Subject: [BBOWL-L] P: Big Guy Rules, part 1 (long) BLOOD BOWL BIG GUYS These rules are designed to sort out some of the problems with the way that Big Guys (Ogres, Trolls, Rat Ogres, etc,.) work in Blood Bowl. The current rules are OK as far as they go, but putting Big Guys on star player cards was a fudge really, and over time I've become less than happy with using the Star Player cards as a method of getting Big Guys into the game. After all, according to the background you can have entire teams of Big Guys (the Oldheim Ogres being the most notable example), and I now feel that they should really be treated as races in their own right, with a team list just like the other races get, and that they should be incorporated into other teams using something like the mixed race team rules that appeared in the Citadel Journal. This would leave the Star Player cards to represent unique one-off Star Players. Linked to the above is one _very_ important question (to me, at least), which is: Why, in the background, have teams of Big Guys always done so badly? After all, no team I can think of could take on even 11 Morg's (let alone 16!), but the Oldheim Ogres aren't one of the really great teams, while the Craggen Counts (a team of _Vampires_!) was "systematically put out its misery by its fans". How could these things happen when Star Players of these races are so good? The answer is, I think, that Star Players like Morg and Count Luthor Von Drakenborg are truly exceptional players that lack a highly debilitating quirk or failing found in all other players of that race. Therefore, when writing up non-star player Big Guys, they should be given a really bad _negative_ skill which crocks them enough to make taking a whole team of them as attractive as taking a team of Snotlings. But enough 'why', lets get on to 'how'! The following rules are very rough at the moment, more of a discussion document than anything else. They are, of course, strictly optional, and should not be used without an opponent's consent. STAR PLAYERS When using the Big Guy rules, you are only allowed to include _one_ of each Star Player in your team. You couldn't have more than one Morg, for example, let alone four Count Luthor Von Drakenborgs! On the other hand there is no upper limit on the total number of Star Players allowed in the team, just so long as they are all different. In addition, ignore the bit on the card which tells you which teams the Star Player will play for; this is replaced by the new mixed race team rules below. MIXED RACE TEAMS These rules replace the Mixed race Teams from the Journal. All teams now have a list of allied races, as shown on the table below. A team can draw allied players from any allied race. Allied players can be selected from the appropriate team list, or be a star play of the appropriate race. The limits on the number of players allowed in a team must be _halved_ when selecting allied players for a mixed race team. For example, an Orc team can normally have up to 4 Black Orcs. This means that a team selecting Black Orc allies could have half this total (2 Black Orcs) in the team. Star players simply count as an player of their race. So, for example, if Griff Oberwald was hired by a Human team he would simply count as one of the teams Blitzers (all be it a very special one!), but if he was hired by a High Elf team he would count as a Human ally. Allied players are hired using the normal rules. However, if you take a second or subsequent allied player for your team while there is still another alive and kicking in the ranks, then your fan factor is _immediately_ reduced by 1 point to represent fans giving up on the team for hiring 'foreign' players. Fan factors lost in this way are gone for good, and can't be got back if the player latter leaves or is killed (although you can still gain fan factors after a match by rolling on the fan factor table). The only exception to this rule are 'stunty' players. Because fans don't mind the little guys so much (they're kind of like team mascots), you can include up to 4 in the team before its fan factor will go down (i.e. each stunty player only counts a 1/4 when reducing fan factors). A team with a fan factor of 1 can *try* and hire allied players if the coach wants. Pay out the money for the player and then roll a D6: 1-3 = the player is intimidated by the hate mail he receives and runs off (with his hiring fee, the git!); 4-6 = the player sticks it out and remains with the team. In either case the teams fan factor remains at 1 point. ALLY TABLE team: allied players Chaos: Chaos Dwarf, Dark Elf, Goblin, Norse, Orc, Skaven, Minotaur, Ogre, Troll, Vampire Chaos Dwarf: Chaos, Goblin, Norse, Orc, Bull Centaur, Minotaur, Ogre, Troll Dark Elf: Chaos, Goblin, Norse, Orc, Minotaur, Ogre, Troll, Vampire Dwarf: Human, Norse, Ogre Goblin: Chaos, Chaos Dwarf, Dark Elf, Skaven, Ogre, Troll Halfling: Human, Treemen, Wood Elf High Elf: Human, Wood Elf Human: Dwarf, Halfling, High Elf, Norse, Wood Elf, Treeman, Ogre Norse: Dwarf, Human, Treeman, Ogre; OR Chaos, Minotaur, Ogre, Troll Orc: Chaos, Chaos Dwarf, Dark Elf, Goblin, Norse, Skaven, Minotaur, Ogre, Troll Skaven: Chaos, Dark Elf, Goblin, Orc, Minotaur, Ogre, Rat Ogre, Troll Undead: Chaos, Dark Elf, Skaven, Minotaur, Ogre, Troll, Vampire Wood Elf: Halfling, Human, Treeman, Wood Elf Notes on the Allied Player Table Big Guys: The Big Guys team list will give an option for 'all Big Guy ' teams. Such teams can't have allies (they have to consist of Big Guys belonging to _one_ race). 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. Bull Centaurs & Rat Ogres: 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 and Skaven teams lists! Norse: The Norse have two sets of options, the first for 'nice' Norse, the second for 'nasty' Norse. Choose which you want to be the first time you hire an allied player. They can't be combined! Undead: Undead players cannot be hired by other teams, as they need the team Necromancer to erm, remain active. MIXED RACE TEAMS AND TEAM RE-ROLLS There is no denying that mixed race teams are simple not as efficient and well trained as other teams. To represent this the coach of mixed race team must roll 1D6 for each allied player in his team at the start of each half (and at the start of overtime if it occurs). Each dice that comes up with a '1' reduces the number or team re-rolls the coach has for that period by 1. If a team doesn't have enough team re-rolls to meet the loss, then the opposing team _gains_ re-rolls equal to the shortfall. For example, a team with 4 allied players and only one re-roll manages to get three 1's at the start of a half. This reduces its re-rolls to none, and gives the opposing team an extra two re-rolls to use for the half! Note that this is especially cruel if you go into overtime, as you are unlikely to have any team re-rolls left to give up! PHEW! Well that's quite enough for now. I'll try to sort out an post the "Big Guy" team list and the appropriate negative skills tomorrow. Until then, have fun... Jervis *Disclaimer* This stuff is just our own opinions - it ain't official until it's in print!
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