Kelnor
Joined: May 09, 2010
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Posted:
Mar 03, 2012 - 05:25 |
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I did notice someone already suggested adding savage orcs to the orc roster, but my idea is that we have a whole team along those lines. This roster is only a first draft of course but it might be a good foundation. As you can see, the main gimmick is lots of frenzy. I think it's fairly well in keeping with the background. Let me know what you think!
0-6 Savage Orcs
MA: 5
ST: 3
AG: 3
AV: 9
Skills: Frenzy
Normal Skills: S
Double Skills: GAP
Cost: 50'000
0-10 Forest Goblins
MA: 6
ST: 2
AG: 3
AV: 7
Skills: Dodge, Right Stuff, Stunty, Frenzy
Normal Skills: A
Double Skills: GSP
Cost: 40'000
0-1 Forest Troll
MA: 4
ST: 5
AG: 1
AV: 9
Skills: Loner, Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Teammate, Frenzy
Normal Skills: S
Double Skills: GAP
Cost: 120'000
0-2 Hunting Spider
MA: 8
ST: 4
AG: 4
AV: 8
Skills: Wild Animal, Sure Feet, No Hands, Hypnotic Gaze, Shadowing
Normal Skills: SA
Double Skills: G
Cost: 90'000
edit: forgot the rerolls. 60'000? |
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cowhead
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Joined: Oct 22, 2006
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  Posted:
Mar 03, 2012 - 07:21 |
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There's already a forest goblin team |
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Nightbird
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Joined: Aug 02, 2003
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  Posted:
Mar 03, 2012 - 09:35 |
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cowhead wrote: | There's already a forest goblin team |
I don't think he means for this to be a stunty team. |
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cowhead
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Joined: Oct 22, 2006
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  Posted:
Mar 03, 2012 - 09:41 |
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fair enough, with all the new stunty ideas out there, i just assumed it was. my bad ![Very Happy](./modules/PNphpBB2/images/smiles/icon_biggrin.gif) |
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arwaker
Joined: May 20, 2011
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  Posted:
Mar 06, 2012 - 16:39 |
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Savage Orcs should not have AV9. They don't have metal armor, so I think 8 is more realistic.
The lack of AV is a realistic adjustment for the additional frenzy.
Moreover, the general 0-16 for linemen should be used, rather than a 0-6.
General access is more realistic than S.
0-16 Savage Orcs
MA: 5
ST: 3
AG: 3
AV: 8
Skills: Frenzy
Normal Skills: G
Double Skills: SAP
Cost: 50'000
Why should the forest goblin have frenzy? In WHFB they don't have frenzy either. Maybe also here you should consider a reduced armor compared to the normal Goblin, maybe balanced with a higher MA. A 0-10 positional is strange.
0-4 Forest Goblins
MA: 7
ST: 2
AG: 3
AV: 6
Skills: Dodge, Right Stuff, Stunty
Normal Skills: A
Double Skills: GSP
Cost: 40'000
Frenzy for forest trolls is not fitting the fluff as well. Maybe something like stand firm (same as treemen have) might best show the wood-origin.
0-1 Forest Troll
MA: 4
ST: 5
AG: 1
AV: 9
Skills: Loner, Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Teammate, Stand Firm
Normal Skills: S
Double Skills: GAP
Cost: 120'000
The Hunting Spider is an interesting positional. But I think it's way too cheap. The combination of ST4, AG4 and hypno is terrible strong.
0-2 Hunting Spider
MA: 8
ST: 4
AG: 4
AV: 8
Skills: Wild Animal, Sure Feet, No Hands, Hypnotic Gaze, Shadowing
Normal Skills: SA
Double Skills: G
Cost: 150'000 |
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pythrr
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Joined: Mar 07, 2006
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  Posted:
Mar 06, 2012 - 16:56 |
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why do they get mutations? |
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zakatan
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Joined: May 17, 2008
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  Posted:
Mar 06, 2012 - 17:08 |
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i'm not a big fan of bringing animals on pitch, they just don't belong there. |
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WhatBall
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Joined: Aug 21, 2008
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  Posted:
Mar 06, 2012 - 17:17 |
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pythrr wrote: | why do they get mutations? |
Don't go all LRB4 on us, I think P is Passing skills.
zakatan wrote: | i'm not a big fan of bringing animals on pitch, they just don't belong there. |
As long as they don't fly... |
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Balle2000
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Joined: Sep 25, 2008
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  Posted:
Mar 07, 2012 - 18:12 |
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saw this and remembered having seen savage orc rosters before. took a quick look around, and thought id might as well share it
here is some stuff from an online forum thats even been playtested
neilbatte wrote: | Savage orc M ST AG ARM SKILLS
0-16 5 3 3 7 Frenzy, warpaint.
Blitzer, M ST AG ARM SKILLS
0-4 6 3 3 8 Frenzy, Warpaint, Block
Thrower M ST AG ARM SKILLS
0-2 5 3 3 7 Frenzy, Warpaint, Surehands, Pass
Forest goblin M ST AG ARM SKILLS
0-4 6 2 3 7 Rightstuff Stunty, Dodge,
Troll M ST AG ARM SKILLS
0-1 4 5 1 9 Always hungry,Loner, Mighty blow, really stupid
Regen, Throw team mate.
I've left the troll and gobbo's as in the book, Warpaint works the same as thickskull, team rerolls etc cost the same as an orc team.
Cost wise I've added 10k to the base cost of the linemen Throwers and blitzers
although I'm not sure that any cost increase is neccessary as the drop in armour covers most of the sometimes dubious bonus's for extra skills.
Playwise it's similar to a human team rather than orcs as you have no blackorcs to hold the line, luckily thickskull helps a little to keep your linemen in the game a bit.
After a few skill increases the Frenzy becomes less of a hindrance and really helps thin out the opponents (mainly by throwing them into the crowd)
Next up is a special character I'm building although I've still got to sort out rules and test them yet. |
the above roster does not bring much new to the table though...
Also this is from an irish bb league that have their own roster
Code: | Position MA ST AG AV Skills Normal Double Cost Max
Lineman 6 3 3 7 Frenzy, Invulnerable G APS 50000 12
Black Savage 5 4 2 7 Frenzy, Invulnerable GS AP 90000 4
Blitzer 7 3 3 7 Block, Frenzy, Horns, Invulnerable GS AP 100000 4
Minotaur 5 5 2 8 Frenzy, Horns, Loner, MB, Thick Skull, WldAml SM GAP 150000 1 |
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zakatan
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Joined: May 17, 2008
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  Posted:
Mar 07, 2012 - 18:25 |
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invulnerable is a good skill... |
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Balle2000
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Joined: Sep 25, 2008
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  Posted:
Mar 08, 2012 - 05:05 |
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zakatan wrote: | invulnerable is a good skill... |
it's the "thick skull" that the magic war paint provides (added this for those not picking up on zakatan's sarcasm) |
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