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Mutant Roster

Posted: Mon Nov 10, 2003 5:41 am
by DanielLaw
Deep in the sewers and hidden from view there are creatures sporting grotesque and foul mutations. Shunned by society, they band together and put their crippling misfortunes to work on the Blood Bowl pitch! Whilst not as skillful, naturally agile or strong as other teams, their mutations frequently give them the edge over more ‘ordinary’ players…

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0-12 Mutants         50k  6338  -                    Mutant; {Phys}
0-4  Foul Mutants    80k  6338  Foul Appearance;     Mutant; {Phys}
0-2  Mutant Runners  80k  6338  Big Hand;            Mutant; {Phys}
0-2  Mutant Blockers 100k 5429  Spikes, Thick Skull; Mutant; {Phys}

Re-rolls 70k, Apothecary: Yes

Big Guy:
Mutant Ogre          120k 5528  BIG GUY, TTM, Really Stupid,         Mutant,  {Phys}
                                Two Heads, Extra Arms, Thick Skull;  Slow Learner;
Mutant (Racial Characteristic): This player’s physiology is especially susceptible to mutation. Physical Traits are treated as if they are Physical Skills.

Slow Learner (Racial Characteristic): This Big Guy is a particularly slow learner (and that’s saying something!). Therefore, they do not have access to General or Strength skills, like other Big Guys. They may take them, however, on double Star Player Advancement roll as normal.

Notes on Design.

Physical Traits are pretty much the most underused skill table at the moment. I wanted a Mutant team which was forced to use them, and use a variety of them, to be successful. The standard Mutant is a human lineman with Physical access (and no General). The variety of traits in the Physical table means that they can develop into flair players (Extra Arms, Two Heads, VLL) or crunchers (Claw, RSC) – although without Block, this is more risky. Foul Mutants and Mutant Runners are the lineman with a single upgrade to give the starting team a bit of a boost. Foul Mutants are there primarily for fluff – of course Mutants are foul! However, they’re pretty useful ‘disruptive’ players with the addition of Prehensile Tail or Tentacles. Mutant Runners are the workhorses of the team – big hand is the equivalent of most teams starting with sure hands. Give them VLL and two heads and their pretty maneuverable. The strength comes from the Blockers: bigger, slower, tougher. They were made slower by losing a point of MA and AG, stronger and tougher with +1 ST, Spikes and Thick Skull. I decided to put spikes in their description to cap the teams AV at 9.

Mutant Ogre

This guy is a really stupid ogre with some less frequently seen mutations. He needed to be distinctive, but not over-powered – the two heads and extra arms add some great modeling possibilities (and perhaps and explanation for really stupid – the heads keep arguing with each other!), whilst making him quite different from the current big guys – more maneuverability and ball-handling ability. I dropped Mighty Blow and General/Strength access to preserve the theme of only Physical Abilities, which offsets the other advances.

All in all, I think the lack of standard skill access, and high price of TRRs, should reign in the destructiveness of Claw, RSC and so on, forcing a rather distinctive style of team development. It would be fairly risky to go for all out bashiness, since there’s no block or Strength skills. Therefore the coach goes for a slightly different ‘disruptive’ style of play, using skills like Prehensile Tail, Tentacles and Foul Appearance, complemented by some rough stuff from the players who have managed to pick up block.

Possible Player Development

Mutant
Claw, RSC, Foul Appearance (Doubles; Block, Guard)
Extra Arms, Two Heads, VLL (Doubles; Catch, Dodge)

Foul Mutant
Prehensile Tail, Horns (Doubles; Block, Pass Block)

Mutant Runner
Two Heads, VLL (Doubles; Pass, Block)

Mutant Blocker
Tentacles, Claw, RSC (Doubles; Block, Piling On)

Mutant Ogre
Claw, RSC (Doubles; Block, Pro)


Let me know what you think.
(Apologies for the length :oops: )

gaijin

Posted: Mon Nov 10, 2003 9:32 am
by Dark Lord (retired)
I've seen variations on this theme before but your is pretty interesting.
Personally, I would scrap the Foulies and go with 4 runners and 4 blockers.

Also you might want to make some of the mutations stackable. (I.E. you can take extra arms several times and get a +1 cumulative.)





Man modeling this team would be a bitch but I can just see the Day Glo Yellow and Black Uniforms right now. Or Neon Orange and Black with Biohazard symbols on their jerseys. :lol:

Posted: Mon Nov 10, 2003 9:44 am
by Robotorz
funny... taking a general skill on a double and tentacles instead of tackle.
But I guess the team would be hard to coach!

Posted: Tue Nov 11, 2003 5:41 am
by DanielLaw
Thanks for the feedback :)
Dark Lord wrote:Personally, I would scrap the Foulies and go with 4 runners and 4 blockers
Yeah, I just wanted some players to start with FA for fluff more than anything else. Plus, it puts the team on the road to a rather unusual play style. I also didn't want to suggest a team that people would think was overpowered. 4 players with ST4 and access to Physicals on normal skill rolls might get out of hand...
Dark Lord wrote:Also you might want to make some of the mutations stackable. (I.E. you can take extra arms several times and get a +1 cumulative.)
That's a good idea. I think it would only work with Extra Arms and Two Heads. Multiple Horns,Claw,RSC etc. would be a nightmare! :o
Dark Lord wrote:Man modeling this team would be a bitch but I can just see the Day Glo Yellow and Black Uniforms right now. Or Neon Orange and Black with Biohazard symbols on their jerseys. :lol:
I know! If someone made a few good mutation sprues (as discussed in the Miniatures Forum: what would you pay for sprues?) then it wouldn't be too bad. I thought the Mutant Ogre Big Guy would be a pretty nice conversion...

gaijin

Posted: Tue Nov 11, 2003 12:05 pm
by Dark Lord (retired)
gaijin wrote:I also didn't want to suggest a team that people would think was overpowered. 4 players with ST4 and access to Physicals on normal skill rolls might get out of hand...
Well, without Block these guys will still be vulnerable.

Posted: Wed Nov 12, 2003 12:46 am
by Stu
I like the idea of a team that is has to take lots of physical traits, although I think it might fit better as a Tzeentch themed chaos team.

Regarding the team itself: It doesn't seem right to me that two guys with big hands are available any time you want, but not players with the other traits (Foul appearance excepted, as it covers all sorts of things). Same for the blockers, how come they all have spikes and thick skulls? They seem too similar for a bunch of mutants.

With that in mind here's how I would change it.

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0-12 Mutants          50k  6338  -                               Mutant; {Phys} 
0-4  Foul Mutants     80k  6338  Foul Appearance;                Mutant; {Phys} 
0-2  Runts            40k  6237  Dodge, Stunty, Right Stuff      Mutant; {Phys} 
0-2  Oafs            ~80k  5428                                  Mutant; {Phys} 
If they need more skills at first, how about replacing the foul mutant position with one that gets a random mutation to start with? Or giving the runts and oafs a random trait (with cost increase)?.

Posted: Wed Nov 12, 2003 2:11 am
by DanielLaw
Some cool ideas, Stu!
Stu wrote:Regarding the team itself: It doesn't seem right to me that two guys with big hands are available any time you want, but not players with the other traits (Foul appearance excepted, as it covers all sorts of things). Same for the blockers, how come they all have spikes and thick skulls? They seem too similar for a bunch of mutants.
I thought a TR100 team would need a bit of a kick start. The Mutant Runners with big hand mirror the fact that many teams can start with Sure Hands/AG 4. They aren't essential on the roster, though. The blockers are supposed to be big hulking brutes who can take a bit of punishment (Oafs, as you said). Hence they were given Thick Skull and also Spikes to cap the AV of the team at 9.
Stu wrote:With that in mind here's how I would change it.

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0-12 Mutants          50k  6338  -                               Mutant; {Phys} 
0-4  Foul Mutants     80k  6338  Foul Appearance;                Mutant; {Phys} 
0-2  Runts            40k  6237  Dodge, Stunty, Right Stuff      Mutant; {Phys} 
0-2  Oafs            ~80k  5428                                  Mutant; {Phys} 
Runts are interesting, but I'd be a little worried about balance. With one advance (Big Hand) they can dodge into 7 tackle zones on a 3+ (with a re-roll) steal the ball on a 2+ and dodge out again. It gets worse when you give them two heads on their second advance (2+ dodges with re-roll everwhere). Also, I thought it would be cool if no-one on the roster started with non-physical abilities (eg Dodge).
Stu wrote:If they need more skills at first, how about replacing the foul mutant position with one that gets a random mutation to start with? Or giving the runts and oafs a random trait (with cost increase)?.
Random mutations is a good idea - I really like The Medical Experiments thread in the House Rules forum. However, I wanted to suggest a really balanced roster, and starting with a random mutation puts too much power in Nuffle's hand right from the start. :wink: I think two TR100 should be evenly matched - with random abilities the team starts strongly or weakly depending on the dice.

On another matter:
Dark Lord wrote:Well, without Block these guys will still be vulnerable.
Cool. That's what I hoped. I put 0-2 because I didn't want people to look at it and say: "Naah, overpowered."

gaijin

Posted: Wed Nov 12, 2003 9:12 pm
by Stu
I thought a TR100 team would need a bit of a kick start. The Mutant Runners with big hand mirror the fact that many teams can start with Sure Hands/AG 4. They aren't essential on the roster, though. The blockers are supposed to be big hulking brutes who can take a bit of punishment (Oafs, as you said). Hence they were given Thick Skull and also Spikes to cap the AV of the team at 9.
It's about a 50/50 split between teams with Sure Hands/AG4 and teams without. I think the runners could start with Sure Hands if necessary without ruining the feel of the team. Even a bunch of mutants could pick up a few of the basics before starting out. With the blockers, I did lower their AV to 8, so they would still be capped at 9. I've changed my mind about Thick Skull, so I wouldn't object if multiple players started with that.
Runts are interesting, but I'd be a little worried about balance. With one advance (Big Hand) they can dodge into 7 tackle zones on a 3+ (with a re-roll) steal the ball on a 2+ and dodge out again. It gets worse when you give them two heads on their second advance (2+ dodges with re-roll everwhere). Also, I thought it would be cool if no-one on the roster started with non-physical abilities (eg Dodge).
I thought it would add a bit of variety to have small mutants as well as the big ones (blockers). Maybe they could lose dodge to slow their development, or get -1AV to make them really vulnerable?
Random mutations is a good idea - I really like The Medical Experiments thread in the House Rules forum. However, I wanted to suggest a really balanced roster, and starting with a random mutation puts too much power in Nuffle's hand right from the start. I think two TR100 should be evenly matched - with random abilities the team starts strongly or weakly depending on the dice.
Perhaps coaches could be allowed to roll up as many players as they have slots available for that position, then decide which if any they want to buy. Any they do not buy are discarded. That way you can be a bit selective.

The other thought I had on this was perhaps to have a roster slot

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0-12  Mutants  ~70k  6338  special*,mutant  (phys)
*One physical trait of your choice. However, no two players of this position may start with the same trait.*

Each player starting with a different trait would create variety and also give the team that boost to start with. I guess it would have to be the lineman slot though, which would radically change the team from the one you've proposed. Plus it might well be overpowered with mutant and Phys accesss too. But it does remove the random element.

Posted: Thu Nov 13, 2003 6:25 am
by DanielLaw
Stu wrote:I thought it would add a bit of variety to have small mutants as well as the big ones (blockers). Maybe they could lose dodge to slow their development, or get -1AV to make them really vulnerable?
I do like the idea of runts, it's just I think there could be some problems with them having Stunty (although maybe I'm being overcautious). If they were to have Stunty, I think AV6 and changing Dodge to Two Heads would be interesting - they'd go down and break easier than Halflings! That would stop any super-runts being created, as you suggest. Maybe:

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0-2  Runts  30k  6 2 3 6  Two Heads, Stunty, Right Stuff;  Mutant;  {Phys}
Possibly even 0-4?
Stu wrote:The other thought I had on this was perhaps to have a roster slot

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0-12  Mutants  ~70k  6338  special*,mutant  (phys)
*One physical trait of your choice. However, no two players of this position may start with the same trait.*

Each player starting with a different trait would create variety and also give the team that boost to start with. I guess it would have to be the lineman slot though, which would radically change the team from the one you've proposed. Plus it might well be overpowered with mutant and Phys accesss too. But it does remove the random element.
It sounds interesting. As the sole lineman choice maybe it would make picking a line-up a little difficult as you'd have to buy 6-8 lineman all with different mutations (and a few of which you wouldn't want to pay an extra 20k for). Would certainly make for a diverse and interesting squad, though. Not quite sure what I think at the moment. Wonder what anyone else thinks?

gaijin

Posted: Wed Nov 19, 2003 9:47 pm
by no_dice
unfortunately none of the physical traits give re-rolls, so coaching this team would be a nightmare. I tried to make a team like this... but not getting any of the blitzing skills (block/tackle/strip ball) makes it very hard to play defense. Also, some physical traits are way too powerful to be regular skill choices. Every player on your team could have claw/rsc and/or foul appearance! This team has the ability to both suck really hard, and be rediculously overpowered... which means that a large portion of your games are going to come down to luck...

Posted: Tue Aug 10, 2004 10:13 am
by Jinxed
Maybe it's a good idea to have 'cultists' as lino's in the team.

A cultist (=mutant wannabe!) is a basic human lineman with no skills but G and P access.

Mutants sound fun; pick a mutation you like BUT no player can have an indentical set of mutations in this team.

Mutant blockers and mutant runners of a balanced variety top it up.

The one thing I'd do myself is drop the mutant Ogre but create a Spawn.

If only in name different, but that's just me...

Posted: Tue Aug 10, 2004 10:30 am
by lineman
How about adding normal positional players? Throwers with big hand and passing skill access, catchers with extra arms and two heads, and blitzers with horns and claws? No starting skills, only mutations.

Posted: Wed Aug 11, 2004 12:42 am
by duff
One way to aviod the "2 mutants the same" would be to increase the number of positions but allow one of each.

Hmmm...

Posted: Fri Sep 10, 2004 3:12 pm
by Sgt_Colon
I really like this team idea I love mutations (skaven coach). Lineman's idea about adding three positional players would be great! I think they would have to cost alot tho but this is what I would volunteer...

0-2 Mutated Hulks 5 4 2 9 Claw, thick skull. Phys, Str only. 100,000?

0-2 Sewer Runners 7 2 3 7 Extra arms, Two heads. Phys only. 90,000?
Wasn't sure these guys should have agility access as with only one double you could have a blodge version of this dude really quickly which could be very nasty... but we'll I guess it still wouldn't be a match for the GR?!

0-2 Hurlers 6 3 3 8 Big hand, Pass. Phys, Pass only 80,000?

0-1 Sewer Spawn 5 5 2 9 Same skills as "mutated ogre" I'm a bit worried about this guy becoming an unstoppable ball carrier... but without block I guess it wouldn't be soo bad...

0-12 Mutants 6 3 3 8 Phys only 40,000? maybe a bit cheap? but there's always another outcast lurking in the sewers! ;)

I'm really not sure Foul Mutants should exist you'll be able to get that on the lino's really quick anyways and a team with more than 4 can really cause havoc to a match!
On that note though, I would suggest teering the current phys skills so some can only be taken by 2 team members max! For example a whole team with "claw" would be terrifying! But other less powerful ones can be taken by all... although right now I can't really think of a non-powerful mutation?!... So perhaps ignoring the starting skills of positional players only two of each phys skill can be given to the team, except perhaps FA which could be 3 but thats should be the max IMHO and just from a fluff perspective :)

I could see a huge long term potensial for this team with a few doubles spread around, but they could be hard to get off the ground.

Cheers.

Just another thing...

Posted: Fri Sep 10, 2004 3:20 pm
by Sgt_Colon
Just thought for those of you thinkin this might be a bit overpowered...

Considering a mutants warped and twisted shape it could be hard to get armour to fit them! Thus For some price drops you could remove an av point from all but the Hulks and runners IMO. Or maybe even the runners and give them agility access too?!

Anyways lets see what you all think.

Cheers.