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Chosen Saurus Warriors for Lizardmen teams

Posted: Sat May 29, 2004 5:25 pm
by Mightypeon
An LZM team may up 0-2 chosen Saurus Warriors to their team.
note that this warriors count towards the total of Saurus warriors allowed in the entire team.

Stats:
M6 S4 AG1 AS9

Additional rules: Half time player: A chosen Saurus is a rare and venerable warrior of the Lizardmen. He sees himself as the sworn protector of the plans of the Old ones, and is generally beating up human explorers, Dark Elf raiders or anyone else who ventures to deep into the jungle. This means that he has significantly less time for training the game. A chosen Saurus Warrior may not use team rerolls.
He can use the reroll of a teamcaptain or get pro, however normal rerolls (including the rerolls gained from kick off or handicap tables) are out for him.
A chosen Saurus may choose one of the following marks at the begginning of his carreer.

Sotek: The fury of the snake god embraces this warrior and increases turns him into an especially pissed off foe. This Saurus starts with the trait frenzy, in addition, are off his kills are sacrificizes to Sotek. If he kills an opposing player the coach can add +1 for his fan factor increase roll. This effect is cumulative.
Blood Red is the colour of Sotek, and all chosens of sotek should be identifiable by this.

Quetzl: The chosens of Quetzl have been blessed with Spikes, naturally a chosen of Quetzl has the physical ability Spikes. In addition his is able to control every individual Spike he has. This allows him to use his spikes as a barrier in order to impale incoming foes. Although it is forbidden to use this ability on the field a chosen of Quetzl may use it to impale the fanblock if he ever gets thrown of the field. This discourages the fans from beating him up, and he is only placed in the reserve box when thrown of the field.
Quetzl has no colour, but his chosen saurus are really really spikey.

Tlaxcotl: Those favoured by Tlaxcotl fear nothing (baring a game designer who is out to nerf them) and are dauntless and equipped with nerves of steel from the start,.
Yellow is Tlaxcotls coulour, and the modells should be accordingly to this.

Itzl: A great crest shows a chosen of Itzl. However, the Cold one he is riding (Carnosaurs have been forbidden after the undortunate demise of both the "Jurassic Park Rangers" and the "Tilea Torpedoes" during the quarterfinals of the Tlaxtlan trophy, where the rider of the Carnosaur got shot by an illegal weapon and the Carnosaur proceeded the eat both teams before finnaly beeing stopped by a 2000 pt Lizardmen force) is propably more apparent. A cold one is a secret weapon, with an assorted 7+ throw.
The Cold one increases its riders movement, strength and armour by one, the spear/really big axe the rider is wearing counts as horns (the spear/really big axe is another secret weapon but has no sperate throw, if a referee has been bribed so much that he did not notive the cold one he wont do a thing agaisnt the spear). However, the Cold one Rider can not pick up the ball, instead he can use his Spear/Really big Axe like a baseball bat and catapult the ball other the field.
This works like a player who uses the "hail mary pass" skill, and will eventually rise some "thats Bloodbowl not Polo!" cries.
In addition the player riding the Cold one counts as a bone head to show his problem with controlling the cold one.

Huanchi: The god of the Jaguar and his black coloured followers have a tendancy to be pretty fast, a Saurus of Huanchi start with +1 Movement, and has acces to agility skills if he rolls a normal skill roll. He does not have acces to agility traits however.

Tzunki: Tzunki is the god of Stealth and poison, his followers tend be even even more poisonous than the other Lizards and generally employ sneaky tactics (and get regular sues for plagiarism or copyright issues from Clan Pestilens). He counts as armed with a poisoned dagger which does not have a penatly roll. In addition they have grasped the concept of "fowl when noone is looking" very well and reduce the referee rolls of the enemy by one if the commit the foul.



Ok, this are just ideas. I have two problems: A: How to price them? B: Are they to overpowered? C: If B is correct, what would you suggest to tone them down?

Posted: Sat May 29, 2004 8:02 pm
by Leipziger
I think these options definitely make the Sauri too powerful. As for toning it down, I think the problem is that the Saurus is good to start with. Maybe if they were just Str 3 and had access to these options that may be better. As for pricing, somewhere on here there are definitly threads about that. Nice fluff, by the way.

Cheers

Leip :lol: :o :lol:

Posted: Sat May 29, 2004 8:11 pm
by KLK
well, the CBBL use this player in their lizardmen team:

0-12 skinks (normal)
0-4 saurus (normal)
0-1 kroxigor (normal)
0-2 saurian 7/4/2/9 block 100k gen, str

and for us, it works very good!

Posted: Sat May 29, 2004 8:58 pm
by Ithilkir
Erm... What's wrong with the Lizardman team as they stand?

Posted: Sun May 30, 2004 1:55 am
by Joemanji
Fun and well though out, but too powerful to be added to an already great team. IMO. :)

Posted: Sun May 30, 2004 1:35 pm
by Vero
IMO those saurians are better Bull Centaurs ;)

Posted: Sun May 30, 2004 9:26 pm
by Skummy
They miss thick skull and sprint, but have a better movement. A tad too good for a Lizardman team, IMO.

Posted: Mon May 31, 2004 3:12 am
by KLK
:lol: :lol:

well, I agree that the lizards are a great team, but the CBBL allows lot of new players (created by me :wink: ) just because we want to use all our figures as a normal players.

the lizards, just like all the other teams, deserve new and powerful players, and the saurians were tested, and all the members agree (specially the lizardmen coach!)

yes, they are just like bull centaurs... I remeber when the Cobras (lizards) defeated the Khemri... two mummyes die again, and both were killed by our saurians...

Posted: Thu Jun 03, 2004 8:46 am
by Mightypeon
Hmm, note that my version cannot use team rerolls, which makes them quite risky especially if you consider that they do not start with block.
What about adding a take root like rule to them, representing that they are to busy chopping someones head on a battlefield and get late for the game?
At the moment Lizzies have one Star player, I created this guys to kinda fill the niche.

Posted: Thu Jun 03, 2004 9:28 am
by Tim
Those Saurians are terribly underpriced ... they should be 130k at least.

compare to Black Orc: +3 Movement, +Block for 20k!!!
compare to BC: +Block, -Thick Skull (Sprint/Surefeet is about the same as +MA) for -30k!!!

Posted: Thu Jun 03, 2004 6:50 pm
by Mightypeon
Uhhhm, about which Saurus are you talking?
I am quite sure that none of my creations start with Block or Sprint or Sure feet.

Oh, Ill try some pricing now:

First: Sotek: I would account Frenzy with 20K. This is a bit lower than usual, however frenzy with no block and no rerolls is kinda risky. IIRC Minotaurs also get a cost reduction on their innate Frenzy. The Sacrifise ability is a little addon to add some flavour to the game, I would say it goes for free. So, chosen Saurus of Sotek 100K

Quetzl: +35 seems right. 30K for Spikes and 5 for his special other ability.
30 is quite much, but it raises his armour to 10 so it should cost a bit more. Saurus of Quetzl 115K

Tlaxcotl: Well, Dauntless isnt that great for S4, and Nerves of steel isnt that great for AG1. I would say that he should be the cheapest. 95K

Itzl: With this I am formerly asking for help in this pricing, as I do not have a clue how much the penalty throw costs.

Huanchi: Propably the best option, good long term development etc, 100-110K

Tzunki: Well, +20 for dagger, +5 for reff roll +5 for not getting a penalty roll. -10 for no rerolls 100K