
spicing up the old Chaos team
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- Blammaham
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Giving anything else to Chaos would be a collosal mistake, IMO. I played a choas team for 100 games and these guys don't really need any help what so ever. The access to Physical abilitys really puts these guys over the top, now it is a givin that they have some trouble in the beginning without any skills but once Chaos get their first few skils they really start to rock. S.
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- Oderus Orungus
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- NightDragon
- Legend
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Without reading the whole thread I would say that the Chaos team is very balanced. A slow starter, but gets very good. Why? Because it has access to a range of skills that virtually all other teams don't get. They don't need a wide variety of players. I do like the experimental rules in the Compendiums though.
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Or you can make a new style of Chaos team if you want to house rule them into the league.
Here's an unplaytested and probaly over/underpowered Chaos Human (sorta, kinda based on 2nd edition Chaos) team
The Mutant skill grants two random mutations. Up to you to make the table(s) up 
Here's an unplaytested and probaly over/underpowered Chaos Human (sorta, kinda based on 2nd edition Chaos) team
Code: Select all
Qty Position Mv St Ag Av Skills Cost Skill Groups
0-12 Lineman 6 3 3 8 - 50,000 Gn
0-4 Mutant 6 3 3 7 Mutant* 70,000 Gn, Phs
0-4 Blitzer 7 3 2 9 Block, Frenzy 90,000 Gn, St
0-2 Blocker 5 4 2 9 - 90,000 Gn, St
Re-Roll: 60,000

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- NightDragon
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I do like the idea of a mutant, but am not so keen on the blitzer, although I can see that they might be needed to balance out the mutant.
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