Wizard Team (Idea only)
Posted: Thu Oct 24, 2002 2:23 am
I was thinking how each team plays Blood Bowl race has it's own style of playing; Skaven prefer speed, Chaos prefers brute force, Humans use stragedy. So I started wondering, How would a Wizard Team truly pla the field?
First of all, this isn't buff, strapping wizards with rippling muscles. The idea makes me laugh.
This is only a proposal, but here's what I propose:
0-12 50k MA6 ST2 AG3 AV7 Sure Hands
(Sure Hands is an easy way of portraying the basic level Telekinis spell. EVERY mage knows that.)
At this cost, I was thinking of having the mages able to learn Gen and Passing Skills, for the same reason above. But there's 10K extra, which accounts for the following Magical creatures:
Familiar:
0-6* 50K MA7 ST2 AG3 AV7 Stunty, Dodge, Right Stuff
Can learn Agility skills.
Avatars:
0-4* 100K MA6 ST4 AG3 AV9 Throw Team Mate, Link**
Can Learn Gen, Stren, and Physical Mutations!
* For each Avatar or Familar on the field, there must also be a Wizard. And no double-dipping! Each conjured entity requires a Wizard of it's own.
**LINK- A new negative skill, this limitation goes beyond that of requiring a Wizard on the Pitch to field an Avatar. Rather, each Avatar is but a manifestation of a Wizard's mind, and so hurting the source hurts the creation to some degree. For each Avatar, pick a Source Wizard. Whenever a Source Wizard is knocked down, roll two Block Dice for the linked Avatar, with the opponent deciding on the Dice. The Avatar suffers that blow! The same applies if a Wizard is Stunned.
If a Wizard is KOed, Badly Hurt, or Seriously Injured, the Avatar takes a Two Dice block just like above, but is still working even though the Wizard leaves the field. The Avatar, however, loses all Skills and is at -1 ST and -1 AV (same as human, basically) until new Wizard can be fielded as a new Source during the next Drive.
WHAT DO YOU GUYS THINK?
First of all, this isn't buff, strapping wizards with rippling muscles. The idea makes me laugh.
This is only a proposal, but here's what I propose:
0-12 50k MA6 ST2 AG3 AV7 Sure Hands
(Sure Hands is an easy way of portraying the basic level Telekinis spell. EVERY mage knows that.)
At this cost, I was thinking of having the mages able to learn Gen and Passing Skills, for the same reason above. But there's 10K extra, which accounts for the following Magical creatures:
Familiar:
0-6* 50K MA7 ST2 AG3 AV7 Stunty, Dodge, Right Stuff
Can learn Agility skills.
Avatars:
0-4* 100K MA6 ST4 AG3 AV9 Throw Team Mate, Link**
Can Learn Gen, Stren, and Physical Mutations!
* For each Avatar or Familar on the field, there must also be a Wizard. And no double-dipping! Each conjured entity requires a Wizard of it's own.
**LINK- A new negative skill, this limitation goes beyond that of requiring a Wizard on the Pitch to field an Avatar. Rather, each Avatar is but a manifestation of a Wizard's mind, and so hurting the source hurts the creation to some degree. For each Avatar, pick a Source Wizard. Whenever a Source Wizard is knocked down, roll two Block Dice for the linked Avatar, with the opponent deciding on the Dice. The Avatar suffers that blow! The same applies if a Wizard is Stunned.
If a Wizard is KOed, Badly Hurt, or Seriously Injured, the Avatar takes a Two Dice block just like above, but is still working even though the Wizard leaves the field. The Avatar, however, loses all Skills and is at -1 ST and -1 AV (same as human, basically) until new Wizard can be fielded as a new Source during the next Drive.
WHAT DO YOU GUYS THINK?