Bingo.pac wrote:Of course, but you still need to consider both (whatever the order). If you end up with a team of players which is perfectly balanced but who just don't <i>feel</i> like Space Marines, what was the point of the exercise?Nazgit wrote:… you'd need to consider balance first, 40K fluff second.
Blood Bowl 40,000
Moderator: TFF Mods
- Darkson
- Da Spammer
- Posts: 24047
- Joined: Mon Aug 12, 2002 9:04 pm
- Location: The frozen ruins of Felstad
- Contact:
Re: Blood Bowl 40,000
Reason: ''
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.
-
- Star Player
- Posts: 589
- Joined: Thu Jun 02, 2005 3:51 pm
In 40k the marines are faster than humans in the fluff but not in the stats, so a movement of 6 would be ok, even a movement of 6. As such they could be either as chaos warriors or as M6 chaos warriors. With the fluff you'd expect the block skill, but that would just be too good. i wouldn't allow them ag access though. what about Terminators? that could be a big guy, and if you made the battle suits used prototypes then you'd have a reason for them to malfunction (bonehead)
Reason: ''
-
- Ex-Mega Star, now just a Super Star
- Posts: 1605
- Joined: Sun Sep 04, 2005 8:12 pm
- Location: Probably a Bleeding Through gig.
Id say 0-2 terminators?
Something like mummys because of the power armour:
MA 4
ST 5
AG 1
AV 9
Because of power armor I'd give them extra movement but less ag, to represent that they can move, but not dodger or are particularly agile.
Mighty blow, block?
Just a thought. Based on the mummys, with less ag but more movement, no regen but block instead.
Something like mummys because of the power armour:
MA 4
ST 5
AG 1
AV 9
Because of power armor I'd give them extra movement but less ag, to represent that they can move, but not dodger or are particularly agile.
Mighty blow, block?
Just a thought. Based on the mummys, with less ag but more movement, no regen but block instead.
Reason: ''
[size=67]And death climbs up the steps one by one,
To give you the rose that's been burnt by her sun
Point me to the sky above
I can't get there on my own
Walk me to the graveyard
<b>Dig up her bones</b>[/size]
To give you the rose that's been burnt by her sun
Point me to the sky above
I can't get there on my own
Walk me to the graveyard
<b>Dig up her bones</b>[/size]
- kadu-c
- Ex-Mega Star, now just a Super Star
- Posts: 1591
- Joined: Thu May 15, 2003 11:43 pm
- Location: Tours, France
- Contact:
I've found the old rules created by French GW Mail Order... They were based on the 3rd edition.
As you will see, teams are not very balanced !
Some races are missing (Tau) or are incomplete (Necrons) because these rules were designed many years ago.
Imperial Team
0-12 Imperial Guard 40.000 6 3 3 7 (G)
0-6 Space Marine 100.000 5 4 3 9 Block (G S P)
0-4 Terminator 120.000 3 5 1 10 Block, Thick Skull (S)
RR 50.000
Orks
0-12 Boy 60.000 5 4 2 9 (G S)
0-4 Gretchin 40.000 6 2 3 7 Dodge, Stunty, Right Stuff (A)
0-4 Nob 120.000 5 5 2 9 Thick Skull (G S)
RR 60.000
Chaos
0-12 Adorator 40.000 6 3 3 7 (G M)
0-6 Space Marine 100.000 5 4 3 9 Block (G S P M)
0-4 Terminator 120.000 3 5 1 10 Block, Thick Skull (S M)
RR 70.000
Mutations on doubles.
Eldars
0-12 Guardian 70.000 6 3 4 8 (G A)
0-2 Banshee 110.000 7 3 4 8 Dodge, Hypno Gaze (G A)
0-2 Harlequin 110.000 7 3 4 7 Leap, Foul Appareance (G A P)
0-2 Wraith Guard 90.000 5 4 3 9 (S)
RR 50.000
Dark Eldars
0-12 Warrior 70.000 6 3 4 8 (G A)
0-4 Wych 110.000 7 3 4 7 Dodge, Block, Side Step (G A)
0-2 Grotesque 90.000 5 4 3 9 Frenzy, Foul Appearance (G)
0-2 Haemonculus 80.000 6 3 4 9 Dirty Player (G A)
RR 50.000
Tyranids (
)
0-12 Termagaunt 50.000 6 3 3 7 Extra Arms (G M)
0-6 Hormagaunt 100.000 8 3 4 8 Claws, Leap (G A M)
0-4 Genestealer 120.000 7 4 3 9 Claws, Razor Sharp Claws (G S M)
0-2 Tyranid Warrior 120.000 6 5 3 9 Extra Arms, Leader (G S M)
RR 70.000
No Apothecary
Mutations on doubles
Necrons
0-12 Necron Warrior 90.000 4 4 2 10 Regen (G S)
0-6 Scarab 40.000 8 2 3 10 Regen, Stunty (A)
RR 70.000
Sisters of Battle
0-12 Frateris militia 40.000 6 3 3 7 (G)
0-2 Preacher 60.000 6 3 3 7 Frenzy, Dauntless (G)
0-6 sister of Battle 70.000 6 3 3 9 Block (G)
0-4 Superior Sister 110.000 5 4 3 9 Block, Guard (G)
RR 50.000
As you will see, teams are not very balanced !

Some races are missing (Tau) or are incomplete (Necrons) because these rules were designed many years ago.
Imperial Team
0-12 Imperial Guard 40.000 6 3 3 7 (G)
0-6 Space Marine 100.000 5 4 3 9 Block (G S P)
0-4 Terminator 120.000 3 5 1 10 Block, Thick Skull (S)
RR 50.000
Orks
0-12 Boy 60.000 5 4 2 9 (G S)
0-4 Gretchin 40.000 6 2 3 7 Dodge, Stunty, Right Stuff (A)
0-4 Nob 120.000 5 5 2 9 Thick Skull (G S)
RR 60.000
Chaos
0-12 Adorator 40.000 6 3 3 7 (G M)
0-6 Space Marine 100.000 5 4 3 9 Block (G S P M)
0-4 Terminator 120.000 3 5 1 10 Block, Thick Skull (S M)
RR 70.000
Mutations on doubles.
Eldars
0-12 Guardian 70.000 6 3 4 8 (G A)
0-2 Banshee 110.000 7 3 4 8 Dodge, Hypno Gaze (G A)
0-2 Harlequin 110.000 7 3 4 7 Leap, Foul Appareance (G A P)
0-2 Wraith Guard 90.000 5 4 3 9 (S)
RR 50.000
Dark Eldars
0-12 Warrior 70.000 6 3 4 8 (G A)
0-4 Wych 110.000 7 3 4 7 Dodge, Block, Side Step (G A)
0-2 Grotesque 90.000 5 4 3 9 Frenzy, Foul Appearance (G)
0-2 Haemonculus 80.000 6 3 4 9 Dirty Player (G A)
RR 50.000
Tyranids (

0-12 Termagaunt 50.000 6 3 3 7 Extra Arms (G M)
0-6 Hormagaunt 100.000 8 3 4 8 Claws, Leap (G A M)
0-4 Genestealer 120.000 7 4 3 9 Claws, Razor Sharp Claws (G S M)
0-2 Tyranid Warrior 120.000 6 5 3 9 Extra Arms, Leader (G S M)
RR 70.000
No Apothecary
Mutations on doubles
Necrons
0-12 Necron Warrior 90.000 4 4 2 10 Regen (G S)
0-6 Scarab 40.000 8 2 3 10 Regen, Stunty (A)
RR 70.000
Sisters of Battle
0-12 Frateris militia 40.000 6 3 3 7 (G)
0-2 Preacher 60.000 6 3 3 7 Frenzy, Dauntless (G)
0-6 sister of Battle 70.000 6 3 3 9 Block (G)
0-4 Superior Sister 110.000 5 4 3 9 Block, Guard (G)
RR 50.000
Reason: ''
- Joemanji
- Power Gamer
- Posts: 9508
- Joined: Sat Jul 05, 2003 3:08 pm
- Location: ECBBL, London, England
See, this is the problem I have with projects like this. Who, and I mean who, gives a Black Orc +1 MV and charges 20K less for him, as a lineman no less?!?!?kadu-c wrote:Orks
0-12 Boy 60.000 5 4 2 9 (G S)


Oh right ... I just remembered you said these rules were made up by GW Mail Order Trolls. That explains it.

Reason: ''
*This post may have been made without the use of a hat.
- kadu-c
- Ex-Mega Star, now just a Super Star
- Posts: 1591
- Joined: Thu May 15, 2003 11:43 pm
- Location: Tours, France
- Contact:
-
- Rookie
- Posts: 10
- Joined: Wed Mar 29, 2006 6:27 pm
- Location: England
- Contact:
Wow! A lot of replies since I wrote this. Mostly on the tough issue of the Space Marines.
My list was like this:
0-12 Linemarines 70,000 5 3 3 9 Block General
0-2 Throwers 80,000 5 3 3 9 Sure Hands, Pass General, Passing
0-4 Blitzers 100,000 7 3 3 9 Block General, Strength
0-2 Scouts 90,000 7 3 3 8 Catch, Nerves of Steel General, Agility
0-1 Terminator 120,000 3 5 2 10 Big Hand, Big Guy, Mighty Blow General, Strength
I have changed my mind on many things, and my list at the moment (although it is not with me, and I'll correct it tomorrow) goes a bit like this:
0-16 Linemarines (Scouts) 70,000 6 3 3 8 Block G
0-2 Throwers (Scouts) 80,000 6 3 3 8 Sure Hands, Pass GP
0-4 Blitzers (SM in Power Armour) 110,000 6 4 3 9 Off To War GS
0-2 Catchers (Scouts) 90,000 7 3 3 8 Catch, Nerves of Steel GA
0-1 Terminator 120,000 3 5 2 10 Big Hand, Bonehead, Big Guy, Mighty Blow GS
RR 60K
Off To War: Nega-Trait, basically gives them a Niggling Injury that can't be Apothecaried, to represent the fact that they might be needed on the battlefield, which is more important than even the highest-ranking BB match.
- Block on Scout Linemen is to represent them being stronger than Human Linemen.
- I'll do the costs properly in a bit.
- Blitzers are the proper Marines, so they have S4. No Block and AG3 is because their armour is very restrictive on the small battlefield that is the BB pitch.
- NOS on the scouts because they are strong & focused enough not to be hindered by opposing TZs.
- Big Hand on Termy to represent Power Fist (though turned off)
- Bonehead and Big Guy on Terminator - although they're not stupid/incompetent, they are in very bulky armour with restricted vision/movement, so playing BB is rather tricky and they will not always see where the ball is.
- AV10 because you won't get any tougher infantry.
The French List, I've seen before, and yes, it is awful! I shall from now on try to ignore it...
My list was like this:
0-12 Linemarines 70,000 5 3 3 9 Block General
0-2 Throwers 80,000 5 3 3 9 Sure Hands, Pass General, Passing
0-4 Blitzers 100,000 7 3 3 9 Block General, Strength
0-2 Scouts 90,000 7 3 3 8 Catch, Nerves of Steel General, Agility
0-1 Terminator 120,000 3 5 2 10 Big Hand, Big Guy, Mighty Blow General, Strength
I have changed my mind on many things, and my list at the moment (although it is not with me, and I'll correct it tomorrow) goes a bit like this:
0-16 Linemarines (Scouts) 70,000 6 3 3 8 Block G
0-2 Throwers (Scouts) 80,000 6 3 3 8 Sure Hands, Pass GP
0-4 Blitzers (SM in Power Armour) 110,000 6 4 3 9 Off To War GS
0-2 Catchers (Scouts) 90,000 7 3 3 8 Catch, Nerves of Steel GA
0-1 Terminator 120,000 3 5 2 10 Big Hand, Bonehead, Big Guy, Mighty Blow GS
RR 60K
Off To War: Nega-Trait, basically gives them a Niggling Injury that can't be Apothecaried, to represent the fact that they might be needed on the battlefield, which is more important than even the highest-ranking BB match.
- Block on Scout Linemen is to represent them being stronger than Human Linemen.
- I'll do the costs properly in a bit.
- Blitzers are the proper Marines, so they have S4. No Block and AG3 is because their armour is very restrictive on the small battlefield that is the BB pitch.
- NOS on the scouts because they are strong & focused enough not to be hindered by opposing TZs.
- Big Hand on Termy to represent Power Fist (though turned off)
- Bonehead and Big Guy on Terminator - although they're not stupid/incompetent, they are in very bulky armour with restricted vision/movement, so playing BB is rather tricky and they will not always see where the ball is.
- AV10 because you won't get any tougher infantry.
The French List, I've seen before, and yes, it is awful! I shall from now on try to ignore it...
Reason: ''
The Skavenblight Scurriers - My beloved Skaven
The Hexaotl Harlequins - Lizardmen
The Haemogoblins United - Red Goblins!
The Hexaotl Harlequins - Lizardmen
The Haemogoblins United - Red Goblins!
- Joemanji
- Power Gamer
- Posts: 9508
- Joined: Sat Jul 05, 2003 3:08 pm
- Location: ECBBL, London, England
Are we not assuming that BB40K would be set in an alternative version of the 40K universe, in the same way that BB is set in an alternate version of the WFB world? The point being that, in this universe, there are far less wars and much more Blood Bowl.
Reason: ''
*This post may have been made without the use of a hat.
-
- Emerging Star
- Posts: 501
- Joined: Tue Jun 26, 2001 12:00 am
- Location: San Jose, CA
40k Blood Bowl would have to be more like Necromunda than the battlefield. No group of something like Imperial Guardsmen is going to be willing to face off a bunch of fanatical genetic monsters in full power armour. BB40k should be a chance to make fun of as many forms of sci-fi sport as you can. No soldiers on the field!
Reason: ''
-
- Ex-Mega Star, now just a Super Star
- Posts: 1605
- Joined: Sun Sep 04, 2005 8:12 pm
- Location: Probably a Bleeding Through gig.
But then what group of ANYONE would be willing to face a team of something like disease ridden, pus-bloated nurgle players?Pink Horror wrote:No group of something like Imperial Guardsmen is going to be willing to face off a bunch of fanatical genetic monsters in full power armour.
In BB we have all members of the WFB races playing BB, so like nazgit siad, in a 40k version, less war more BB, so why wouldnt you have Imperial Guardsmen facing off agianst fanatical monsters? after all, the fanatical monster's coach would have to afford them first lol
Reason: ''
[size=67]And death climbs up the steps one by one,
To give you the rose that's been burnt by her sun
Point me to the sky above
I can't get there on my own
Walk me to the graveyard
<b>Dig up her bones</b>[/size]
To give you the rose that's been burnt by her sun
Point me to the sky above
I can't get there on my own
Walk me to the graveyard
<b>Dig up her bones</b>[/size]
-
- Star Player
- Posts: 589
- Joined: Thu Jun 02, 2005 3:51 pm
-
- Rookie
- Posts: 10
- Joined: Wed Mar 29, 2006 6:27 pm
- Location: England
- Contact:
I think that we can safely assume that.Nazgit wrote:Are we not assuming that BB40K would be set in an alternative version of the 40K universe, in the same way that BB is set in an alternate version of the WFB world? The point being that, in this universe, there are far less wars and much more Blood Bowl.
However, there is still war, and the Space Marines will still make it a priority over BB.
I also have a Necromunda.. /supplement/ in the works with a team for each of the Houses, and might do Scavvy, Ratskin lists too. I plan to write rules for BB played in the streets of the Underhive. (Not entirely Dungeonbowl... more like BB with a building or two restricting parts of the pitch)40k Blood Bowl would have to be more like Necromunda than the battlefield. No group of something like Imperial Guardsmen is going to be willing to face off a bunch of fanatical genetic monsters in full power armour. BB40k should be a chance to make fun of as many forms of sci-fi sport as you can. No soldiers on the field!
Reason: ''
The Skavenblight Scurriers - My beloved Skaven
The Hexaotl Harlequins - Lizardmen
The Haemogoblins United - Red Goblins!
The Hexaotl Harlequins - Lizardmen
The Haemogoblins United - Red Goblins!
- Joemanji
- Power Gamer
- Posts: 9508
- Joined: Sat Jul 05, 2003 3:08 pm
- Location: ECBBL, London, England
I did a huge rulebook for that about 10 years ago ... I'll see if I can find it.Arven wrote:I also have a Necromunda.. /supplement/ in the works with a team for each of the Houses, and might do Scavvy, Ratskin lists too. I plan to write rules for BB played in the streets of the Underhive. (Not entirely Dungeonbowl... more like BB with a building or two restricting parts of the pitch)
Reason: ''
*This post may have been made without the use of a hat.
-
- Rookie
- Posts: 10
- Joined: Wed Mar 29, 2006 6:27 pm
- Location: England
- Contact:
-
- Rookie
- Posts: 10
- Joined: Wed Mar 29, 2006 6:27 pm
- Location: England
- Contact:
I'v had a go at balancing the SM team, mostly based on Scouts - only 2 Power armoured guys allowed, as well as a Termy.
Space Marine Team:
0-16 Linemarines (Scouts) 70,000 6 3 3 8 Block G
0-2 Throwers (Scouts) 80,000 6 3 3 8 Sure Hands, Pass GP
0-2 Blitzers (SM in Power Armour) 110,000 6 4 3 9 Off To War, Thick Skull GS
0-4 Catchers (Scouts) 90,000 7 3 3 8 Catch, Nerves of Steel GA
0-1 Terminator 110,000 3 5 2 10 Off To War, Big Guy, Mighty Blow, Thick Skull GS
RR 70k (?)
Off To War: Racial Characteristic. Before each game, roll a D6 for each player on your roster with Off To War. On the roll of a 1, they are unavailable for that match, because they have been called up for the important business of defending the Impreium! This roll can in no way be changed, re-rolled or otherwise affected.
How much should their RR be, though? I'm thinking low-ish because they would be good at working together, but not too low, because the SM might not have enough time to practice (think Off To War) and their armour is a bit bulky for BB... does 60k sound fair?
- Made it 70k because mlindsay gave me a good reason.
- Removed Big Hand from Termy and reduced cost to 110k
Space Marine Team:
0-16 Linemarines (Scouts) 70,000 6 3 3 8 Block G
0-2 Throwers (Scouts) 80,000 6 3 3 8 Sure Hands, Pass GP
0-2 Blitzers (SM in Power Armour) 110,000 6 4 3 9 Off To War, Thick Skull GS
0-4 Catchers (Scouts) 90,000 7 3 3 8 Catch, Nerves of Steel GA
0-1 Terminator 110,000 3 5 2 10 Off To War, Big Guy, Mighty Blow, Thick Skull GS
RR 70k (?)
Off To War: Racial Characteristic. Before each game, roll a D6 for each player on your roster with Off To War. On the roll of a 1, they are unavailable for that match, because they have been called up for the important business of defending the Impreium! This roll can in no way be changed, re-rolled or otherwise affected.
How much should their RR be, though? I'm thinking low-ish because they would be good at working together, but not too low, because the SM might not have enough time to practice (think Off To War) and their armour is a bit bulky for BB... does 60k sound fair?
- Made it 70k because mlindsay gave me a good reason.
- Removed Big Hand from Termy and reduced cost to 110k
Reason: ''
The Skavenblight Scurriers - My beloved Skaven
The Hexaotl Harlequins - Lizardmen
The Haemogoblins United - Red Goblins!
The Hexaotl Harlequins - Lizardmen
The Haemogoblins United - Red Goblins!