Secret Weapon Rules - a basic proposal

Got a great idea and/or proposal for BloodBowl?

Moderator: TFF Mods

User avatar
Sixpack595
Super Star
Super Star
Posts: 893
Joined: Fri Dec 20, 2002 2:00 am
Location: Detroit
Contact:

Re: Secret Weapon Rules - a basic proposal

Post by Sixpack595 »

Nazgit wrote:If you don't take Right Stuff away, someone will try to throw a fanatic. :roll:
:oops: Forgot about Right stuff. Do you think the SWs ahould remove the +1 to injury for being Stunty? Thats my concern. Also if it did, what about when they leave it off the field?

Nazgit wrote:Somehow, I knew you of all people would disapprove of any new ideas Sixpack, :lol: :wink: Oh well, IMO there isn't enough variety. We'll have to agree to disagree. :)
Hey, what can I ay? I'm a traditionalist!! :lol:

Reason: ''
Coach better, cry less.
User avatar
Joemanji
Power Gamer
Posts: 9508
Joined: Sat Jul 05, 2003 3:08 pm
Location: ECBBL, London, England

Re: Secret Weapon Rules - a basic proposal

Post by Joemanji »

Sixpack595 wrote:Do you think the SWs ahould remove the +1 to injury for being Stunty? Thats my concern. Also if it did, what about when they leave it off the field?
I didn't think it did. The +1 modifier to Injury rolls and the modifier to passing ranges are not part of the Stunty skill. They are separately descirbed special rules that apply to Goblins, Halflings and Skinks. It just so happens that these players all have, and are the only players to have, Stunty. Perhaps that could be clearer in the handbook, but I have never found it to be confusing to be honest. :)

Reason: ''
*This post may have been made without the use of a hat.
User avatar
grotemuis
Super Star
Super Star
Posts: 975
Joined: Wed Jul 17, 2002 10:59 am
Location: utrecht, holland

Post by grotemuis »

nazgit: my reasoning being. In the warhammer fluff, the goblin uses it to steer in the air! that's why he can adjust during flight.

Reason: ''
and with one sigh he managed to expres his total hatred for everything that's mankind
marvin
sean newboy
Legend
Legend
Posts: 4805
Joined: Thu Jan 01, 1970 12:00 am
Location: West Palm Beach, florida
Contact:

Post by sean newboy »

Keep stunty, but note in the fanatics description that he never slows down enough for a ttm'er to pick them up to throw them.

Reason: ''
Hermit Monk of the RCN
Honourary Member of the NBA!
NAF Member #4329
Vault = putting in a 4 barrel Holley because the spark plugs need gapping.
User avatar
Joemanji
Power Gamer
Posts: 9508
Joined: Sat Jul 05, 2003 3:08 pm
Location: ECBBL, London, England

Post by Joemanji »

grotemuis wrote:nazgit: my reasoning being. In the warhammer fluff, the goblin uses it to steer in the air! that's why he can adjust during flight.
Yeah, good point. Maybe allow them to redirect one square from where he would normally land? But does that make them a little bit too good? I think it might - would need playtesting.

I am definitely against giving him any bonus to land though! That is not something Doom Divers are renowned for! :lol:

Reason: ''
*This post may have been made without the use of a hat.
User avatar
Joemanji
Power Gamer
Posts: 9508
Joined: Sat Jul 05, 2003 3:08 pm
Location: ECBBL, London, England

Post by Joemanji »

sean newboy wrote:Keep stunty, but note in the fanatics description that he never slows down enough for a ttm'er to pick them up to throw them.
OK, this is my rationale. Fungus the Loon does not have any skills. This is what he is supposed to look like. We should follow this path if we want to avoid any possible hiccups. Hence: ball & chain player loses all skills etc. I don't see how it is a problem - it saves clutter on the roster sheet, for a start. The player can never lose his ball & chain, so it is not as if he is ever going to need those skills back. We can't add anything to the existing ball & chain rules, realistically. We are limited to footnotes, which should be short and to the point.

"A player with a Ball and Chain always has MV 4 and loses all Skills, Traits and Racial Characteristics."

There it is: one simple, clear sentence. There is no ambiguity as to what is meant, and it does what it is meant to. All the other suggestions would be a lot more long winded, and not as clear.

Reason: ''
*This post may have been made without the use of a hat.
User avatar
Sixpack595
Super Star
Super Star
Posts: 893
Joined: Fri Dec 20, 2002 2:00 am
Location: Detroit
Contact:

Re: Secret Weapon Rules - a basic proposal

Post by Sixpack595 »

Nazgit wrote:I didn't think it did. The +1 modifier to Injury rolls and the modifier to passing ranges are not part of the Stunty skill. They are separately descirbed special rules that apply to Goblins, Halflings and Skinks. It just so happens that these players all have, and are the only players to have, Stunty. Perhaps that could be clearer in the handbook, but I have never found it to be confusing to be honest. :)
I thought the injury roll and passing modifiers were part of the Stunty trait. If they are seperate then your original wording is fine. If not I would go with wording similar to seans. That is unless your intention is to eliminate those issues from SW stunties.

Reason: ''
Coach better, cry less.
User avatar
Darkson
Da Spammer
Posts: 24047
Joined: Mon Aug 12, 2002 9:04 pm
Location: The frozen ruins of Felstad
Contact:

Post by Darkson »

The injury is part of stunty, but I think for the purposes of a B&C the lose of Stunty (and associated Inj penalty) is OK, as

1) They can't be blocked, so the chances of injuring them is limited anyway.
2) They can't pick up or carry the ball, so why worry about the passing range?
3) They're suposed to be high on Drugs/Fungus Brew, so they probably don't feel pain as much as regular gobbos.


Won't comment on the rules, but I love the image of a Longbeard with a Gyro strapped to his back! :lol:

I'll have to see i I can find out the old (ie 2nd ed) SW rules I worked out (rocket-propelled skates, Mr. Longbeard? Right this way sir!)

Reason: ''
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
User avatar
Darkson
Da Spammer
Posts: 24047
Joined: Mon Aug 12, 2002 9:04 pm
Location: The frozen ruins of Felstad
Contact:

Post by Darkson »

LRB 2.0 wrote:Stunty (Racial Characteristic)

Stunty is now a racial characteristic that applies only to players that start with it on their team list. It may not be gained by other players, or lost by players that start with it. The player is so small that they are very difficult to tackle because they can duck underneath opposing players’ outstretched arms and run between their legs. To represent this the player may ignore any enemy tackle zones on the square he is moving to when he makes a Dodge roll (ie, they always end up with a +1 Dodge roll modifier). This ability does not apply if the player is armed with a secret weapon (such as a pogo stick or chainsaw), as the weapon slows the little fellow down and makes him easier to grab.

Stunty players are just a bit too small to throw the ball very well, and so must increase the range by one category when they make a pass. In addition, the little guys tend to break rather easily, which is represented by allowing the opposing coach to add +1 whenever he makes an Injury roll to a stunty player. This is in addition to any other modifiers that might
apply.

Reason: ''
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
User avatar
GalakStarscraper
Godfather of Blood Bowl
Posts: 15882
Joined: Tue Jun 26, 2001 12:00 am
Location: Indiana, USA
Contact:

Post by GalakStarscraper »

I would like to second that stink bombs only belong to Goblins. MBBL2 has used this weapon for a while ... its too good in the hands of a non-stunty team.

Galak

Reason: ''
User avatar
Joemanji
Power Gamer
Posts: 9508
Joined: Sat Jul 05, 2003 3:08 pm
Location: ECBBL, London, England

Post by Joemanji »

@Darkson: I have the Annuals in front of me, and that change to Stunty isn't in them! :o Must only have been added to the actual LRB itself. :roll: Kind of makes things more complicated. I'll make a note in the rules.

@Galak: Seems to be the consensus. I'll change it.

Reason: ''
*This post may have been made without the use of a hat.
Circular_Logic
Veteran
Veteran
Posts: 298
Joined: Sun Jul 27, 2003 1:39 am
Location: Würzburg, Germany

Post by Circular_Logic »

Perhaps give the gobbos access to the Clan-Axme-Cards I saw on blood-bowl.net, I think. 5k for a card at a max of 3 cards. Purchase in pre-game-seq.

Reason: ''
Früher hasste ich es zu Hochzeiten zu gehen. Tanten und großmütterliche Bekannte kamen zu mir, pieksten mich in die Seite, lachten und sagten:"Du bist der Nächste." Sie haben mit dem Scheiss aufgehört als ich anfing, auf Beerdigungen das gleiche zu tun.
User avatar
Joemanji
Power Gamer
Posts: 9508
Joined: Sat Jul 05, 2003 3:08 pm
Location: ECBBL, London, England

Post by Joemanji »

Are people happy with:

1) The costs of each weapon. E.g. - should the Ball & Chain be cheaper, seeing as it always kills the player who uses it, and usually causes lots of turnovers?

2) The teams that can use each weapon. E.g. - should anyone else have Chainsaw access? Is the Ball & Chain OK on a Skaven team?

3) No confiscation. Personally, I hated this rule.

4) No other costs for upkeep etc.

5) The actual game mechanics for the new weapons. Any more comments?

Reason: ''
*This post may have been made without the use of a hat.
Jugular
Experienced
Experienced
Posts: 73
Joined: Thu Dec 11, 2003 6:32 pm
Location: Liverpool, UK

Post by Jugular »

I personally don't like the idea of CD's, D's and Skaven having two SW's I also think the Boomerang, gyro-thingey and Stink Bombs are too houseruley (and are fine that way). Chainsaw starts on a 4+. Players peak and are ineligible for MVP. No repeated expense, rationale is that TR300 teams can do better than a basic lineman with an SW (excepting maybe gobbo's). I also like ur sentence on MV4 and dropping all skills. I understood immediately though now i think about it maybe stunty shouldn't be dropped :D:D. Sorry if this repeats comments already made I just thought I'd add my feedback. Oh yeah and no ball play (if you get my meaning ;) ) Otherwise nice rules as always make them more vanilla and useless and they have more peoples votes. :)

Reason: ''
Circular_Logic
Veteran
Veteran
Posts: 298
Joined: Sun Jul 27, 2003 1:39 am
Location: Würzburg, Germany

Post by Circular_Logic »

Secret Weapons should get SPP. Having a dagger makes you a much worse player?? Because you are soooo attached to that dagger, that you cannot live without it?? I liked the idea, that you have to gain a skill to handle a weapon much more. But if you give a secret weapon to a rooky lino, he should be able to improve. Otherwise every higher rated team would sack his SW-player, as he is much less useful that any other lino. I would even say, that cas inflicted by ball&chain should count towards the SPP and completitions made with the blunderbuss should also count.
I like the added weapons, especially the Gyro ;)

Reason: ''
Früher hasste ich es zu Hochzeiten zu gehen. Tanten und großmütterliche Bekannte kamen zu mir, pieksten mich in die Seite, lachten und sagten:"Du bist der Nächste." Sie haben mit dem Scheiss aufgehört als ich anfing, auf Beerdigungen das gleiche zu tun.
Post Reply