Cybernetik Enhancements

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Redfang
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Cybernetik Enhancements

Post by Redfang »

Has anybody ever thought up rules for these? Or something similar?

Converting Burlok Damminson into a BB player (mostly for fun) got me thinking...
It would make sense, BB players who lose limbs and get them replaced by magical/mechanical devices, which get improved until they are better than the original limb. Then, one apothecary figures he might as well replace limbs that were still on the player with Cybernetiks to make better players...

I'm working on some rules (for fun mostly), but if anybody can point me to some already made rules...
Could see if I'm on the right track...

Or is this a dead end road anyway?

R

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Post by sean newboy »

I'm working on some rules (for fun mostly), but if anybody can point me to some already made rules...
Could see if I'm on the right track...
Bloodbowl.net of course, Galaks site.

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Post by Redfang »

Doh!

Forgot to check there. :oops:
Sometimes I'm so stupid, no matter what zombie says...

R

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Post by Redfang »

ah, OK, well I'll just post what I came up with myself, so far, to see what people think:

Cybernetik Enhancements

Cybernetik Enhancements are partly mechanical, partly magical devices that are (roughly) shaped like normal parts of the body. Originally, they were invented by a now forgotten apothecary, as a replacement for lost arms, legs or other body parts. It didn't take long, however, before one of the more inventive apothecaries (the orc apothecary-coach … of “…”, later known as “Da Green Machines”) experimenting with these devices figured how they could be made better than real limbs, and started fitting healthy players with them (either voluntarily or not).
After the appearance of the Orc team “Da Green Machines“, which consisted completely of orcs with more Cybernetik than real body-parts, the practice was almost entirely banned by the NAF. Teams are now allowed a maximum of only 2 the enhancements in their squad, and also players with more than one enhancement are no longer allowed onto the field.

Fitting a player with the Cybernetik enhancement, used to be a very risky operation. The magics and methods involved, however, have been perfected over the last few years, and the placement of the enhancement can now be done almost without any risk. The enhancements themselves, however, are still faulty and need a lot of maintenance. To represent this, a player who gets an enhancement fitted misses his next match (he is recovering from the operation and learning how to use his(/her) enhancement) and gains a niggling injury (representing the faulty nature of the device).

Available to: Dwarfs, Orcs, Skaven(, Chaos?, Chaos Dwarfs?, >Goblins?)

Claw: gain Claw trait, 40,000???
Legs: gain Very long legs, 40,000???
Cybereye: gain Strong Arm trait, 30,000???

How's that?
What do you guys think?
R

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Post by GalakStarscraper »

http://www.midgardbb.com/bodyshop.html

Sorry Redfang ... used these rules for almost 2 years now without a single complaint from the league members about balance. I'll stick with these. At some point, I'm going to type them up for BB Mag since they've been used in almost 300 games at this.

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Post by sean newboy »

I must say i like his claw arm, very gw.

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Post by Redfang »

Yes Galak, I hadn't seen your rules yet when I started working on mine...

They're good too. I do like my claw very much though... (Hint, hint :D )
Furthermore I'd like to see the -1Str penalty changed to either a niggling injury (or a niggling injury without roll as I suggested) or to -1 Str OR -1Ag coaches choice.

I would like to help on writing some background, if you'd like that and like what I did already.

Grts

R

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Post by GalakStarscraper »

Redfang wrote:Yes Galak, I hadn't seen your rules yet when I started working on mine...

They're good too. I do like my claw very much though... (Hint, hint :D )
Furthermore I'd like to see the -1Str penalty changed to either a niggling injury (or a niggling injury without roll as I suggested) or to -1 Str OR -1Ag coaches choice.

I would like to help on writing some background, if you'd like that and like what I did already.

Grts

R
Notes:

1) I like your suggestion of -1 ST OR -1 AG coach's choice. Might actually use that as a modification. Coach's in any league I play ignore niggles and you don't want too many of these in the league. So I'd still with 2D6=2 ... Dead .... 2D6 = either dice a 1, player MNG and gets -1 ST or -1 AG coach's choice.

2) Don't limit this to any one team. Allow any player to get them except regenerating players. Big Guys and Stunties cost extra. That rule I don't think should change.

3) Claw is cool, but definitely not. That's a heck of an upgrade on a lot of players that I'm not willing to let them purchase. All the rules that I have simply make a player better without being grossly powered up especially since I allow Big Guys to undergo the surgery. An ST 5, Claw, and Mighty Blow Ogre that can be purchased for 160k is just a little too scary for my blood.

4) The bionic parts and what they give you should keep secret weapon rolls ... its going to offend certain Refs to see these enhanced players.

5) Finally the skills that the bionics give are a direct translation from the 2nd edition Star Players rulebook for Blood Bowl which had these three bionic improvments. I'm a big history buff and would like to stay with it.

And yes, if you can write up a good backstory for the MBBL2 rules. I'll willing make the change for the -1 ST or -1 AG. And we can joint submit the article to Andy hall with you credited for the background.

Galak

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Post by Snew »

Cool. Run with it. I've got an Orc thrower I swapped arms on. His new one is robotic. Now he needs rules to go with him.

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Post by Redfang »

Galak, I will start on expanding my background asap

I had limited the enahncements to certain teams because they are the only teams who (in WHFB fluff) have the technical and magical know-how to make the kind of devices I pictured and who would use them (plus orcs, even though I don't think they have the know-how). I think you picture them more natural, and less oversized and then I could see other teams use them as well (though not elves...). That's fine with me.

Finally, maybe we could change the claw by adding something negative to it, or change it completely; I would like to see a bionik made for blocking/strength purposes.

Please PM me with any suggestions on the background you might have, and I'll get something based on the above to you when it's ready!

R

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Post by Redfang »

Oh, and I wouldn't allow the removal of the implants!

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Post by grotemuis »

in the case of fluff then chaos dwarf should have acces (astragoth is an example). But I suppose within the empire there's knowledge how to do it, but it needs a very desperate player to use the implants. In this light anyone can use implants!

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Post by Redfang »

I already had Chaos Dwarfs on my list of also-possible teams!

There are stil a lot of teams I wouldn't picture using cybernetics, because either they wouldn't care for having them or because they would be revolted by the idea alone (elves)

R

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Post by GalakStarscraper »

Redfang wrote:Oh, and I wouldn't allow the removal of the implants!
That's fine, I have no problems with this.

As for limiting team access, I agree that Elves might be too prissy to do it, but to be honest, I didn't want to exclude just 2 teams from the list (HE and WE) ... I've used the system for 2 years without complaint as pretty much a universal system.

As for teams not having the technology. With the Pact teams heading towards official, you have to remember that the BB world is NOT the WFB one. Races interact much more in the BB world. So a Dwarven or Chaos Dwarf in a shady back alley who know how to do such things could always be found and "help" you out for a price. Its part of why the 11 in 36 chance of death or -1 ST/-1 AG risk ... this is not a pristine surgerical procedurce. This is something not so honorable normally done by a mechnical/medical hack who knows just enough about both to perform the procedure correctly 2 out of 3 times.
Redfang wrote:I would like to see a bionik made for blocking/strength purposes.
The Bionic Arm from 2nd edition gave Mighty Blow and Hail Mary Pass which is what I allow also. Mighty Blow is a blocking/strength purpose item.

Galak

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Post by Cervidal »

I think you're taking the easy way out by giving coaches any kind of choice as to what happens to their player if they get messed up by the parts. They're already paying to cheat and using their money to solve a weakness on the team. Penalize them for it! They know the risk going into the purchase. If possibly losing a point of strength on the player is not worth the risk, then too bad for them.

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