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Dscore20



Joined: Aug 17, 2016

Post   Posted: Jan 29, 2017 - 16:33 Reply with quote Back to top

Some fan made races I made. Feedback would be appreciated. Thank you!

Draconics
An ancient race of red lizardmen living in the tops of mountains have come down to play Blood Bowl. The beings may be slower, but they are slightly smarter than average Lizardmen, and they also have a nasty tendency to breathe fire! (which is too dangerous for even Blood Bowl rules to allow!)
0-16 Line-lizard 70k MA: 6 ST: 3 AG: 3 AV: 8 Skills: none G ASP
0-4 Salamander 80k MA: 7 ST: 2 AG: 3 AV: 7 Skills: flamespewer, dodge, stunty GA SP
0-2 Dragon blood 120k MA: 5 ST: 4 AG: 3 AV: 8 Skills: flamespewer GS AP
0-1 Red kroxigor 160k MA: 6 ST: 5 AG: 1 AV: 9 Skills: Loner, Bone-head, Mighty Blow, Prehensile Tail, Thick Skull S AGP
0-8 Re-roll counters: 60k each
Star players available: Hemlock (170k), Lottabottol (220k), Slibli (250k), Morg ‘n’ Thorg (430k)
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Atlanteans
Thousands of years ago, when man first walked on land, some men preferred to stay in the water. Now, they have grown legs and have begun to walk on land. Fascinated by the new world around them, they have taken part in doing almost everything normal people do. Such as playing Blood Bowl. However, not all the players have adapted to breathing air well, which can lead to entire halves of games wasted by players drinking water instead of playing!
0-16 Lineman 50k MA: 5 ST: 3 AG: 2 AV: 7 Skills: none GAS P
0-4 Runners 70k MA: 7 ST: 2 AG: 3 AV: 7 Skills: water breather, slippery, sure hands AG SP
0-4 Blitzers 90k MA: 6 ST: 3 AG: 3 AV: 8 Skills: water breather, slippery, block GS AP
0-1 Kraken spawn 150k MA: 5 ST: 5 AG: 2 AV: 9 Skills: water breather, slippery, loner, tentacles S AG
0-8 Re-roll counters: 50k each
Star players available: Lottabottol (220k), Quetzal Leap (250k), Slibli (250k), Morg ‘n’ Thorg (450k)
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Lycanthropes
Many a norse tale tells of people by day, monsters at full moons. While many are familiar with the “werewolf” lycanthropes, there are many others, ready to spread their popularity on the Blood Bowl pitch. But the lack in players force them to rely upon only partially infected humans, who may or may not transform into their beastly forms during matches.
0-16 Linemen 50k MA: 6 ST: 3 AG: 3 AV: 7 Skills: none G ASP
0-4 Half-blood lineman 60k MA: 6 ST: 3 AG: 3 AV: 7 Skills: half-blood G ASP
0-2 Half-blood wererat 70k MA: 7 ST: 2 AG: 4 AV: 7 Skills: animosity, regeneration, dodge AG SP
0-2 Half-blood werewolf 80k MA: 8 ST: 3 AG: 3 AV: 8 Skills:animosity, regeneration, claws, frenzy AGS P
0-2 Half-blood weresasquatch 90k MA: 5 ST: 4 AG: 2 AV: 9 Skills: animosity, regeneration, mighty blow GS AP
0-8 Re-roll counters: 70k each.
Star players available: Setekh (220k), Morg ‘n’ Thorg (450k), Wilhelm Chaney (240k)
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New Skills
Flamespewer (extraordinary):
Once per turn, a team coach may have one of his players with flamespewer skill spit fire at an enemy. After declaring this action, target a square 1-3 spaces away from the player doing the action, then roll a d6. Subtract 1 from the roll if the model is within an enemy tackle zone. This roll may be re-rolled by a team re-roll. On a roll of 1-2, the flame backfires and opponent makes an unmodified injury roll against the player performing the action, the team performing the action then suffers a turnover. On a roll of 3, the move ends and nothing happens. On a roll of 4+, the skill is successful. If the skill is successful, that square and every model adjacent to it go up in flames! Roll an unmodified armor roll for each model lit up in flames. If the armor break is successful, the model is knocked down and suffer an injury. If one of your own models was knocked down this way, suffer a turnover as normal. If a double was rolled for any injury or armor break roll caused by this effect, the player who did the flamespewer is ejected by the referee as if they had performed a foul, and the team suffers a turnover. Any casualty caused this way does not cause a gain is SPP.

Water breather (extraordinary):
This player is used to living in the water, meaning they might crave the liquid every so often. Whenever you declare an action with a character who has the water breather skill, roll a d6. On a roll of 1, the player will take out a water bottle and drink instead of doing the action, and the player cannot do any actions this turn, and they will have no tackle zones until next turn. Water breather skill can be re-rolled with a team re-roll.

Slippery (extraordinary):
This player has very slippery skin, making them hard to tackle, however, it makes them harder to make plays with the ball using their slippery hands. A player with the slippery skill may add 1 to any dodge rolls, but they have -1 agility when trying to pick up, intercept, pass, or catch the ball. Also, this player’s passing, intercept, pickup, and catching rolls are unaffected by weather effects and enemy tackle zones.

Half-blood (extraordinary):
This player can transform into another during a full moon night. Before playing a game, roll 2d6. If the result is 10+, it is a full moon night, and every player with half-blood skill transforms into another player. To decide transformation, roll a d6 for each player with half-blood skill. On a roll of 1-2, they transform into a half-blood wererat. On a 3-4, they transform into a Half-blood werewolf. On a roll of 5-6, they transform into a half-blood weresasquatch. At the end of game, any transformed players turn back into previous form. Transformed players may exceed players limits. (example, you can have more than 2 werewolves if someone transformed into one). After the first time a player transforms, record what they transformed into, and the next time they transform, they will transform into the same creature. When they transform into another player, they gain the skills of that player and their stats until they transform back, and they still keep any skills from their previous form. Transformed players maintain injuries after transforming back into previous form. If a player transforms, their salary increases to the salary of the player they transformed into permanently.
Wreckage



Joined: Aug 15, 2004

Post   Posted: Jan 29, 2017 - 17:39 Reply with quote Back to top

An unusual restriction to only allow max 8 RR Wink.
keggiemckill



Joined: Oct 07, 2004

Post   Posted: Jan 29, 2017 - 18:43 Reply with quote Back to top

Don't you think fluff wise, the Atlanteans should have lower MA? I mean in your fluff, they just grew legs. I don't see how they would be able to move at ma7.

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zakatan



Joined: May 17, 2008

Post   Posted: Jan 29, 2017 - 19:27 Reply with quote Back to top

Wreckage wrote:
An unusual restriction to only allow max 8 RR Wink.


you never know, those pesky riots

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garyt1



Joined: Mar 12, 2011

Post   Posted: Jan 29, 2017 - 20:38 Reply with quote Back to top

Wreckage wrote:
An unusual restriction to only allow max 8 RR Wink.

It specifies that on official rosters. Very important!

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keggiemckill



Joined: Oct 07, 2004

Post   Posted: Jan 29, 2017 - 21:05 Reply with quote Back to top

garyt1 wrote:
Wreckage wrote:
An unusual restriction to only allow max 8 RR Wink.

It specifies that on official rosters. Very important!


This is why a Leader RR is very important.

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Wreckage



Joined: Aug 15, 2004

Post   Posted: Jan 29, 2017 - 23:42 Reply with quote Back to top

keggiemckill wrote:
garyt1 wrote:
Wreckage wrote:
An unusual restriction to only allow max 8 RR Wink.

It specifies that on official rosters. Very important!


This is why a Leader RR is very important.

Don't forget overtime.
zakatan



Joined: May 17, 2008

Post   Posted: Jan 30, 2017 - 08:55 Reply with quote Back to top

anyone gonna actually comment on the rosters?

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zakatan



Joined: May 17, 2008

Post   Posted: Jan 30, 2017 - 12:05 Reply with quote Back to top

I believe the little interest these rosters have arisen may be due to the non-canon skills that define the teams, since this makes them not fumbbl-playable. Wather breather can be easily worked out since it does the same as Bone-head. Flame spewer was solved as bomber for flame-spewing things and stunty and secret league, not quite the same but it does the trick. For slippery there's no good workaround, but you could try something in the line of titchy, two heads and AG2, maybe big hand.

The werething transformation doesn't make much sense to me, why would the same dude transform into different beasts depending on the day? Anyway, there are team designs similar to that in Secret League but they are not playable as intended so far.

They can be cool for tabletop play though. I find atlanteans little playable, with the blanket (all 9 positional slots) Bone-head equivalent but no real counterpart for it. It's not that they are great players anyway.

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zakatan



Joined: May 17, 2008

Post   Posted: Jan 30, 2017 - 12:08 Reply with quote Back to top

Also, necromantic werewolves are 120k with the same statline and skills, and I don't think animosity is worth 40k Wink

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