 times, rather than 4). If he moves off the pitch, his next move is 1d3 squares on the throw-in template.

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Post by bouncergriim »

Really stupid and always hungry on a roll of 1 he eats an adjacent gobbo.

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Post by Joemanji »

I think new rules are probably out for simplicity's sake.

But giving them both Wild Animal and Really Stupid (but not Loner) might be an interesting route. Allowing a coach to chuck team re-rolls into trying to make good pieces work "feels" like the goblins trying to herd the squigs. So...

0-3 Squigs _ 5438 _ Claw, Frenzy, Leap, No Hands, Really Stupid, Wild Animal, VLL _ 50K? _ A / GSPM

Pretty descriptive using only existing skills, but horribly overdescribed I guess. Common for big guys to have that many skills I guess.

Removing the leaping option (and thus 3 skills as no need for two negaskills) seems like a good compromise for me. If you give them A access and M on double you can build your bouncing Squigs pretty easily.

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Post by mattgslater »

Too many skills, but still cool...
0-2 Squig
6/4/4/8 Loner, Frenzy, Leap, No Hands, Piling On, Wild Animal AS/GM (Really, a Squig with Leader? No. How about Safe Throw?)

AG4 is ok on this guy, as it's just VLL + Break Tackle by another name.

There's no way you can do a Squig without a lot of stuff. He's just not anthropomorphic, in a game designed for humanoid creatures. I don't like the idea of Claw or VLL: Squigs have big teeth, not claws. If there were still an RSF, or if an RSF Mutation were included... but otherwise, I see ST4/Frenzy/Piling On as very Squiggy. Note that AS access means Jump Up and either MB or Jug for this puppy as fast as possible.

Costing: Ulf + PO + BT +3+ Leap - No Hands, WA, Loner = Ulf-ish, right? How about a Vamp with Leap instead of Hypno, PO and Frenzy for Regen, and No Hands, WA and Loner for Bloodlust. Fair? If the answer to both is yes, then he's 110k, which is a 10k sink vs. a Gob and a TRR. I think he's more like 100k: No Hands is huge, and WA is bad (not as bad as Bloodlust, but bad).

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by plasmoid »

I think Joe has something,
but I agree with Mattgslater that squigs don't have claws or very long legs.

But Joes idea to drop loner (making leaping and fielding 2 squigs better) but replacing it with Very Stupid (to still make them cheap/balanced pieces) to show that they need goading and are, well, stupid is pure gold- IMO.

VVL or not, I still don't like a 3+ leaper with ST4. So:

0-2 Squigs 70K 5438 Frenzy, Leap, No Hands, Really Stupid, Wild Animal AS/GP(M?)
I think that's an interesting, reasonably simple piece.
I got the price like this:
5438 = 100K (pure statline) + 20K frenzy + 10K leap.
-10K no hands, -20K very stupid, -30K wild animal

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Post by Darkson »

plasmoid wrote:I think Joe has something,
but I agree with Mattgslater that squigs don't have claws or very long legs.
Have you looked at squig models? Of course they have Claw!
Image

And while they don't have long legs, they do have legs designed for jumping.
So they have VLL in the same way that Daemonettes have Dist Pres to represent their aura.

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Post by stashman »

... and Horns :lol:

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Post by plasmoid »

I've looked at the 3 squigs on my gobbo team.
And sure they have claws on their feet, but no bigger than the claw on my rat ogres feet.
So OK, they could have claws, but I think that would be pushing it.
Perhaps I should put an extra option into the poll.

...and they daemonettes, IMO, is a reason not to give squigs very long legs.
When foul appearance was split in 2, the new skill had to get a name vague enough to fit the abilities for multiple creatures. The aura of musk was even shoehorned into the skill description. All to avoid using a skill as a proxy ability.
I'm sure some BB player or other has such a proxy skill.
I'd just rather avoid it - and I see no compelling reason that the squig must have a 3+ leap.

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Post by mattgslater »

Oh, I missed the bit where the consensus shifted away from Loner. That's the only reason I suggested AG4. Without Loner, AG3 is great -- risky, but feasible. I think the Squig should have some kind of damage skill: that's why I suggested PO. Can't you just see the imagery? It gets its prey down and jumps on it to swallow it! Again, I really miss RSF: it would totally have resolved this issue.

The double-barreled anti-skill bit concerns me. RS+WA = two different d6 rolls at the start of each action, often with the same target number and with different consequences for failure. That seems clunky to me, and likely to lead to disagreements about whether a guy loses his TZ. Frankly, a new anti-skill would be less clunky, if it either doesn't involve new die rolls or only comes up when something unusual happens. How about some ugly modifier to WA, like a flat -1 (similar to two rolls, really), or letting the opponent take a Move action for the player on a failure? Or even letting the opponent have the player's action as declared? That, plus the absence of loner, would really give Goblins some TRR strategy concerns that might be a lot of fun to work around (a la Vampires).

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by Joemanji »

They get Claw in lieu of Razor Sharp Fangs ... as did all players. They are essentially one massive mouth full of razor sharp teeth.

I know there is a temptation to overdesribe ... but Squigs don't have to Leap. Just giving them A access is enough IMO, so that it's a clear development path.

Dont like ST access on them. It makes MB, Guard, PO too obvious.

Another possibility might be ST4 + Stunty, with perhaps AG2 to mitigate it.

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