Chosen Saurus Warriors for Lizardmen teams
Posted: Sat May 29, 2004 5:25 pm
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?
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?