Subject: [BBOWL-L] P: All kinds of stuff (long) Hello Guys. Sorry for the long gap since my last message - things have been rather hectic at this end, what with sorting out the Chaos Codex, answering zillions of questions off the net about our games, not to mention Christmas! Anyway, this weekend I managed to make a bit of time to make a couple of amendments to the Big Guy rules, and read through the back-load of BBOWL-L digests I've been collecting. Here goes then... HOBGOBLINS A couple of you have commented that the background notes on the Hobgoblins makes great play about how stupid they are, but that this really isn't reflected in the rules. This is a fair comment, and something that obviously ought to be rectified! Therefore I'm going to impose the following rule on the Studio League for a trail period: "Hobgoblins Blood Bowl players are noted for their stupidity, although it has to be said that this isn't a trait of the Hobgoblin race as a whole. (In fact most other races in the Warhammer consider Hobgoblins to be sneaky gits who will stab you in the back as soon as look at you, and will only fight if the odds are heavily stacked in their favour. This is actually rather an accurate character assessment, and as a result only the _really_ stupid ones get conned into playing Blood Bowl!) To reflect this the coach of a team that includes any Hobgoblins most roll a D6 for each Hobgoblin player at the start of the match. On a roll of 2-6 the player can be used normally, but on a roll of 1 the player has either arrived late because he's forgotten about the match, or is having trouble tying up his boot-laces, or is doing something equally stupid, with the result that he may not be used during the first drive of the match." NEW RACE RULES AND STUNTY GUYS Some concern has been raised about the fact that the new Big Guy rules may make life a little bit more difficult than it already is for Goblin and Halfling teams. This may well be true, and if it is I say "hurrah", because that's just the way I want it! This may seem rather cruel, but one thing I've purposefully avoided doing with Blood Bowl is making all teams even. In fact I'd actually prefer it if Goblins and Halfling were *less* effective than they are at present, because this is the way they are portrayed in the Blood Bowl background. Basically if you're the coach of a stunty team you should expect to lose any games you play unless you happen to be up against another stunty team. On the other hand, if you do win against a, erm..., taller team, boy is you're opponent going to try and keep it quite! The fact that this isn't really the case yet shows that I simply haven't gone far enough making life difficult for the little guys. But don't worry, I'll (we'll?) get it right in the end... : ) The above being said, including Trolls as part of the line-up of a Goblin teams does make a lot of sense, as there are close affiliations between the two races, so I'll happily go along with John Parson's revised Goblin teams as follows: 0-16 Goblin 40K 6 2 3 7 RS, Stnty, Dodge 0-2 Troll 100K 4 5 1 9 MB, Regan, RS*, AH* Note that this means Trolls should come off the 'Big Guys' team list. I *don't* agree with Treemen being included in Halfling teams, however, as the two races aren't all that closely connected in the background of the Warhammer World. I also think they should be kept out of the Wood Elf team, as although these races are closely linked, the Treemen are a sentient race in their own right who can choose to ally with the Wood Elves or not as they see fit. Whilst on the subject of allies, I've started going over the Allied Team Table, and I'll try to get an ammended version to the list asap. VETERANS The idea of allowing coaches to include players in their team who have already accumulated SPPs is rather a good one. However to stop players exploiting this ability in a boring manner to, say, give all of their Chaos Warriors the block skill, I'd suggest that each veteran you take for your team after the first is *not* allowed to take a skill you've already chosen for another veteran player in the team (i.e. all the vet's have to have different skills). FUTURE OF BLOOD BOWL I notice that there are still a couple of Blood Bowl coaches who are not yet up to speed on what our future plans for the game are. For those of you that missed my previous posting on this and my letter in 'arcane' magazine, the gist of what I said is: 1. Although Blood Bowl is no longer available in *all* stores in *some* countries, you can still get it and the full range of Blood Bowl miniatures from GWUK mail order. Phone (0773) 713 213 for details. 2. You need to remember that all the material for *all* of our games is produced by a very small team of designers. With the best will in the world there is no way that we can contiguously support all of the games we produce all of the time. This means that some games occasionally get put on a back-burner until we can get round to them again. At present Blood Bowl falls into this category. 3. The above being said Blood Bowl will be supported by articles in the Citadel Journal. In fact the Big Guy rules posted to this list will be featured there quite soon. We can do this because the stuff in the Journal is considered unofficial, so we can use it to try out new ideas and 'experimental' rules. If you don't get the Journal yet, I'd highly recommend you check it out. 4. At some point in the future (say in a year or two's time) we'll be able to get Blood Bowl off the back-burner and bring out a new edition, as well as 'back-filling' the gaps in the existing range of miniatures. Contrary to popular opinion, I haven't got any plans for any major revisions to the game apart from the Big Guy rules that are already being discussed on this list. In any case, any changes that are made will be available on an update sheet for _all_ players that have the 3rd edition if they want them, so they won't have to get the new edition unless they want to. BLOOD BOWL SOCCER The stuff I've seen look very interesting. Has Martin though about submitting his rules to the Citadel Journal for publication? If not I'd recommend he does so, as stuff like this is what the CJ is all about. LEAP AND DIVING TACKLE A player with diving tackle may throw a block at a leaping player that lands in his tackle zone. The bit about ignoring tackle zones under the leap skill is simply to make it clear that no dodge roll is required. WILD ANIMAL Some coaches have asked if a player with this skill must check to see if he goe berserk before carrying out an action in the opponent's turn. The answer is no. Also, if he throws a block at a friendly player, then the opposing coach can make any decsions for the victim of the wild animal's block. REVISED VAMPIRE RULES In my first version of the Big Guy rules, I lumped Vampires in with the rest of the Big Guys. With hindsight this probably wasn't the best place for them. Although Vampires are as powerful in game terms as a typical Big Guy, the fact of the matter is that they are neither big nor stupid, and therefore the revised Big Guy rules don't serve them all that well. A simple option would have been to add Vampires as an option to an Undead team, but I didn't really like this all that much because it would mean that you couldn't have all Vampire teams, and it wouldn't really reflect the relationship between Vampires and Necromancers (e.g. Necromancers actually create and control most of the Undead players in their team. Vampires on the other hand are free-willed, intelligent creatures). So instead I've come up with the following new rules for vampire teams: Vampire Teams Vampires are amongst the most feared of all the Undead creatures in the Old World. These terrifying creatures of the night are incredibly strong and fast, and have a supernatural ability to transfix a living opponent to the spot with a withering hypnotic stare. Considering this it is strange that vampires have proved so singularly unsuccessful at the sport of Blood Bowl. It's true that they are not at their best during the hours of daylight, but they are still deadly opponents none the less. No, it is not the vampires lack of ability on the field that has led to their downfall, but their behaviour off it. The fact of the matter is that the main reason for the vampires failure is their woeful lack of control when confronted by a stadium full of what is (to a vampire at least) their absolute favourite thing to drink - a pint or two of a living creature's nice warm blood! What this means is that at any given time it is not uncommon for the bulk of the vampires in a team to be found in the stands, grabbing a quick bite as it were, rather than playing Blood Bowl on the field like they should be doing. This is, of course, excellent news for the team playing against the vampires, if slightly less good news for the rival teams fans... None the less vampire teams do play Blood Bowl. All vampire teams are coached by a Vampire Lord, a rather more strong-willed and powerful member of the vampire race. Vampire Lords are exceptionally intelligent creatures who thirst for power over other races. This being the case exactly why they should want to coach a Blood Bowl team is by no means certain, especially as the team under their command rarely does very well, but none the less they do do so. All of the other players in a vampire team are the Vampire Lord's creations: vampires or human thralls. The vampires were one living creatures, which were almost - but not quite - slain by the Vampire Lord and then brought back to life as lesser vampires under his command. Vampire teams generally also include a number of human thralls; weak-willed mortal creatures that are willing to serve the Vampire Lord in return for the promise of immortality at some time in the future. Vampire Lords are player coaches, and actually take part in the game rather than simply yelling at the players (and referee) from the sidelines. Although the Vampire Lord represents you, they must still be bought for the team, as shown on the team list below. The team will keep on functioning normally even if the Vampire Lord is killed, it being assumed that the next in line of the vampires in the team (i.e. the one with the most spps) will take over. The vampire that takes over the team immediately loses the 'off for a bite' negative skill as soon as the old Vampire Lord dies, and it's entry on the roster should be changed straight away to show that it is the new Vampire Lord of the team. Note that since you can only have one Vampire Lord per vampire team, the only time you can ever purchase a Vampire Lord for a team is when it is first created! If for some reason there isn't a vampire to take over the team when the vampire lord dies, then the team will disband after the match. Qty Title Cost MV ST AG AV 1 Vampire Lord 180K 6 5 4 9 Skills:Block, Dodge, Hypnotic Gaze, Regenerate 0-12 Vampires 110K 6 4 4 8 Skills: Hypnotic Gaze, Regenerate, Off For a Bite* 0-12 Human Thralls 50K 6 3 3 8 Skills: None Re-roll Counter: 50K Off For A Bite: Roll a D6 for *each* player with this skill each time you wants to set them up on the pitch. On a roll of 4-6 they can be set up normally, but on a roll of 1-3 they've popped into the crowd to bite the lily-white neck of an attractive maiden (and who can blame them!), and can't be used this drive. Other Special Rules: Although vampires and Vampire Lords are not considered to be big guys as such, they still earn star player points at half the normal rate (the Undead are such slow learners!), and they can use doubles to get rid of their negative 'off for a bite' skill. Vampires and Vampire Lords may take skills from the General, Agility and Strength catagories. Human thralls are treated as human Lineman for the purposes of gaining skills etc. That's all for now. Have fun! Jervis *Disclaimer* This stuff is just our own opinions - it ain't official until it's in print!
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