Undead stunties?! (new team idea)

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inkpwn
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Undead stunties?! (new team idea)

Post by inkpwn »

Who says the flings killed in blood bowl go to waste? Once in a while a necromacer grows insane enought to actually think this would be a good idea and raises the stunties long forgoten so that may have another try at a touchdown. Along side these stunties ride the lyconthropic children under the necromancers care and his recent golem creations.

Deadlings (pround supporters of impact! minis)=
Zombies 0-16 = 4/2/2/7 Dodge, stunty, regeneration. A/ GSP 40k

Werewolf 0-2 = 6/2/3/7 Dodge, stunty, right stuff, frenzy, regeneration, claws A/GSP 80k

Whight 0-2 = 6/2/3/7 Dodge, stunty, right stuff, sidestep,regeneration A/GSP 70k

Flesh golem 0-2 = 5,3,2,8 Stand firm, regeneration GS/AP 80k

Mummy 0-1 3/5/1/9 Throw team mate, mighty blow, regeneration S/GAP 120k

60k re-rolls.

Undead star players, team necromancer.

This idea came up in a conversation on the trip home from the NAF championship between me and naz saying how we would like to see a stuntie team that could replenish itself with enough luck. That and who doesn't like a ST2 frenzy piece ;)

So ideas? Criticism?

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legowarrior
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Re: Undead stunties?! (new team idea)

Post by legowarrior »

I was playing around with a similar idea just the other day. Great minds think alike I guess. I'm not happy with my idea, but I thought I would post what I had. You can take whatever you consider beneficial, or throw it all out.
Deadlings
0-16 Deadling Zombie 4/2/3/6 Dodge, Stunty, Regeneration, Decay, Right Stuff A/GSP 40K
0-16 Deadling Skeleton 6/2/3/5 Dodge, Stunty, Regeneration, Decay, Right Stuff A/GSP 40K
0-4 Wightling 6/2/3/7 Dodge, Stunty, Regeneration, GA/SP 60K
0-4 Flesh Golems 4/4/2/9 Regeneration, Stand Firm, Thick Skull GS/AP 110K
0-1 Giant Zombie 4/5/2/9 Loner, Really Stupid, Mighty Blow, Throw Team Mate, Regeneration, Thick Skull, S/GAP 130K
Stunty Resurrection – Any player with Stunty as a Deadling Zombie.
Rerolls - 70K
In this case, I used the price guide developed by Tom, but I'm not sure if I like it.
As you can see, I did include the Wight and the Flesh Golems, just like you, but I made the Flesh Golems regular units from the Necromanatic Team. Nothing changed about it. I don't have the werewolf, although it is a classy idea. Why can't halflings and Goblins be werewolves. Instead of a mummy, I thought I'd use the idea of a Giant Zombie. If an ogre or a troll dies, make it into a Zombie as well.

Anyway, it's some food for thought for you. For me this is all theory bowl, so I bow to your practical experience in all this.

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Re: Undead stunties?! (new team idea)

Post by Hitonagashi »

Those wightlings rock! :O

There's a reason why stunty players don't normally have G access... 3 skills and you have a blodging dauntless strip baller'er that can go anywhere on a 3+...

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Re: Undead stunties?! (new team idea)

Post by garion »

I really like it in theory but I'm sure you can all do A LOT better than that. You have just taken existing players and changed their names slightly and made them a bit stunty ish. There is a plethora of miniature Undead/evil type creatures out there you could use for your roster -

Familiars
Imp
Grotesque
Gorgoyle
Liche
Ghost
Flameskull
Effigy
Phantoms
Sprites
Gnome
Leprachaun

I'm sure people can think of other creatures you could use as well. But I'm sure you could make an interesting list from all that for your Undead stunty team. You could probably make one purely using Familiars really.

Look forward to see what you come up with :D

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Re: Undead stunties?! (new team idea)

Post by legowarrior »

Here are some resources that might help a lot.
http://www.cyanide-studio.com/forumBB/v ... 61#p416661 - Tom Anders produced this how to guide to creating teams in 6th Edition.

http://www.midgardbb.com/BloodBowlTeams.html - Some older teams that might have interesting positionals to use.

Personally, Skeletons and Zombies are a must. Liche's are spell casting skeletons, so that is redundant, while Familiars, Sprites and Gargoyles aren't undead.

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Re: Undead stunties?! (new team idea)

Post by garion »

They arent undead per say but the could certainly fit into an undead team, especially Familiars as they are linked with the supernatural and the occult.

The problem is I don't see skeletons and zombies as stunty, unless they are specifically zombie halflings, but then i dont see them being very agile, ag3 seems to be pretty high for a zombie. Plus Zombies and skeletons are already featured in the the undead teams as they are. Don't get me wrong I think it is a great idea, I just think a little more thought is needed.

Werecat might be better suited for a stunty team than a werewolf for instance.

But I do think Familiars would be perfect especially ones like these -

Image

Image

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Re: Undead stunties?! (new team idea)

Post by Pug »

I actually like this idea...thought I wouldn't but everyone got into the Stunty spirit of the thing :D

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Re: Undead stunties?! (new team idea)

Post by legowarrior »

Image

Deadling Skeleton - 5/2/2/6, Dodge, Stunty, Right Stuff, Regeneration, - 40K - A/GSP

Deadling Zombie - 4/2/2/7, Dodge, Stunty, Right Stuff, Regeneration, - 40K - A/GSP

Ghouling - 6/2/3/7, Dodge, Stunty, Side Step, 40K - A/GSP

Wightling - 5/2/2/7, Dodge, Stunty, Regeneration, Block, - 80 GA/SP

Wolfling - 6/2/3/7, Dodge, Stunty, Regeneration, Frenzy, Claw - 80 - A/GSP


http://www.tritex-games.co.uk/store/category.php?id=396

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Re: Undead stunties?! (new team idea)

Post by GalakStarscraper »

Another possible source for inspiration:

viewtopic.php?f=4&t=6052

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Re: Undead stunties?! (new team idea)

Post by garion »

I think what Galak posted is closer to what the team could be. Low Av and no dodge is pretty much right for zombies and skeletons stuntys.

I like those deadling Legowarrior. So using your roster and making a few changes, how about something like this -

16x Deadling Skeleton - 5/2/2/6, - Stunty, Right Stuff, Titchy, Regen, Foul Appearance, Thick Skull, - 40K
16x Deadling Zombie - 4/2/2/7, - Stunty, Right Stuff, Regen, Foul Appearance, Fend - 40K

Added Thick Skull to the skeletons, like their bigger versions, removed Dodge because it doesn’t seem to fit right for zombies or skeletons. Also added Foul Appearance to both as the alternative to Dodge so there is still something stopping them falling down quite so easily. Added Fend to the Zombie so their primary roll is holding players up, it also has similarities with the roster Galak posted only they went for Stand Firm, I chose Fend because it seems more fitting in this rule set and means they will have an answer for all the Pilling On about in this rule set. I gave the skeletons Titchy so they still have 3+ dodging if you really need it, though it is only 3+ because they are so small, not because they are agile.

Now the big problem for me for this roster is what type of skill access to give them. A access doesn’t seem right because the are Undead and zombies and skeletons shouldn't be agile. In the link Galak posted they are given G access. which might be the right way to go but it does seem to give them access to skills they possibly shouldn’t have. I don't know what to do here, what do you guys think?

Also we need Big guys. I'm inclined to go with a Werebear or Zombie werewolf perhaps. Something like this maybe?

2 - monster? - 6, 4, 2, 8 - Frenzy, Claw, Wild Animal, Thick Skull - S

I'm also still not sold on the mini Ghouls and Wights.

Maybe

4 x Giant disembodied hand (like the one in the picture I posted above) - 6, 2, 3, 7 - Grab, Regen, Dodge, Stunty, Right Stuff, - P

What do you think?

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Re: Undead stunties?! (new team idea)

Post by legowarrior »

Dead Wood (Undead Treemen) - Mindless Treemen brought back to life. They don't suffer from Rooted, but mindlessly seek out others to harm and corrupt, instead (The dead don't talk or think much). They gain Decay, and Regeneration. They lose strength in there new life though.

Corrupt Wood - 120K - 2/5/1/10, Mighty Blow, Wild Animal, Stand Firm, Strong Arm, Thick Skull, Throw Team Mate, Regeneration, Decay


Here something crazy - Vamplings

0-16 Halfling - 30K - 5/2/3/6 - Stunty, Dodge, Right Stuff, A/GSP
0-6 Vamplings - 100K - 5/3/4/7 -Stunty, Dodge, Hypnotic Gaze, Regeneration, Stunty Bloodlust
0-1 Corrupt Wood - 120K - 2/5/1/10, Mighty Blow, Wild Animal, Stand Firm, Strong Arm, Thick Skull, Throw Team Mate, Regeneration, Decay


In Bold are the differences between Stunty Blood Lust and Normal Blood Lust
Stunty Blood Lust - Vampires must occasionally feed on the blood of the living. Immediately after declaring an Action with a Vampire, roll a d6: On a 2+ the Vampling can carry out the Action as normal. On a 1, however, the Vampling must feed on a Halfling team-mate or a spectator. The Vampling may continue with his declared Action or if he had declared a Block Action, he may take a Move Action instead. Either way, at the end of the declared Action, but before actually passing, handing off, or scoring, the vampling must feed. If he is standing adjacent to one or more Halfling team-mates (standing, prone or stunned), then choose one to bite and make an Injury roll (with a -1 penalty, any 1 rolled counts as a Knocked Down Result, this represents the Vamplings weakness) on the Halfling treating any casualty roll as Badly Hurt. The injury will not cause a turnover unless the Thrall was holding the ball. Once the Vampire has bitten a Thrall he may complete his Action. Failure to bite a Halfling is a turnover – move the Vampling to the reserves box if he was still on the pitch. If he was holding the ball, it bounces from the square he occupied when he was removed and he will not score a touchdown if he was in the opposing end zone.

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Re: Undead stunties?! (new team idea)

Post by Hitonagashi »

What skill access on those vamplings?

st 3 ag 4 dodge stunty looks awesome, even if it does have OFAB...2+ anywhere for easy 1/2d with hypno :D

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legowarrior
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Re: Undead stunties?! (new team idea)

Post by legowarrior »

Just through it together. I guess access could be either GA, or GAP. I hope I priced it about right. 100K, 10K less then Vampires, but they start with Stunty and Dodge, but lose 1 movement, 1 strength and 1 Armor.

But that was a one off idea, and don't want to hijack the thread.
The Dead Wood is a great piece from Impact. Don't see why a crazy necromancer can't reanimate a dead tree. Perhaps he thought it was a treeman, but it turned out just to be some old tree, given the power to walk.
Like a real treeman, it is slow and tough and can't really carry the ball. Like dead wood, it is brittle and prone to decay. Like all other undead, it can regenerate.
Another possible beginning of the Corrupted Dead Wood (as I call it), is that the tree was feed the blood of Vampling, allowing it to become an evil abomination, seeking to destroy its masters foes.

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Re: Undead stunties?! (new team idea)

Post by legowarrior »

Any word on the undead stunties? I took a stab at this, but I don't think this is what you were looking for Inkpwn.


Vamplings
0-16 Halflings 5/2/3/6 Stunty, Dodge, Right Stuff A/GSP 30K
0-4 Frankenling 4/3/2/9 Regeneration, Block, GS/AP 70K
0-2 Vamplings 5/3/4/7 Stunty, Dodge, Regeneration, Hypnotic Gaze, Blood Lust, Right Stuff GAP/S 100K
0-2 Wolfling 6/2/3/7 Stunty, Dodge, Frenzy, Dauntless, Regeneration, Right Stuff GA/PS 100K
0-1 Zombie Ogre 4/5/1/9 Really Stupid, Mighty Blow, Thick Skull, Throw Team-mate, Regeneration, S/GAP 120K
Reroll - 70K

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Re: Undead stunties?! (new team idea)

Post by garion »

Here are the stunty vampires that were used in LRB4 -

• Strigoyan
0-1 Strigoyan Lord 120000 6 5 2 8 Off For a Bite, Razor Sharp Claws, Regenerate, Throw Team Mate, Undead, Big Guy A, S
0-4 Vampling 60000 6 2 3 7 Dodge, Off For a Bite, Regenerate, Right Stuff, Stunty, Undead G, A, S
0-12 Thralling 30000 5 2 3 6 Dodge, Right Stuff, Stunty, Thrall A

so upgrading them will be pretty easy. Like this -

• Strigoyan
0-1 Strigoyan Lord 120000 6 5 2 8 bloodlust, Claws, Regenerate, Throw Team Mate, loner A, S
0-4 Vampling 60000 6 2 3 7 Dodge, bloodlust, Regenerate, Right Stuff, Stunty, G, A, S
0-12 Thralling 30000 5 2 3 6 Dodge, Right Stuff, Stunty, Thrall A

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