Subj: [BBOWL-L] P: Big Guy Rules Update (long) Below are ammendments I've made to the Big Guy rules for the Studio League. Many owe a debt to stuff I've seen discussed on this list. So thanks for the help, and hope you like the changes! BIG GUY TEAM LIMITS Change the team limits for Rat Oges and Bull Centaurs to 2 each, as shown below : Qty Title Cost MV ST AG AV 0-2 Bull Centaur 130K 6 4 2 9 Skills: Big Guy, Sprint, Sure Feet, Thick Skull 0-2 Rat Ogre 130K 6 5 3 8 Skils: Big Guy, Mighty Blow, Prehensile Tail, Wild Animal* In addtion, Skaven and Chaos Dwarf teams are not allowed to take allied Big Guys, so you can't include allied Ogres in a Skaven team, for example. Finally, the maximum number of allied Big Guys allowed for any team is 2 in total. This means that the only type of team allowed to include more than 2 Big Guys in its line-up is a team of Big Guys (i.e an Oge team, or a Treeman team etc). BONE HEAD, WILD ANIMAL & REALLY STUPID The following versions of the Wild Animal and Really Stupid 'skills' replace all of the earlier ones. Bone-Head: Roll a D6 before taking an action for a player with this skill. On a roll of 1 they standing around trying to remember what it is they're meant to be doing. This means that they can't do anything for the turn, and they lose their tackle zone until they managed to roll something other than a '1' at the start of a turn. In addition, bone-headed players must take their actions last of all during a turn UNLESS there is a player from the team that is not a bone-head or really stupid in an adjacent square. This simply reflects the slow-witted and sluggish nature of these creatures unless there is someone around to tell them to get a move-on (and now you know why the Ogre on the covr has a Goblin undr his arm!). Really Stupid: This is treated in exactly the same way as the Bone-Head skill, except that the player can't do anything on a roll of 1-3 instead of only a '1' _unless_ there is a friendly player in an adjacent square who is not either a Bone-Head or Really Stupid too (i.e. if there's a sneaky Goblin next to the Troll, treat the Troll as a Bone-Headed rather than really stupid!). In addition, really stupid players must take their actions last of all during a turn; in other words, once you've taken an action with a really stupid player, the only other type of player you may take an action with is another really stupid player. This applies even if there is an intelligent player standing next to the really stupid one. This simply reflects the _really_ slow-witted and sluggish nature of these creatures. Wild Animal: A player with this skill tends to get a bit, erm, carried away during a match, and rather lets his natural enthusiasm overcome him. Wild animals must take their actions first of all during a turn; if you take an action with wild animal after having moved a player tht is not a Wild Animal, then your opponent call call you for illegal procedure exactly as if you had forgotten to move the turn marker. In addition you must roll a D6 before taking an action with a Wild Animal. On a roll of '1' he goes berserk. Berserk players immediately drop the ball if they have it, which causes a turnover at the *end* of their action. The berserk player will then attempt to block the _nearest_ player - friend or foe - attacking them as if he were making a frenzied blitz move (i.e. he keeps blocking until the victim goes down or he runs out of movement). The berserk player will always go for an opposing player if there's a choice, but otherwise decide randomly who he goes for. The berserk move DOES count as the team's blitz action, with the eception tht it can be made even if another Wild Animal from the team has already gone beserk and blitzed. Berserk wild animals _do_ have to go for it in order to try and knock their victim over! REVISED ALLIED TEAMS TABLE Team May Ally With Chaos Chaos Dwarf, Dark Elf, Goblin, Orc, Skaven, Minotaur, Ogre, Vampire Chaos Dwarf Chaos, Goblin, Orc, Minotaur Dark Elf Chaos, Minotaur, Vampire Dwarf Human, Ogre Goblin Chaos, Skaven, Ogre, Orc Halfling Human, Ogre, Treemen, Wood Elf High Elf Human, Wood Elf Human Dwarf, Halfling, High Elf, Wood Elf, Ogre Orc Chaos, Chaos Dwarf, Goblin, Ogre Skaven Chaos, Goblin, Minotaur Undead Chaos, Dark Elf, Minotaur, Vampire Vampire Chaos, Human Wood Elf Halfling, High Elf, Human, Treeman Notes On The Allied Teams Table Bull Centaurs, Rat Ogres & Trolls: Note that these aren't on the list of allies above. This is because they are going to be incorporated directly into the Chaos Dwarf, Skaven and Goblin teams lists! Chaos: The fan factor of a Chaos team is _not_ reduced for hiring allied players. However the special rules about team re-rolls (see below) _do_ apply. Undead: Undead players cannot be hired by other teams, as they need the team Necromancer to erm, remain active. Finally, please note that it is *intentional* that some races can be taken as allies by a race they can't ally with themselves. For example, Chaos Dwarf teams can include Goblin allies, but Goblin teams can't include Chaos Dwarfs (after all, can you imagine a proud Chaos Dwarf playing for a team of Goblins!) That's all for now. Jervis *Disclaimer* This stuff is just our own opinions - it ain't official until it's in print!
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