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File: 57 KB, 444x444, BB40k.jpg [View same] [iqdb] [saucenao] [google] [report]
23003496 No.23003496 [Reply] [Original] [4plebs] [archived.moe]

G'day /tg/. Last night there was talk of bloodbowl 40k, which is something I had previously put a little time into. After posting some stuff and getting some feedback, I've done a little more, tweaked some things, etc. Figured I'd post it up for the afternoon crowd to dissect, criticise, add to, etc.

>> No.23003517

Extra Rules
One Hand:
Reduces agi to one for all catching. May pass at -1 agi.
Huge:
Each team may only have one Huge player, as there simply isn’t room on the team transport for more then one. Additionally, a Huge player takes up nine tiles.
Dreadnaught:
Dreadnaughts are hulking mechanical behemoths, and as such roll two extra dice when rolling armour, discarding two of the owning player’s choice. Additionally, they have the mechanical special rule. All dreadnaughts are huge.

Guns
Guns are fired by making an agi test. On a success, the target must roll a block dice on the “Shot Chart”.

Attacker Down = Headshot: The player must roll on the critical injury chart.
Push Back = Dive for Cover: The player is knocked down, but does not need to roll for injury.
Defender Down = Shot Down: The player is knocked down.
Both Down = Shot Down and Hit: The player is knocked down. If he takes an injury, he must roll on the critical injury chart instead of the normal one.
Defender Stumbles = Stumbling Dive: The player is knocked down. If the player has dodge, he may treat this as Dive for Cover.

A team is limited to four guns, either on or off the pitch. Guns are secret weapons. All guns give the model carrying them the One Hand rule.

>> No.23003585
File: 21 KB, 319x235, Diagram BB40k.jpg [View same] [iqdb] [saucenao] [google] [report]
23003585

>>23003517
Jump Pack:
May make a move at up to double movement and at least more then their normal movement. with the following rules in effect. As they are tempermental, roll a d6 to jump. On a one, the jump pack doesn’t work, and the player dumfounded may not move this turn.

Since they aren’t accurate, they scatter randomly. Roll 2d6 when landing a jump pack, and consult the diagram (to the right) to see where you land. T is the Target square. If you roll a six, seven or eight, make an agi test. On a pass, you instead land on target. On a double (including 3,3 and 4,4) make an agi test. If failed, the model crashes, and is knocked down. If you scatter onto a model, and are not blitzing, you are pushed back into an open square of the coach-who-owns-the-player-being-laed-on’s choice next to the player who’s being landed on. If there is no open square, your player is mugged on landing. Roll a d6, adding one for every friendly model in the landing square and surrounds, and subtracting one for every enemy model. On a 4+ the enemy is knocked out as you land on him; remove the player being landed on as if he’s been pushed off the field. On a 3 or less, your player is mugged as he lands, remove the jumping player as if he’d been pushed off the field. Note that the scatter chart changes as the model jumps in different directions. Whichever direction the most squares moved is in decides which direction the scatter chart works in. If even, the owning player chooses which direction is dominant.

>> No.23003655
File: 4 KB, 126x80, A man with nothing can still give his life.jpg [View same] [iqdb] [saucenao] [google] [report]
23003655

>>23003585
All moves using jump packs may move over intervening models, at no penalty. However, as per a pass, a straight line is measured between the landing square and the original square. If there are any models along this line, they may attempt a tackle. Make an agi roll for the tackling player. On a success they have grabbed the jumper by the boot and drag him down. The jumping player is knocked down in an adjacent square of the tackler’s choosing. If there are no free adjacent squares, the player is removed as if he was pushed off the field.

Jumping models make great targets. If a model jumps, the opposition may fire any gun he has at the model jumping immediately. The jumping player may ignore being knocked down, but still must roll for injury as normal of he is knocked down.

All teams are limited to a maximum of two jump packs (of any kind) per team. Jump packs are secret weapons.
>If anyone can help phrase the Jump Pack rules better, please do. They seem more complex then they are, but I don't know how to phrase it better.

>> No.23003685

>>23003655
Team rules
Each team may have 0-1 Captains and 0-1 Huge Players. There is only one captain in a team, and the team bus/thunderhawk/trukk/whatever only has room for one huge player.
>Now onto the team.

>> No.23003717
File: 76 KB, 410x544, SPACE SHARKS.jpg [View same] [iqdb] [saucenao] [google] [report]
23003717

>>23003685
Space Marines
And they shall know no fear!
Space marine teams are made of few players, often not even having enough to fill the required eleven players. However they make up for this by being among the greatest blood bowl players around.
Players
Space Marine Blood Bowl Brother
Price: 10
Str 4, Agi 4, Move 8, Armour 9
Normal: G Doubles: SAP

Scout
Price: 8
Str 4, Agi 4, Move 8, Armour 8
Normal: GA Doubles: SP

Assault Marine 0-3
Blood Bowl Brother Blitzer
Price: 14
Str 4, Agi 4, Move 8, Armour 9
Block
Normal: GS Doubles AP

Dreadnaught
Price: 20
Str 8, Agi 1, Move 5, Armour 10
Huge
Even in death I still score
Dreadnaught
Normal: G Doubles: SAP

Space Marine Devastating Thrower 0-3
Price 14
Str 4, Agi 4, Move 8, Armour 9
Throw
Normal: GP Double: SA

Space Marine Captain
Price 20
Str 4, Agi 4, Move 9, Armour 9
Captain
Leader
Block
Pro
Normal: GAS Double: P

Terminator
Price 16
Str 4, Agi 1, Move 8, Armour 10
Terminator Armour
Normal: GS Double: P

Coaching
0-4 Reroll counters, cost 10 each.
>Yeah, half the number of rerolls max. Not sure about this, but another potential way to balance them. They will be getting expensive rerolls, regardless.

Mercenary players are scouts (reserve companies) with the loner rule.

>> No.23003738
File: 84 KB, 1033x320, Spess marine's primer.jpg [View same] [iqdb] [saucenao] [google] [report]
23003738

>>23003717
Team special rules
Even in Death I still Score: Any space marine when killed may instead be able to become the tream’s dreadnaught. This will cost 20 Requisition, but after missing a match the player is now a dreadnaught. He replaces his base profile with that of a dreadnaught, but retains all upgrades/skills. All of his wargear is placed into the team armoury-supplies. A player who is already a dreadnaught who dies, may not take this option again.

The Playbook Astartes: The space marine team may not have more then 10 players (one for each company) plus a captain. They may begin a game with as few as 6 players, and will only accept mercenaries (scout marines from reserve companies) once they are under this number.
ArmITORIUM
Artificer Armour:
Price 8
Captain Only. Give AV 10

Terminator Armour:
Price 6
Captain/Terminator Only. Gives AV10, Powerfist and reduces Agi to 1. Any player wearing this can not ‘go for it’.

Jump Pack
Price 10
Blitz Marine or Captain only.

Bolt-pistol
Gun.

>> No.23003764
File: 50 KB, 464x504, nosher_7.jpg [View same] [iqdb] [saucenao] [google] [report]
23003764

>>23003738
Orks
Waaaaaaaagh!
Ork teams tend towards being badly armoured and low on agility. However their tuff rule, and ready availability of ‘evy armour helps make up for this. They are also remarkably cheap for their blitzing ability.
Players
Boy
Price 5
Str 3, Agi 2, Move 7, Armour 6
Waaaagh!
Tuff
Normal: GS Double AP

Gretchin
Price 3
Str 2, Agi 3, Move 6, Armour 5
Stunty
Normal: A Double: GP

Skarboy 0-3
Price 8
Str 4, Agi 2, Move 7, Armour 6
Waaaagh!
Tuff
Block
Normal: GS Double: AP

Snotling
Price 1
Str 2, Agi 2, Move 4, Armour 4
Stunty
Titchy
Normal: A Double: P

Spanna 0-3
Price 9
Str 3, Agi 2, Move 7, Armour 6
Waaaagh!
Tuff
Mek Speshul
Normal: GP Double: SA

Deffdred
Price 16
Str 8, Agi 1, Move 5, Armour 9
Huge
Dreadnaught
Normal: GS Double: P

Nob
Price 14
Str 4, Agi 3, Move 8, Armour 6
Waaaaagh!
Tuff
Captain
Leader
Block
Pro
Normal: GAS Double: P

Drillboss
Price 20
Str 4, Agi 3, Move 8, Armour 6
Waaaaagh!
Tuff
Captain
Leader
Block
Pro
Rokkit Pakk
Normal: GAS Double: P

Stormboy
Price 12
Str 3, Agi 2, Move 7, Armour 6
Waaaagh!
Tuff
Rokkit Pak
Normal: GS Double: AP
Coachboss
0-8 rerolls at cost 7

Mercenaries are boyz with the loner special rule.

>> No.23003810
File: 101 KB, 350x312, Ork Charge.jpg [View same] [iqdb] [saucenao] [google] [report]
23003810

>>23003764
Team SpeShul Roolz
Waaaaaagh!
Gains +1 Str, Move, Agi and Armour whilst blitzing.

Tuff
May reroll all injury rolls after the game, with the owning player choosing the roll to use. This is in addition to all re-rolls used in game, and can cause you to re-roll a re-roll from in the game. Additionally all models with Tuff have the Thick Skull promotion and treat a damaged back as a miss next game injury.
>Halving the chance of a niggling injury, only a one in 48 chance of coming up though. Tuff makes up for the low armour, and means orks will survive to level up.

Mek Speshul
Before the game gets one randomly generated Mek Speshul Weapon, as rolled on the following chart:
1) Slugga
2) Choppa
3) Tankbusta bomz
4) Power Klaw
5) Rokkit Pakk
6) Player’s Choice
Additionally, whatever he is given is a prototype, and highly tempermental. Each half, roll on the following chat
1) Broke: Can’t use the Mek Speshul for the rest of the game
2) I can fix ‘dis!: Can’t use the Mek Speshul until the next down.
3) Mostly workin’: May not reroll any rolls related to the Mek Speshul
4) Workin good: As per normal.
5) Jobs a good ‘un, boss: May reroll one extra roll related to the Mek Speshul each half
6) Got da Gubbinz!: May reroll all rolls related to the Mek Speshul.

>> No.23003831
File: 480 KB, 800x720, Orkz iz made 4 rokkin!!.jpg [View same] [iqdb] [saucenao] [google] [report]
23003831

>>23003810
Da team gubbinz
Power Klaw: As power fist, but the user ALWAYS has the One Hand special rule.

Choppa: Gives the One Hand special rule. Any attacks made with a choppa force the victim to roll an extra d6 and discard the dice of the ork player’s choosing when making armour rolls. Additionally is a large weapon.

‘Evy Armour
Price: 3
Gives Armour Value 8

Mega Armour
Price: 12
Only may be taken by models with Str4 or higher. Gives Armour Value 10, a power klaw and reduces agi to 1. Any model wearing this may not ‘go for it’.

Rokkit Pak
As Jump Pack. However, on a one, not only does it not work, but the player must roll on the chart below as it malfunctions horribly.
1) Waaaaaaaaaaaaaaaaaaaaaaaa-: The jump pack goes, and shoots the ork off into the sky, never to be seen again. Remove this player from your roster.
2) Booom!: The jump pack explodes. Roll on the injury chart, as if he had failed an armour roll. Additionally the jump-pack is broken and can’t be used.
3) Waaaaaaa- CRASH!: The jump pack shoots the ork off into the crowd, where he is beaten mercilessly. Treat as if the player was pushed off the field.
4) Not workin’: The jump pack fails to function as normal.
5) Outta Control: The opposing player may make any legal move with the jump pack as per normal.
6) WAAAGH! The jump pack works better then expected. The player must move the maximum amount, and go for it as many times as possible. He then moves d3 further squares forwards. If the stormboy was blitzing, he gains +1str in addition to the normal effect of jump pack blitzing. This does stack with waaagh!

Slugga
Gun.

Tankbusta Bomz
When blocking any dreadnaughts, you, not the owning player, choose which two dice to discard for the armour roll.

>> No.23003850
File: 45 KB, 500x646, Guardsman's Life.jpg [View same] [iqdb] [saucenao] [google] [report]
23003850

>>23003831
The Imperial guard
Hold the line!
The Imperial Guard has fielded their own teams as a mixture of training exercise, battlefield experience, recreation and out of a need to protect the IG’s honour. The team is highly flexible with ogryn and rattling allies to help fill out specialist roles.
Players
The Captain
A seasoned player and an officer, the captain leads the guardsmen into both battle and games.
Price: 12
Str 3 Agi 3 Move 7 Armour 7
Captain
Leader
Pro
Officer
Normal: GAP Double: S

Commissar 0-1
A veteran player and a leader of men. Players find themselves working harder when he is around, lest they incur his wrath.
Price: 12
Str 3 Agi 3 Move 7 Armour 7
Leader
Loner
Pro
Officer
Commissar
Normal: GAP Double: S

Veterans 0-3
Veterans have been playing for a while now, and if not specialised are more reliable then your average player.
Price: 8
Str 3 Agi 3 Move 7 Armour 7
Pro
Shipped in
Normal: GAP Double: S
Guardsmen
Guardsmen are your basic IG players. Numerous, cheap and capable all rounders if not great at any one thing
Price: 5
Str 3 Agi 3 Move 7 Armour 7
Normal: G Double: ASP

Ogryn 0-3
Heavy brusers, these are good tough players that can dish out some hurt.
Price: 10
Str 5, Agi 2, Move 7, Armour 8
Bonehead
Normal: S Double: G

Rattlings 0-3
These are good agile players, but they’re not too tough. . .
Price: 7
Str 2, Agi 4, Move 7, Armour 7
Stunty
Normal: A Double: GP

Commissar-Coach
0-8 rerolls at cost 7 each.

>> No.23003883
File: 158 KB, 360x504, Guardsman.jpg [View same] [iqdb] [saucenao] [google] [report]
23003883

>>23003850
Team Special Rules
Regiments
The coach may apply any one of the below regiments to all players who are not from annother unit or not eligible. Unless otherwise stated, Commissars, Ogryn and Rattlings are not eligible. Any unit from a different regiment from the rest of the team gains the loner trait, as does any unit without a regiment if the team takes one, or any players with a regiment if the team does not.
Catachan
Cost: Free
Gives sneaky git and -1 Armour. Can be applied to ogryns.
Cadian
Cost: Free
Does nothing. Prestigious though.
Mordian
Cost: 1/player
Gives Guard skill.

Shipped In
May be from a different regiment to the rest of the team or take a regiment if the team does not.

Officer
The player is an officer, and in charge of the other players. What's more, they know it. Officers allow any players adjacent to them a single free re-roll. This bonus can be used up to once a turn.

Commissar
????
>Any ideas?
Armoury-supplies
Carapace Armour
Price: 3
Gives armour 8.

Powerfist
Price: 10

>> No.23003954
File: 21 KB, 272x299, Tau sympathizer.jpg [View same] [iqdb] [saucenao] [google] [report]
23003954

>>23003883
The T'au
For the greater good.
Players
Firewarriors
Naturally poor players, firewarriors are not bred for bloodbowl. Poor eyesight and physical attributes does not a blood bowl player make. But they're well armoured for such cheap players and work well as a team.
Price: 5
S2 A2 Move 7 Armour 8
Guard
Bloodbond
Normal: GP Double: AS

Kroot 0-4
Better all rounders then the fire warriors, the kroot have a critical weakness in their distain of armour.
Price: 5
S4 A3 Move 8 Armour 6
Kroot
Normal: GAP Double: P
>Not sure about armour 6 here. They don't have any tuff rule. Maybe raising these guys to 7 might be ok. Then again, S4 A3 M8 for 5 points? I want to give them some special rule to make them krootier too. Combined with Guard from the FW, these guys shouldn't lose many fights.

Vespid 0-4
Fast, flying and great agility, vespid are the ball handlers for a t'au team.
Price: 10
S3 A5 Move 9 Armour 7
Vespid
Wings
Normal: GA Double: SP

Shas'ui 0-1
Flexible and poor players, but with access to battlesuits to make them dramaitically better.
Price: 8
S3 A3 Move 7 Armour 8
Battlesuit Training
Normal: GAP Double: S

Ethereal
Not great players, but very flashy and inspiring.
Price: 10
S3 A3 Move 8 Armour 7
Inspiring presence
Captain
Leader
T'au Team
Normal: GAP Double: S

Shas'o
Better player as a captain, with access to battlesuits.
Price: 10
S3 A4 Move 7 Armour 8
Captain
Leader
Pro
Battlesuit Training
T'au Team
Normal: GAP Double: S

Kroot Shaper
Kroot captain.
S4 A4 Move 9 Armour 8
Captain
Leader
Pro
Kroot
Kroot Team
Normal: GAS Double: P

Strain Captain
Vespid captain
Cost: 22
S3 A5 Move 9 Armour 8
Captain
Leader
Pro
Wings
Vespid
Vespid Team
Normal: GA Double: SP

Coach
0-8 rerolls at cost 8 each.

T'au mercenaries are Fire Warriors with the Loner special rule.

>Haven't finished the special rules for these guys yet, but what does everyone think? Help appriciated, feedback wanted and feel free to loot/salvage anything you like.

>> No.23004110

>>23003717
>Yeah, half the number of rerolls max. Not sure about this, but another potential way to balance them.
no, nobody really gets more than 4 RRs, unless you're playing something silly like gobs or halflings, without G access.

>> No.23004159

>>23003954
>Kroot 0-4
>Better all rounders then the fire warriors, the kroot have a critical weakness in their distain of armour.
>Price: 5
>S4 A3 Move 8 Armour 6
>Kroot
>Normal: GAP Double: P
>>Not sure about armour 6 here. They don't have any tuff rule. Maybe raising these guys to 7 might be ok. Then again, S4 A3 M8 for 5 points? I want to give them some special rule to make them krootier too. Combined with Guard from the FW, these guys shouldn't lose many fights.

They should totally get some sort of bonus to fouling

OH, GOT IT

A Kroot that kills on a foul gets a bonus to one of his attributes, with some sort of random chart.

Maybe if you have a Shaper, you can influence the roll somehow.

>> No.23004396

>>23003954
Kroot in the dark crusade games have the ability to jump over people. A kill should give a kroot a bonus to one of his stats (or an ability if a shaper is around) based on the enemy players stats (if tied use a coinflip to decide or dice if more than 2 stats are tied).

Fire warriors should be awful blitzers but decent at passing (if they have their equipment). Battlesuits should be awesome passing machines... and passible fighters, Maybe a krootox as a heavy choice? (almost feels like kroot want to be their own bloodbowl team).

Tau on their own IMO feel like they want to play a running game with *maybe* a few decent passers (battlesuits) and the team captain being an ethereal, Earth caste could maybe make decent blockers, they aren't really oriented towards winning fights although they are fairly hard to injure cause of their above average armor.

>> No.23004408
File: 1.34 MB, 1050x1623, Kroot vs Tallarn.jpg [View same] [iqdb] [saucenao] [google] [report]
23004408

>>23004110
True. But if the league gets a little silly and all the teams end up with super skilled players, and more gold to spend, it means the marines don't win out of having better players base. Only a minor thing, not planning on it being their main weakness.

>>23004159
Kroot can gain SP by injuring when fouling maybe?

>> No.23004479
File: 571 KB, 1000x1007, Kroot.jpg [View same] [iqdb] [saucenao] [google] [report]
23004479

>>23004396
I've given fire warriors/shas'ui/shas'o pass as a normal skill, the ui/o will be decent ball handlers. Everyday firewarriors won't start as good ball handlers (low agi), but can learn it. Guard as a basic skill means they're not good blitzers, but they'll be handy for getting +1s and their decent armour helps them not die doing this. It'll be all about teamwork.

Kroot might get their own team, later down the line. Going through the 40k armies first, then going to off shoots and things like Admech, etc. Still, no point leaving them out of a Tau team. For the moment, taking a shaper lets you take a Kroot dominated T'au team.

Just added krootox and kroothounds.
Krootox 0-1
Big stupid guy.
Price: 9
S6 A1 Move: 6 Armour 7
Really Stupid
Kroot
Stand Firm
Normal: S Doubles: G

Kroot Hound 0-1
Animal blitzer
Price: 7
S4 A5 Move: 9 Armour: 6
Wild Animal
No Hands
Frenzy
Kroot
Normal: A Doubles: G

>> No.23004533
File: 437 KB, 820x817, Alpha Kroot.jpg [View same] [iqdb] [saucenao] [google] [report]
23004533

>>23004479
Team Special rules
For the greater good: One loner roll per turn may be re-rolled for free.

Inspiring presence: All units without the Kroot or Vespid special rules count as having the pro rule as long as this player is on the field and standing (not stunned or knocked over)

Kroot Team: The team can only take 0-4 Firewarriors and Shal'ui become 0-1; any units with the Kroot rule become unlimited.

Vespid Team: The team can only take 0-4 Firewarriors and Shal'ui become 0-1; aany units with the Vespid rule become unlimited.

Wings: As per jump pack, however you may reroll ones. Wings unlike jump packs are not secret weapons, however, using wings will get you penalised at the end of the down.

Kroot: Players with the Kroot rule gain SP for injuries caused while fouling. Additionally players with the Kroot rule and the really stupid rule can only be assisted in their really stupid roll by players with the Kroot rule.

>> No.23006110

Have you play tested ANY of this?

>> No.23006150

This is really disappointing.

I think you need to revisit your rules.

Space Marines should have the exact same stats as Chaos Warrior, and balance it from there.

>> No.23006248

>units that take up nine squares, will never get knocked down, and would never, ever get hurt even if they did
>jump pack has seven paragraphs worth of rules and would allow a dorf runner to 1 turn TD
>guns, just guns

You don't know how Blood Bowl works, do you?

>> No.23006282

This is a total clusterfuck.

My biggest complaint is the nonsensical stats, though.

An average HUMAN player has these stats: Mv 6, St 3, Agi 3, AV 8, no skills, and costs 50,000 gold out of a total 1,000,000 gold for starting teams.

You should balance everything around that.

Space Marines should be Mv 6, Str 4, Agi 4, AV 9, have skills based on their position, and cost 100,000 or more. I have no idea what costing system you are using, but it isn't even remotely comparable to Blood Bowl and is confusing as fuck.

>> No.23006307

>>23004159

Armor 6 is for injured elves and comic relief. The only BB team with 6 AV linemen are the flings.

>> No.23006325

>>23006248

I'm getting the same feeling.

>> No.23006354

>>23003496
Well since orks are black, and the Ravens being all black guys and 3 white guys won the super bowl, I thing orks are gonna win

>> No.23006366

>>23006325
Yeah these Stats are pretty whishy washy.

and NONE of the stats really make sense.

>> No.23006401

>>23006248
Yeah, why not just have jump packs as a pogo-stick?

>> No.23006402

Here is a different take that's not only infinitely better, but took me five minutes.

Space Marines

Chaplain 0-2
Str 4, Agi 3, Move 6, Armour 9
Pass

Tactical Marine 0-4
Str 4, Agi 3, Move 5, Armour 9

Scout
Str 4, Agi 3, Move 6, Armour 8

Tau

Crisis Suit 0-1
Str 4, Agi 4, Move 8, Armour 8
Accurate, Pass

Fire Warrior
Str 3, Agi 3, Move 6, Armour 8
Nerves of Steel

Kroot 0-4
Str 4, Agi 3, Move 7, Armour 7
Block

Vespid 0-4
Str 3, Agi 3, Move 7, Armour 8
Dodge, Jump Up

>> No.23006421

Had to dig for a bit, but I found my *very* rough rough draft for a Space Marine Blood Bowl team my friend and I made a few years back.

Scout Marines (0-16)
50,000
Mv: 6
Str: 3
Agi: 3
AV: 8
Skills: None
Normal: G
Doubles: ASP

Space Marine (0-4)
100,000
Mv: 6
Str: 4
Agi: 4
AV: 9
Skills: None
Normal: GA
Doubles: SP

Assault Marine (0-4)
130,000
Mv: 7
Str: 4
Agi: 4
AV: 9
Skills: Block
Normal: GS
Doubles: AP

Devastator Marines (0-2)
140,000
Mv: 6
Str: 4
Agi: 4
AV: 9
Skills: Sure Hands, Pass
Normal: GP
Doubles: AS

Terminator Marine (0-1)
150,000
Mv: 6
Str: 5
Agi: 3
AV: 10
Skills: Mighty Blow, Thick Skull
Normal: GS
Doubles: AP

Re-rolls (0-4): 70,000 each.

>> No.23006445

>mfw picturing a tau attempt to tackle a chaos marine only to end up impaled on his armor.
dear /tg/ i dont really need to sleep, i can just stay up with you guys forever right?

>> No.23006465

>>23006402
>>23006421

Way better. Still a bit off, but at least it isn't a confused mess (sorry OP).

>> No.23006508

>>23006465
Thank you.

An important thing to keep in mind is that the teams in Blood Bowl can be summarized on a chart that takes up ONE QUARTER of a page. There's no reason to get so damn complicated, and the skill system in the game is versatile enough to cover most of your needs.

Also, it's a MELEE based game, so GUNS are rather retarded unless they are exceptionally rare Secret Weapons.

>> No.23006546

Yeah, guns seem like a bad idea, except as something that will get you DC'd after the drive.

After all, no matter how brutal it is, Bloodbowl is an agreed upon game. Everyone is there to play a game, not be mowed down by Space Marines.

>> No.23006547

>>23006508
I barely know a thing about Blood Bowl (only just bought it on steam a day ago) and even I know how retarded it is for half your team to be blazing away with guns

Also would Dreadnaughts work in something like this? Could be ridiculous

>> No.23006563

>>23006547
The game already has large players on most teams, a dread shouldn't be much different from a Ogre or Troll.

>> No.23006569

>>23006547

I would make Dreadnaughts a big guy.

Str 6, Agi 1, Move 6, Armour 10
Loner, Thick Skull, Mighty Blow, Juggernaut

The game doesn't need to be more complicated. Blood Bowl, as a game, is perfection.

>> No.23006576

>>23006547
Conceivably, yes. Functionally? Even Big Guys still take up only one square. Good luck getting a reasonable looking Dreadnought model that fits in one Blood Bowl square.

I think things like Ogryn, Terminators, Grotesques, Wraithguard, and Crisis Suits make more sense for 40k Big Guys. Think things that easily fit on a 40mm base (as that is the absolute largest base you can squeeze into a single Blood Bowl square), and you're on the right track.

>> No.23006578

>>23006569
There is definitely room for some 40k focused skills to represent some of the silly that is only in 40k.

Less worrying about stuff eating teammates, or being too stupid to act, and more worry about stuff being corrupted mid-game, or going into an insatiable bloodlust.

>> No.23006587

>>23006547

Not the way OP describes it. How is a 9 square player supposed to work anyway? Can he even move if he doesn't have an opening at least 3 squares wide? Does he have 12 tackle zones? If one of his squares goes off the pitch, does he get crowdsurfed? These are all stupid, stupid questions a loving God would never have required to be asked.

>> No.23006607

>>23006578
I'm not saying you cannot or should not make new special rules for 40k inspired teams.

But that's no reason to make a seven paragraph rule for Jump Packs when a combination of existing rules works just as well.

I cannot imagine doing a Tyranid team without something to represent the Synapse rule.

My idea was to have Warriors act as your Synapse creatures, and every gaunt you had counted as having the Loner rule if they were not within at least 6 squares of a Synapse creature.

See? Simple stuff. That's not hard to explain or justify, and it fits the fluff without adding a million lines of text.

>> No.23006644

>>23006607

Another thing OP got wrong that's getting touched on here. Blood Bowl, with the possible exception of Vampires and Underworld and Goblins didn't have unique abilities designed for only one team (Underworld and Vamps have negative ability and the entire theme of Gobbos is to be janky pieces of shit). A good 40k adaptation should have abilities not in BB, but the teams should still find their flavor by how they interact with the core mechanics, not by giving them their own mechanics.

>> No.23007033

Question.

Why try and hamfist this in BB's mechanics?

Dreadball is a more modern game designed with sci-fi in mind. It'd be a much better fit for a 40k adaptation.

>> No.23008715

>>23006110
Honestly, very little. This is all a framework to get something working.

>>23006282
Space Marines aren't faster then humans? I guess I had the move off, I don't play humans in bloodbowl (skaven and goblins are the teams I play most).

I've removed a bunch of zeros from the blood bowl system.

>>23006307
Yeah, was thinking that I'd have to let them armour up more then they typically would.

>>23006248
>>23006325
Play a bit of BB. I'm unsure how else to get Dreadnaughts to work on the field. I guess I can cut them out, and come back to them later when everything else works. Ditto for jump packs. I really do want them to be able to be part of the game, but I'm unsure how to get them to feel like.

>>23006401
Didn't seem right. I guess for now, something balanced and simpler is preferable. This is all first draft type stuff.

>>23006402
Agi 3 marines?

>>23006465
Hey, I wanted critisisms and stuff. It's why I put this up here. I play a little BB, I know /tg/ plays more.

>>23006508
It wouldn't feel like 40k if people weren't sneaking pistols onto the field. As I had them they were secret weapons, so you got sent off after the drive.

>>23006547
Again, wouldn't be half the team. Expected 1/2 guns a side tops. I've struggled to get dreads to work and feel right, with little success.

>>23006587
Part one was the weakness, he'd have to blitz/fight through to make room, 12 tackle zones and yes. But that was a poorly thought out draft idea.

>>23006607
Just have leap/"long legs" for jump packs then?

>>23007033
Why not. Shits, giggles, seemed interesting. Blood bowl is fun, why not 40k it?

>> No.23008786

>>23006421
Curious, why give normal marines agility and not str as a normal skill?

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