Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
Hi all,
inspired by the "is it time for some new skills?" thread in general chat, I thought it would be great fun to hear what kind of crazy ideas for new skills you've got! I'm starting a thread for each skill category.
These threads are not meant for discussion, (we can do that later), but simply as an archive of ideas.
So: If you've got any good ideas, or if your league is already using a homemade skill, this is the place to share it with everyone else.
Rough Tackle:
"Leaving a square in this players tacklezone costs 1 additional square of movement. Leaving the tackle zone of several rough tacklers costs 1 extra MA for each such rough tackler."
We're using this one in our league. It is a neat defensive skill.
It is good against those annoying 1-turn scorers - among other things.
Heavy Armour (Strength Skill)
This player has practiced with much heavier and more protective armour. He gains +1 AV and -1 MA. This skill can only be taken by players with ST 3 or more.
Sideswipe -
A player with this skill is quite skilled at throwing blocks at just the right angle. To represent this, he may choose to move the defending player to any adjacent square, not just the three squares shown on the Push Back diagram. The player may only use this skill to push another player into an unoccupied square. If the defending player has the sidestep skill, neither skill has any effect, and the standard pushback rules apply. Note that the coach may choose which square the player is moved to even if the defending player is knocked over after the push back.
Couldn´t come up with a proper name for this one but:
The player with this trait is allowed to roll two dice when he is being blocked. If the result beats the opposing players strength (no assistants apply to this roll), the defender is treated like having the same strength as the offender. Assistants as normal.
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Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.
A player with this trait must always use it (like frenzy; it can't be turned off).
Only players with the Guard skill are allowed to give assists in blocks or blitz actions performed by this player. This means both opponents and team mates who don't have guard can't give assists.
(Should it also work when the player is blocked; I think it shouldn't)
Whatdoyouguysthink?
R
Reason:''
Ik wou dat ik twee blondjes was,
Dan kon ik samen spelen.
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
Basically when this player goes down if he's not rolled over, on a 4+ he still exudes a tackle zone as he'll kick or grab any player that dodges passed him!
Alternatively this player can CHOOSE to use his tackle zone when he's prone however it is a fouling offense and thus the refereee would be involved, so would be a risky endeavour if used!
A player with this skill is an expert at tying up the opponent to allow his teammates to slip past. This skill can only be used if the player is stationary and there is an opponent in his tacklezone (like blocking). Each coach rolls a d6 and adds their strength. If a player has the grapple skill he may add +2 to the roll. If the grappling player wins both players lose their tackle zones, and neither player may move. A player can only escape a grapple on a successful grapple test in their own turn. The grapple continues and the players are locked in place until one players successfully escapes. Blocking a grappled player proceeds as normal and assists count as normal, excepting the grappled players.
This lets you tie up players and open up (probably temporary) avenues of attack.
Thought for a new strength skill "Fend Off"
Alows the player to do a sort of "blitz lite".
Treat it like a blitz move but the dice are interpreted a little differently.
Skull - Normal
Push - Normal
Pow- Push
Pow/dodge and Pow/skull - The player must stop moving. There is no pushback and the player's (not team's) turn ends. Of course a shkull means a turnover.
If it's too powerfull it could be toned down by making the pow a stop moving (like pow/dodge) and/or lack of block means the players falls on pow/skull.
Reason:''
I don't have to be faster than the Ogre, just faster than you!