Wiiiiiiiiiild Animal!!!
Posted: Wed Mar 03, 2004 4:31 am
Ok, I was a little disappointed with the new wild animal, and this newest one doesn't seem to make things much better in my opinion. I managed to get the local kids hooked in BB (much faster than I originally planned, for which I am grateful) but part of the hook was the utter meyhem and chaos on a football field. (Not so much to deserve the cards, though, they still like the strategy aspect of it.)
So I was thinking of house ruling Wild Animal to:
Wild Animal
This player has a nasty tendancy to get abit carried away during the match. They are unpredicable by nature, and as such before each match roll a d6 to determine how they behave.
On a roll of:
1-2 Wild Animals myst take thier actions first of all during a turn (they must be activated). If you take an action with another player before moving all Wild Animals, then your opponent can call you for illgal procedure exactly as if you had forgotten to move the Turn marker. In addition, if a standing Wild Animal is adjacent to a standing player from the opposing team then they must take either a block or blitz actoin and throw a block at an adjacent player. Last but not least, Wild Animals can never recieve assists when they Block or Foul; they are simply too out of control to help them out.
3-4 Wild Animals are extremely violent creatures. If you declare any action other than Block with a Wild Animal, roll a D6. On a roll of 1-3, the Wild Animal stands still and roars in rage instead, and the action is wasted. Note that the Wild Animal no longer has to move first and that he can now use assists.
5-6 Wild Animals are uncontrollable creatures that rarely do exactly what a coach wants of them. In fact, just about all you can really rely on them to do is lash out at opposing players that move too close to them! To represent this, when you declare an action with a Wild Animal, roll a D6 adding +2 to the roll if taking a Block, Blitz or Foul action. On a roll of 1-3, the Wild Animal stands still and roars in rage instead, and the action is wasted. Note that the Wild Animal no longer has to move first and that he can now use assists. Also note that no dice roll is required for the Wild Animal to turn face-up when stunned.
You recognize all of them, but I just wanted to bring the meyhem back. In our league we already have a Rat ogre, but there is also two Norse teams, a chaos team, and a Chaos Dwarf team, so it could just be a matter of time before Minos start popping up.
Any thoughts?
Asperon Thorn
So I was thinking of house ruling Wild Animal to:
Wild Animal
This player has a nasty tendancy to get abit carried away during the match. They are unpredicable by nature, and as such before each match roll a d6 to determine how they behave.
On a roll of:
1-2 Wild Animals myst take thier actions first of all during a turn (they must be activated). If you take an action with another player before moving all Wild Animals, then your opponent can call you for illgal procedure exactly as if you had forgotten to move the Turn marker. In addition, if a standing Wild Animal is adjacent to a standing player from the opposing team then they must take either a block or blitz actoin and throw a block at an adjacent player. Last but not least, Wild Animals can never recieve assists when they Block or Foul; they are simply too out of control to help them out.
3-4 Wild Animals are extremely violent creatures. If you declare any action other than Block with a Wild Animal, roll a D6. On a roll of 1-3, the Wild Animal stands still and roars in rage instead, and the action is wasted. Note that the Wild Animal no longer has to move first and that he can now use assists.
5-6 Wild Animals are uncontrollable creatures that rarely do exactly what a coach wants of them. In fact, just about all you can really rely on them to do is lash out at opposing players that move too close to them! To represent this, when you declare an action with a Wild Animal, roll a D6 adding +2 to the roll if taking a Block, Blitz or Foul action. On a roll of 1-3, the Wild Animal stands still and roars in rage instead, and the action is wasted. Note that the Wild Animal no longer has to move first and that he can now use assists. Also note that no dice roll is required for the Wild Animal to turn face-up when stunned.
You recognize all of them, but I just wanted to bring the meyhem back. In our league we already have a Rat ogre, but there is also two Norse teams, a chaos team, and a Chaos Dwarf team, so it could just be a matter of time before Minos start popping up.
Any thoughts?
Asperon Thorn