Ideas wanted for Orc Mayhem

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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the cheester
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Ideas wanted for Orc Mayhem

Post by the cheester »

thinking of playing orcs in new league season and wanted to make them a more challenging/fun/flavoursome team.

the general idea is to introduce a few negative characteristics based on the fact that orcs are tribal and possibly a little bit lost it.

the team will be called 'TriBa LoOneez' and I wanted them to live up to their name, trying to get a more savage orc feel to the team was also desired (other than taking frenzy on every double).

these are the ideas i have had so far, to give an idea of what sort of thing I'm talking about.

A). When a player joins the team (inc every member of the starting team) roll a D6, if the result is a '1' then the player has a personality defect, roll again to determine what it is (D6,D8 etc)
...1. Red Mist - Every time the player is blocked roll D6 for them at the stast of the following turn
........1. The 1st action of team turn must be this players action and they must block or attempt to blitz the player that blocked them if it is possible to reach them.
........2-3. The player must block or attempt blitz that player at some point in the turn.
........4-6 Player may take any action as normal.

...2. Drinking problem - at start of each match roll D6
........1-3 sober (ish) player may play as normal
........4-6 drunk, roll D6...1. treat as bonehead.
.....................................2. wobbly - moves like fanatic but does not have to block, can stop moving at any point. If move would have taken them into an occupied square then that point of MA is lost but they can carry on moving (normal dodges required)
.....................................3. violent - must block an adjacent opponent if possble.
.....................................4. treat as really stupid
.....................................5. Very very dwunk - each square of movement determined by D8 template. same rules apply as for wobbly.
.....................................6. Pickled - place in k-od box. If/when they recover roll again on this table.
At start of 2nd half roll D6 1-3 sobers up one level, (e.g violent becomes wobbly, bonehead becomes sober) 4-5 stays the same, 6 becomes one level more drunk.

...3. Bad drinking problem. same as above but drunk on roll of 2-6 and add +1 to roll on drunk table

...4.Grudgebearer. Randomly select a teamate. These players have had a bit of an agument before the game and will not resolve it. Neither player will lend an assist to the other.

...5. Race superioroty. Be they Black orc, Troll, Gobbo or Standard Orc, they believe that their blood is the bestest. When assisting a block of another goblinoid race roll a D6, 1-3 won't assist, 4-6 will assist, but only for own protection.
?this could be for each assist or a single roll for each?

...6/7/8????????


B) Wanted to have some sort of random events that could happen before a match, things like
i)'a tribal gathering was held the night before and everboby is the worse for it'. This could be something like everbody is treated as having bonehead (hangover) or everybody is treated as having 'drinking problem'
ii)mass fallout before the game. D3 random players miss the game

more more more...

So as stated at the beginning, the idea is to add a bit of flavour, not to completly destroys the team or give so much to remember that it is such hard work to play them that it becomes impossible to enjoy the game.

All ideas gratefully recieved.

thanks.

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MadLordAnarchy
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Post by MadLordAnarchy »

This is clearly a bit of fluffy fun so I'll just direct comments on the fluff behind point 5. Orc society IIRC is all about might being right. This would mean that there is a direct line of superiority so Troll, BO, Orc, Gob. Gobbos will assist their bigger mates but won't be assisted by the more important races for instance.

I'd also like to point out that you are Member no 1 in the Memberlist yet this is the first post in your count.

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the cheester
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Post by the cheester »

MadLordAnarchy wrote: I'd also like to point out that you are Member no 1 in the Memberlist yet this is the first post in your count.
well I didn't join in 1969 I'll tell you that. Would have of been hard as i was minus 5

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duff
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Post by duff »

1 involves remembering a roll till your turn which is a bit difficult. You would also need to deal with multiple blocks coming in. Perhaps highest result applys, earlises block applies. Thus if 2 '3's and 2 '1's are rolled, the first 1 applies (unless the player has multiple block?)

The drinking problem involves a lot of rolls

Random event - Violent fans, any kickoff involving the fans may spark a riot - roll d6 and on a 6 a riot occurs in addidtion to the usual

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Post by MixX »

well I'd hate to play with this team, way too many rolls for my liking, so without having tested it I'd suggest simplyfying the rules a bit to make them more fluid in-game. But if you don't mind a lot of book-keeping and so forth, it sounds fun... though it sounds like there are no good things about it to me (unless I misunderstood you) which is ok if it's all for a bit of a laugh but over a long league, you'll have a bit of trouble... something to balance this out would be a good idea, though what this should be more specifically I don't know... maybe giving anyone who's drunk a temporary Thick Skull could help, I dunno... keep us posted on how it works out, anyway :)

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the cheester
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Post by the cheester »

there can be NO positives to the rules. Any additional rules have to be only detremental.

As far as lots of bookeeping and non fluidity, the fact is that only 1 in 6 players will have one of the personality traits mentioned above (point 'A'), so only one or two players on the field at the same time, so should be ok. (I think)

thanks for the comments, keep em coming.

any new ideas for personality traits..?

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