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Dscore20
Last seen 6 days ago
Overall
Emerging Star
Overall
Record
23/29/151
Win Percentage
18%
Archive

2017

2017-01-28 15:51:58
rating 4
2017-01-28 15:51:58
1 votes, rating 4
Fan Made Races (feedback needed)
I am a fan of Blood Bowl who has some ideas for new races, so I'm posting those ideas here! I don't know if they're good or not, so some 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 slower, but 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 born 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!
0-16 Lineman 50k MA: 5 ST: 3 AG: 2 AV: 7 Skills: [EDIT] none [EDIT]GAS P
0-4 Runners 70k MA: 7 ST: 2 AG: 3 AV: 7 Skills: water breather, slippery, sure hands AGP S
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. Their lack in numbers are made up for by fielding humans infected by a random were-beast, that may or may not show up in a match!
0-16 Lineman 50k MA: 6 ST: 3 AG: 3 AV: 7 Skills: none G ASP
]EDIT]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, 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 2+, 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.
[EDIT] when rolling to see if flamespewer works: 1-2 backfires, 3 does nothing, 4-6 works as normal

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 werewolf. On a 3-4, they transform into a Half-blood wererat. 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.

Once again, feedback would be appreciated, thank you :)
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Comments
Posted by Naru1981 on 2017-01-28 16:18:59
Flamespewer is WAY too powerful.
2+ each turn for a fireball???

Half-Blood.
So basically you could be rolling 17 sets of dice before the game even starts? (depending on how many players have Half-Blood) Limit to 1-2 players max.

Water Breather.

Atlanteans. So EVERY player has this. So again, each turn you could be rolling 11 dice PLUS all your block dice. I don't know many players who would want this.
Posted by Naru1981 on 2017-01-28 16:21:23
Great ideas, But nega traits and skills are too many in the team.

Firespewer needs a lot of work though. Limit to 1 player. maybe 5+?
1-2 backfires.
3-4 nothing happens
5-6 works.

BIG risk for a BIG skill
Posted by Dscore20 on 2017-01-28 16:50:29
Thank you for your feedback! I have edited it so that flamespewer is riskier, and now the Atlantean linemen are more versatile with skills. (able to learn general, strength, and agility skills without doubles) This gives the Atlanteans a reason to be played.
Posted by bghandras on 2017-01-28 17:03:42
Scale back the special effects. Either limit usage on blitz, or limit it to a positional that is very limited, like a big guy with 0-1, expensive, and possibly loner. That way the effect can be more powerful as reroll hardly works.
Posted by Dscore20 on 2017-01-29 02:13:30
Another update: Now, not all linemen on the Lycanthrope team will have half-blood skill, preventing rolling too many dice at beginning of game.
Posted by bghandras on 2017-01-29 08:09:33
I suggest to move this to a forum. That way it will be easier to find in weeks.