Big guys
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- GalakStarscraper
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Re: Big guys
YesManic D wrote:This might be a dumb question but...how many spaces do big guys take up? Is it just one like a standard player?
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- GalakStarscraper
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Atlas Battlemech - Dwarf/ Chaos Dwarf - 1,200,000 / 4,000,000
MA 12 ST 10 AG 1 AV 10
Skills: Block, Multiple Block, Sure Feet, Hail Mary Pass
Traits: Claw, Razor Sharp Fangs, Stand Firm
Special: Treats all Injury Rolls as Stunned. Ignores all Tacklezones.
Secret Weapon: Gets 'sent off' on a 4+, Treat a sending off as 'Get the Ref' for both Teams
MA 12 ST 10 AG 1 AV 10
Skills: Block, Multiple Block, Sure Feet, Hail Mary Pass
Traits: Claw, Razor Sharp Fangs, Stand Firm
Special: Treats all Injury Rolls as Stunned. Ignores all Tacklezones.
Secret Weapon: Gets 'sent off' on a 4+, Treat a sending off as 'Get the Ref' for both Teams
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- GalakStarscraper
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Smart asses all of ya ... guess I deserve that for the wisecrack in my original note.
However ... we do allow the Dwarf team to field a Battlemech in the MBBL2.
Galak
However ... we do allow the Dwarf team to field a Battlemech in the MBBL2.
Complex ... yeah... but the software handles all the rules for the Contraption automatically so its no big deal to have it in the league.Contraption (Secret Weapon 8+ penalty roll)
100,000
4 6 1 10
Big Guy, Mighty Blow, Stand Firm, No Hands, Easily Injured, SLOW, GFI Injury, TIKSTPK
Skill access: Strength, Mechanical Upgrades
A Contraption is a massive robot body built by the Dwarves and driven by a Dwarf in a cockpit in the head. A Contraption despite being a monstrous piece of machinery on the pitch has a lot of problems to overcome to be an efficient Blood Bowl team member. The following is a list of all the mechanical problems with a Gnomish Contraption:
1) No Handsr: Contraptions when built do not have working fingers as such they cannot pick up or handle the ball, any team member, or any opponent.
2) Easily Injured: Contraptions are not built with the safety of the driver in mind. AS a result, any injury roll against the Contraption is made with a +1 modifier to represent the driver getting banged around the cockpit.
3) SLOW: Contraptions have really poor articulated joints. As a result, if the Contraption is prone, it cannot stand automatically. The Contraption must roll 4+ on a D6 roll modified by +1 by each team member standing next to him not in an opponent's tackle zone (just like a Treeman). Failing to stand does not cause a turnover. Standing requires all 4 squares of the Contraption's movement.
4) GFI Injury: Contraption break easily if overexerted. If a Contraption falls down due to Going For It, the Contraption makes an automatic Injury roll (no armour roll).
5) TIKSTPK (The Ingines Kannot Stand The Pressure, Kaptain!!!). Before trying to perform an action with a Contraption, roll a D6. On a 1, the engines are overheating and the Contraption loses its tackle zones and cannot perform any actions that turn. If you try to perform an action the turn after the engines were overheating and roll another 1, the engines explode. This will instantly kill the driver and destroy the Contraption. In addition, any player in an adjacent square must make an immediate injury roll due to the shrapnel and flames. (Note: if you don't perform any actions with a Contraption in the turn subsequent to rolling a one, the Contraption will cool down and rolling a 1 the next turn will not cause an explosion.)
6) Referee usually figures out that the Contraption is more like a DeathRoller than a player. As a result, all Contraptions have a Secret Weapon penalty roll of 8+ at the end of any drive that it was on the pitch. (but Contraptions are not considered Secret Weapons for any other game purposes.)
Advance:
Mechanical Upgrades:
INSTEAD of making a skill roll, the Dwarves can upgrade the Contraption in a number of ways:
1) Add articulated fingers to the hands. The Contraption may now handle the ball and pick up team members or opponents.
2) Add roll cages and safety harnesses to the inside of the head. The Contraption no longer suffers the +1 modifier to injuries.
3) Add articulated knees and elbows. The Contraption may now stand without help and only needs the normal 3 squares of movement to do so.
4) Enhance the Contraption's structural integrity. The Contraption is now allowed an armour roll if it falls down from using Go For It squares.
5) If you roll for a skill and roll doubles that is not a stat increase, the Gnomes can only upgrade a Contraption in one of two ways:
a) Gain any one General skill, Strength skill, or Strength trait.
b) Add several heat sinks. The Contraption no longer needs to make the TIKSTPK rolls.
Galak
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- GalakStarscraper
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