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secret weapon questions
Posted: Sun Nov 05, 2006 12:32 pm
by sympatico
I was going to use the rules in Jervis secret weapon-article but I'm unsure about if something might be missing from it. Do I discard all the original rules and just go with what's in the article or do I simply adjust the rules that th article mentions? Specifically; do fanatics have tackle zones? Do you not roll to see if they collapse every turn? Do you not have to move them first anymore? Do chainsaws not need a turn to start up anymore? And can fanatics assist? These things are not mentioned at all in the article and I´m a bit confused about if Jervis just scrapped them or not.
Posted: Sun Nov 05, 2006 12:47 pm
by fen
It really depends what version of the rules you're using. If you can tell us that then we can go from there.
Posted: Sun Nov 05, 2006 1:39 pm
by sympatico
Well, currently I'm using LRB 4 but I just want to use the rules Jervis talks about in his article.
Posted: Sun Nov 05, 2006 5:03 pm
by Darkson
Which article? There's been a few by Jervis.
Posted: Sun Nov 05, 2006 8:14 pm
by sympatico
The secret weapon article on the specialist games website, where he presents the modified secret weapon rules and incorporates them into the skills and traits-section.
Posted: Sun Nov 05, 2006 8:43 pm
by Darkson
If you mean this one:
http://www.specialist-games.com/assets/secweap.pdf
the answer is in the article:
Bearing this in mind, I have ditched all of the old rules for secret weapons that appeared on pages 28-32 of the Blood Bowl Handbook, and have replaced them with the following entries for the Skills & Traits section that appears on pages 33-36. In particular, note that the Penalty Roll rules are no longer used and are replaced with the Secret Weapon 'skill'.
(Any spelling mistakes are mine, as I had to re-type the text, as it wouldn't let me copy it.)
All the effects you mentioned are in the SW rules on pages 28-32, which are removed by this article.
Posted: Sun Nov 05, 2006 8:49 pm
by GalakStarscraper
I'll be honest with you ... we found that article made the Dwarf team and Chaos Dwarf teams better than they should be during playtesting.
Galak
Posted: Sun Nov 05, 2006 9:03 pm
by fen
I really liked the Dwarf listing (apart from the horrible design of the 3rd ed Longbeard/Blockers.) It's worth noting that there are no Blitzers on the team roster but they are on the skill table...
Our Dwarven 'Cheater' team was similar to that and a lot of fun, it actually gave me a reason to dig out my Dwarf minis and play with them.
It was the same as in the article (no Blitzers) but the Linemen were 5328 Block, Thick Skull (60K) and the team could field 0-2 Bombers and 0-2 Beardtrimmers (the whole team was based off the 5328 lineman template, so the secret weapon players were downgraded to match and then allowed to gain SPPs.)
We didn't touch the Chaos Dwarf team as it was felt to be too good anyway.
Posted: Mon Nov 06, 2006 12:04 pm
by Meles Meles
In our league we have a player who plays the Dwarf Warhammers. As a house ruled team we have dropped the two slayers to allow a bazooka player, a chainsaw and a bomber on roster, with stats roughly based around the article Jervis wrote. Death roller is also still allowed
I was a bit worried that the resultant team would be overpowered, but the coach in question plays them in such a style (outrageous fouling, little regard for the ball) that they are fun to play against (if a little bruising) and enhance the league a lot.
Bear in mind that in our league we have goblins, halflings, warhammers, dark elves, humans, undead and chaos. So we have a lot of fun teams. The next two teams to join the league will be ogres and underworld (if I ever get my brushes out soon).
I was wondering if a semi-official fouling dwarf roster would ever be out of the question.
Meles