BB-Mag 5 Lots of fun stuff
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Ok, I retract my previous comment (except for the part that I still don't like everyone getting them). My standpoint wasn't as well-thought-out as yours. (Make note people: I know how to give up and admit my defeat. So when I don't do that, I'm right and you're wrongGalakStarscraper wrote: At this point of course, we are now down to guessing how it will play. Season 3 of the MBBL will have secret weapons .... and I'm betting other leagues will start using them as well. It will be interesting.

ljm's league will have them after the next cup (chaos cup), so I'll get to see them in action soon enough. If people are willing to pay for them, that is. And I have to agree with the people who want the deathroller to be cheaper.
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[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
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- Grumbledook
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When I said I was concerned about every second team having a chainsaw, I actually wasn't worried about it being unbalancing... I just though it would be boring. It's like: 'Got a tough game coming up, better grab that wizard and chainsaw!' I just think it would be better if different weapons were restricted to a few specific teams - it would be more interesting. And some teams don't really need secret weapons at all (the orcs come to mind, even though it sorta seems appropriate that they get some).
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- Grumbledook
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- GalakStarscraper
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Okay anyone following the NFL (Chet's league) knows that the trend is to start bringing everything back on a game by game basis (which I think is a great idea). Which means in the future, there is a lot of stuff to think about before any given match.nouge wrote:'Got a tough game coming up, better grab that wizard and chainsaw!'
So now we have Freebooted Wizards and Stars official
Secret Weapons have a 50% of being lost to the Ref and will probably become official in October as they seem to be getting a very good reception.
I've seen good rules for Dirty Tricks purchases usable for one game also, and Magic Items that can be bought like Secret Weapons but only work 50% of the matches and on pre-game 1 in 6 actually do the opposite (so a Magic Helmet on a 1 would -1 from AV for the game, 2-3 nothing, 4+ = +1 AV).
So in a normal league cash management will become very important as all of the following in the future will probably be available:
For a single game: Wizards, Stars, and Dirty Tricks
For a one to a few games: Secret Weapons
Extra equipment: Magic Items
So far I've liked what I've seen on where the game is going with slowly returning the fluff .... I think the game will be better for the wait. Add in a fixed Dwarf Alchemist and we'll be getting somewhere.
Galak
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- Grumbledook
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Hmmmmmmm ..... I could do that ... two pages ... one with what they printed and the other with what the majority at TBB have requested it be changed to ...Grumbledook wrote:What would be really useful is somewhere where all the experimental rules are put up on the blood bowl website (I bet there is now i say this). This is because bbmag sells out and well I don't really have the cash to buy it anyway.

Put it on the list.
Galak
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- Sushé Wakka
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I'd like to add something to the things written here.
First: I think that it would help if the chainsaw attack and the poisoned dagger streak were listed as fouling actions, as their mechanic is similar (they don't roll block dice but roll directly for armour). Even the bombs and the Deathroller could use up the "fouling" action, but then the deathroller would need a price fix.
Second: I believe that, apart from team restriction, weapons should be restricted to specific positions; e.g:
Weapon: Position (team)
Poisoned dagger: Gutter Runner (skaven), Witch elf (Dark elf), Hobgoblin (Chaos Dwarf)
Ball and Chain: Goblin (goblin/Orc)
Blunderbuss: Longbeard (Dwarf), Chaos Dwarf Blocker (Chaos Dwarf)
Bomb: Goblin (goblin/Orc), Longbeard (Dwarf), Chaos Dwarf Blocker (Chaos Dwarf)
Chainsaw: Goblin (goblin/orc), Chaos Warrior (Chaos/rotters), Lineman (Human/Norse), Linewoman (Amazon), Sketelon (Khemri), Zombie (Necromantic/Undead), Longbeard (Dwarf), Chaos Dwarf Blocker (Chaos Dwarf)
Pogostick: Goblin (goblin/orc)
Deathroller: Longbeard (Dwarf)
The ball and chain fixes MA to 4 and ST to 6. No skills/traits/Racial characteristics may be used when using a Ball and Chain. No SPP earned while using a ball and Chain (the guy is fed with mad cap mushrooms and so doesn't remember a thing after the match).
You may not combine "armour breaking" skills/traits/Racial Characteristic with a chainsaw attack or a poisoned dagger streak. No SPP earned from a casualty caused by these weapons (the Casualties don't come from a Straighfoward block). Since it's a fouling action, may be spotted by the Ref and moves the IGMEOY counter.
The Deathroller fixes the Attributes and the skills/traits/racial characteristics to look like the Star Player (MA 4 ST 7 AG 1 AV 10 Block, multiple Block, Stand Firm). If the steam engine blows, make an inmediate injury roll for the driver. The deathroller may not be confiscated if it blows up (The ref thinks it's wasted). No SPP earned from a Deathroller Block. Every time the deathroller performs a block, it also eats up the Fouling action, so make a Ref Roll and move the IGMEOY counter.
Bombs: Throwing a bomb uses up the passing AND the fouling action of a team (so it can be spotted by the Ref and moves the IGMEOY counter). No SPP earned from bomb casualties nor from accurate passes (unless you're mad enough to throw the bomb to a teammate). You can't Dump Off bombs. However, may use the following skills/traits when throwing a bomb: Accurate, Pass, Strong Arm, Pro, and Leader.
Pogostick: You can't reroll the pogo stick extra "go for it" squares with the Sure Feet skill. Also, the Sprint extra "Go for it" square may not be added to the Pogostick "go for it" squares.
Blunderbuss: Uses up the Passing action of the team. If the blast is accurate and succesfully caught, it counts as a Completion. The only skills that may be used when firing a Blunderbuss are Pro and Leader. When the weapon is fired, make a Ref Roll and move the IGMEOY counter as if it was a foul.
If the weapon is confiscated, you may bribe the ref to "forget to take the weapon away" paying (confiscation roll result-1)x10,000 gps, and so allowing to keep the weapon.
Apart from the exceptions listed, the weapons work like in the handbook/LRB.
It's just an idea, but, what do you think?
(edited to add): Man, that was a long post
First: I think that it would help if the chainsaw attack and the poisoned dagger streak were listed as fouling actions, as their mechanic is similar (they don't roll block dice but roll directly for armour). Even the bombs and the Deathroller could use up the "fouling" action, but then the deathroller would need a price fix.
Second: I believe that, apart from team restriction, weapons should be restricted to specific positions; e.g:
Weapon: Position (team)
Poisoned dagger: Gutter Runner (skaven), Witch elf (Dark elf), Hobgoblin (Chaos Dwarf)
Ball and Chain: Goblin (goblin/Orc)
Blunderbuss: Longbeard (Dwarf), Chaos Dwarf Blocker (Chaos Dwarf)
Bomb: Goblin (goblin/Orc), Longbeard (Dwarf), Chaos Dwarf Blocker (Chaos Dwarf)
Chainsaw: Goblin (goblin/orc), Chaos Warrior (Chaos/rotters), Lineman (Human/Norse), Linewoman (Amazon), Sketelon (Khemri), Zombie (Necromantic/Undead), Longbeard (Dwarf), Chaos Dwarf Blocker (Chaos Dwarf)
Pogostick: Goblin (goblin/orc)
Deathroller: Longbeard (Dwarf)
The ball and chain fixes MA to 4 and ST to 6. No skills/traits/Racial characteristics may be used when using a Ball and Chain. No SPP earned while using a ball and Chain (the guy is fed with mad cap mushrooms and so doesn't remember a thing after the match).
You may not combine "armour breaking" skills/traits/Racial Characteristic with a chainsaw attack or a poisoned dagger streak. No SPP earned from a casualty caused by these weapons (the Casualties don't come from a Straighfoward block). Since it's a fouling action, may be spotted by the Ref and moves the IGMEOY counter.
The Deathroller fixes the Attributes and the skills/traits/racial characteristics to look like the Star Player (MA 4 ST 7 AG 1 AV 10 Block, multiple Block, Stand Firm). If the steam engine blows, make an inmediate injury roll for the driver. The deathroller may not be confiscated if it blows up (The ref thinks it's wasted). No SPP earned from a Deathroller Block. Every time the deathroller performs a block, it also eats up the Fouling action, so make a Ref Roll and move the IGMEOY counter.
Bombs: Throwing a bomb uses up the passing AND the fouling action of a team (so it can be spotted by the Ref and moves the IGMEOY counter). No SPP earned from bomb casualties nor from accurate passes (unless you're mad enough to throw the bomb to a teammate). You can't Dump Off bombs. However, may use the following skills/traits when throwing a bomb: Accurate, Pass, Strong Arm, Pro, and Leader.
Pogostick: You can't reroll the pogo stick extra "go for it" squares with the Sure Feet skill. Also, the Sprint extra "Go for it" square may not be added to the Pogostick "go for it" squares.
Blunderbuss: Uses up the Passing action of the team. If the blast is accurate and succesfully caught, it counts as a Completion. The only skills that may be used when firing a Blunderbuss are Pro and Leader. When the weapon is fired, make a Ref Roll and move the IGMEOY counter as if it was a foul.
If the weapon is confiscated, you may bribe the ref to "forget to take the weapon away" paying (confiscation roll result-1)x10,000 gps, and so allowing to keep the weapon.
Apart from the exceptions listed, the weapons work like in the handbook/LRB.
It's just an idea, but, what do you think?
(edited to add): Man, that was a long post
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Sushé, the elfhater
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Please do that, I (and many others too) would highly appreciate that.GalakStarscraper wrote: Hmmmmmmm ..... I could do that ... two pages ... one with what they printed and the other with what the majority at TBB have requested it be changed to ...![]()
Put it on the list.
Galak
Meanwhile it is easier to get a 1st ed. BB Boxed game than BBMag#3.
On ebay.germany the mag is being sold for up to 25US$(!)
And getting it from overseas means for us Europeans to add 10US$ for S&H - and this for just 2-4 pages of exp. rules.
greetings
- Narkotic
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This is something that I wholeheartedly oppose. The mechanic for using the weapons should be a one that permits a realistic use of weapons. With that I mean only that eeach and every player with arms can wield one. And what I've seen of this suggestion, I have to say that I can't see the problem of allowing position players the use of secret weapons. The team is afterall risking to get one of their best players ejected if they give a weapon to a position player.Sushé Wakka wrote: Second: I believe that, apart from team restriction, weapons should be restricted to specific positions;
Mages can't wield a sword? Blitzers can't hold a chainsaw? Stupid.
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[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
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Still not as good tho as dwarves could do it, or the elves with hmp. I would be more than happy to let the blunderbuss available to everyone as i dont consider it nearly as useful as many of the others.it makes the odds of success on a blunderbuss play that extra bit better
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