New Big Guys allowed

Got a great idea and/or proposal for BloodBowl?

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GalakStarscraper
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Post by GalakStarscraper »

The Big Guys/Double Progession guys allowed in my league are:
The normal 4th edition ones:
Rat Ogre, Bull Centaur, Stone Troll, Ogre, Minotaur, Treeman, Kroxigor, Vampire, Daemons (all 4 flavors)
Then the extras:
Treefolk Dryad, Halfling Hairyfoot, High Elf Young Dragon, Norse Snow Troll, Norse Storm Giant, Amazon Unicorn, Snotling River Troll, Snotling Cave Troll, Shallya Angel, Barbarian, Albion Wanderers White Knight, Nipponese Sumo, and a Chaos Halfling Champion of Chaos.

Rather than list all of these guys stats, if anyone is curious what the rules are for one, I can list them.

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Prowler
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Post by Prowler »

what stats do you use for the Norse Storm Giant?

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GalakStarscraper
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Post by GalakStarscraper »

0-1
Norse Storm Giant
140,000 gold
6/6/2/9
Block, Mighty Blow
Thick Skull, Bonehead, Cold Resistant Penalty Roll 7+
General, Strength, Big Guy

Cold Resistant - A player with this skill was born and raised in the snow and cold. During the weather condition, Blizzard, the player will only slip and fall on a roll of 1 when attempting to move an extra square. In addition the player is so used to detecting movement during a snowstorm, he can attempt quick, short, and long passes (but not long bomb or Hail Mary passes) during the weather condition, Blizzard. However, because of living constantly in the cold, the player will fail the heat exhaustion roll on a 1 or 2 during the weather condition, Sweltering Heat.

Note: because they were just too big (ie too good) to play the game, Storm Giants were banned from the game of Blood Bowl by the NAF (according to the 2nd edition of Blood Bowl). But this doesn't stop one from running onto the pitch at the last second on occasion. At the end of any drive that a Storm Giant participated in, the opposing coach may roll make a Penalty Roll (just like for Secret Weapons) for this player. On a 7+, the Storm Giant is ejected for the rest of the match. (Note: this may be argued by the Head Coach). A Norse team may still have a secret weapon player in addition to the Storm Giant.

Storm Giants are considered Big Guys for advancement just like Ogres.

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Prowler
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Post by Prowler »

sounds cool, but it can be a little hard to get a giant miniature

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Post by JonS »

OK so what about the Halfling Hairyfoot ?<br>how does he/she mesure up !

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Post by Prowler »

just a question, shoulden't the giant have big hands?

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GalakStarscraper
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Post by GalakStarscraper »

Couple things:
1) A Giant's hands are big but they are clumsy much better at bashing than picking. So they don't have the type of big hands that makes scooping up the ball a breeze ... plus they have to bend over pretty far to try to pick up that little ball unlike a normal Big Hand player so its just not quite the same.

2) As for good giant miniatures that fit on the BB pitch.
a) Ral Partha made a Football Giant that fits well on BB squares. 23-612 Garsis-tot All American Giant is still being sold at the Dreamers Den ( http://www.conknet.com/~dreamers_den/mi ... MINI4.HTML ).
b) My favorite for the Norse Storm Giant is a Ral Partha Frost Giant 02-414. Spirit Games still sell this guy ( http://www.spiritgames.co.uk/ralmonst.html ). Picture of him at: http://www.spiritgames.co.uk/ralmojpg/02-414.jpg .
c) Finally Grim Reaper Casting makes Frost Giants that work well also and are very inexpensive to purchase and still in print, unlike the Ral Partha giants. ( http://www.cs.cmu.edu/~tpope/miniatures ... index.html ). If you call Grim Reaper, tell him Tom Anders sent you. :wink: I do a lot of bulk business with Grim Reaper Castings and the guy who owns it is a great person to work with.

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Post by GalakStarscraper »

Hairyfoot:

0-6
Hairyfoot
40,000 gold
6/2/3/6
Skills: Dodge, Right Stuff
Traits: Double Dauntless, Null Field, Nerves of Steel, Stunty, Will He Show?, Wizard Linked
Advance: General, Agility, Double Progression

Trait descriptions:
Double Dauntless - This skill can only be taken if the player already has the Dauntless skill. The player loses Dauntless and gains Double Dauntless. This skill works exactly as Dauntless and has one extra. Any player attempting to block this player, must roll under or equal to his ST on a 2D6 first. On a successful roll, he may block this player as normal. A failure means that the Double Dauntless player's strength is counted as being equal to his opponent's for this block. Remember this roll is made before any bonuses for defensive or offensive assists or Horns are added. A player with Double Dauntless who is being hit with multiple blocks by a player with Frenzy or Wild Animal must have a new Double Dauntless roll made against them before EACH block is thrown at him.

Null Field - (also known as Tattoos) - A player with this skill is surrounded by a thin yet incredible strong personal aura created by unshakable faith (created by spellcaster's potion). This field/aura means his AV is fixed, and cannot be modified by anything. This means Mighty Blow, Dirty Player, Claw, Fouls assists, Chainsaws, etc. have no effect for the purposes of the player's Armour roll. Skills that effect the Injury roll will still work, if the armour is penetrated.

Will He Show?: Drugged up Hairyfoots sometimes get a little too much "power" shake from the spellcaster. To reflect this, any player with the Will He Show? trait must roll a D6 at the start of the match. On a roll of 2-6, the player can be used normally, but on a roll of 1 the player has had too much to drink and is unconscious in the locker room with the result that he may not be used during the first drive of the match.

Wizard Linked: The Hairyfoots are Halflings that regularly consume "power" shakes whipped up by the team's spellcaster. These shakes give the player a complete sense of fearlessness (Double Dauntless, Nerves of Steel, Null Field), puts a little more pep in their step (MA 6), and lets them pull off feats on the pitch that other Halfling only dream of (General skill access). However, the "power" shakes are not only loaded with several helpful "herbs and spices", they are laced with spells to achieve these effects. As a result, a Hairyfoot may only be placed on the pitch, if a Halfling Spellcaster is placed on the pitch at the same time. If during play the Spellcaster is removed from pitch (injury, special play card, etc) all the Hairyfoots on the pitch lose their sense of invulnerability immediately ... which causes them to run off the pitch in complete fear into the Reserves box. If a Hairyfoot was carrying the ball when this happens, it will scatter one square from where he was standing. If the Halfling Spellcaster dies, the Hairyfoots will stay on the team roster (eating sticky buns in the Dugout) but refuse to play since its just way too scary out there on the pitch for them.

Advance:
Those power shakes don't do much for the intelligence of the Halflings who drink them. As a result, Hairyfoots need double the number of star player points in order to advance.

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Post by voyagers_uk »

What about the High Elf Young Dragon :cool: and the Chaos Halfling guy :evil:

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GalakStarscraper
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Post by GalakStarscraper »

Rather than post them:
The Young Dragon rules are at:
http://www.geocities.com/TimesSquare/La ... ghElf.html
The Chaos Halfling rules are at:
http://www.geocities.com/TimesSquare/La ... osYum.html

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