Orc Wyvern Big Guy

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Kr00zA
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Orc Wyvern Big Guy

Post by Kr00zA »

Ive been concidering adding a Wyvern to my BlackOrc team to be used as a BigGuy.
I think the Minotaur Stats fit with it ok.
True it has no arms to throw a team mate with... but I reakon it could do the same by holding the team mate in its mouth as it has a long neck to swing... who on earth would ever willingly climb into a Wyvern's mouth I dunno :-?
Ive got the modeling side of the concept worked out.
Just wanted some feedback... any improvments to the stats? Any unforseen problems using a Wyvern as a Minotaur? Im aware Minotaurs dont play for Orc teams... is that a big problem?

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Post by PubBowler »

Orc teams are pretty good as it is. They don't need another big guy, even one as poor as a minotaur.
Maybe if you swap it for the Troll it'd be fairer, you'd be just making your team bad.

Oh and minotaurs don't have throw team mate, just one of the reasons why they are worse than the troll.

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Tritex
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Post by Tritex »

Troll makes more sense and fits as to why they get a hungry roll as it may swallow the gobbo! :lol:

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Post by Pipey »

I'd say a wyvern would be:

No Hands
Prehensile Tail (with sting = Claw?)
Break Tackle (just too big)
Really Stupid
Disturbing Presence

Mino stats don't really go IMO. ST would be high (6?), AG 1, MA quite low (4 or 5) for ground movement.

Might have to make flying illegal in Blood Bowl otherwise it's gonna get too complicated!

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Kr00zA
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Post by Kr00zA »

Thanx for the advice. A troll it is then ;)
No worries about flying... I plan to use much smaller wings on it as the plastc dragon winds are far too bit.... so it will fly like a chicken if at all :wink:

Is there an offical or commonly use way to make new BigGuy statz? Like the 40K VDR?

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Kr00zA
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Post by Kr00zA »

Erez some custom statz that fit it better... here what Ive come up with so far...

TITLE: COST: MV: ST: AG: AV:
Wyvern ???___ 4__ 6__ 1__10

SKILLS: Mighty Blow, Frenzy, Hornz, Thick Skull, Prehensile Tail, Break Tackle, No Hands, Disturbing Presence.

RACIAL CHAR: Always Hungry, Big Guy, Bone Head, Wild Animal

SPECIAL RULES: The Wyvern can attempt to take flight during its turn. This action must be declaired before the Wyvern does anything else.
On a roll of 1-3 the Wyvven successfuly takes flight and can move a maximum of 8 squares in a straight line. A +1 modifier is added for every opposing player next to the Wyvern when it attempts to take off. If succsessful the Wyvern can choose to engage any player in its flight path. This includes both players directly in the flight path, and any player standing in a square adjastent to the flight path.
Any player directly under the flight path will be automaticly knocked over unless they have the 'dogde skill'
Weather take-off is successfull or not... this move is classed as a 'Blitz' so no other player can take a 'blitz' on that team turn. A turn-over is incured if the take-off is unsuccessful.
Due to its size when the Wyvern is on the ground its Tackle-Zone is twice as large as a normal player. It may ingage a player standing in this extended tankle-zone with a -1 modifer.

The Wyvern can never pick up the ball. If the Wyvern enters the same square as the ball or vise-versa then it will attempt to eat the ball.
On a roll of 1-3 the ball is eaten and the Wyvern is automaticly sent off! This courses a 'turn-over'. A new ball is placed in the square the old ball was laying when eaten.
On a roll of 4-6 the Wyvern fails to eat the ball and it scatters 1 square.

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tomros
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Post by tomros »

What happens after the ball is eaten?
If a kick off follows who recieves?

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Kr00zA
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Post by Kr00zA »

tomros wrote:What happens after the ball is eaten?
If a kick off follows who recieves?

Errrmmm.... The ball is replaced by the ref into the square where it was eaten... turn over... game continuies.
Unless someone has a better idea :wink:

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The Ref
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Post by The Ref »

turn over cause the rest of teamies despare when the ball is eaten - wyvern not sendt off but "takes root" because it has the ball in the throat...

the ball is inside wyverns tummy/throat until the wyvern is knocked over. If the Wyvern is only knocked down, then the ball comes back to play again as he spits it out (ref: when you save someone from choking on something, you use a manouvre making them throw up the choking piece of meat of whatever). Roll D8 to determine the direction and 2 D6 to determine distance on the ball "comeback". (as in a throw in from spectators)

If the wyvern is injured (stunned - casulty) then the ball scatters one square from the takedown. as if the ball comes out of an open belly wound or something...

just an idea to point you in a direction...

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Kr00zA
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Post by Kr00zA »

Nice idea... Ill give it some serious thought

Cheerz

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