The mark of Chaos
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>The way I would suggest to do a Chaos Human team is take away the beastmen (duh) and add marauders that have the same stats as norse linemen, but I would only allow the CWs to get mutations (marauders haven't proven themselves worthy). Allow them the choice of an ogre or troll as a BG.
I think the solution and reason behind Chaos Marks is explained above:
If a Chaos Warrior wants to start off with a mutation, he can pay an extra 20/30k at the start to buy it.
Ex:
Khrone- Fangs
Slaanesh- Claws
Nurgle- "Gut" (same as Spines)
Tzeenth-Big Hand
If a Chaos Warrior gains the skill later, then he "gains" the mark of his god (symbolic, no real effect on the game).
Maruaders, however, if they roll doubles can choose to gain a Chaos Mark- thus, they have only a limited range of mutations to choose from, but they still have some to choose from. And perhaps if your team includes people from several marks, Animosity?
If that player gains one of
I think the solution and reason behind Chaos Marks is explained above:
If a Chaos Warrior wants to start off with a mutation, he can pay an extra 20/30k at the start to buy it.
Ex:
Khrone- Fangs
Slaanesh- Claws
Nurgle- "Gut" (same as Spines)
Tzeenth-Big Hand
If a Chaos Warrior gains the skill later, then he "gains" the mark of his god (symbolic, no real effect on the game).
Maruaders, however, if they roll doubles can choose to gain a Chaos Mark- thus, they have only a limited range of mutations to choose from, but they still have some to choose from. And perhaps if your team includes people from several marks, Animosity?
If that player gains one of
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the horror, the horror
Well, if there was any doubt in m mind before, it's erased: those things deserve to be called Horrors! (shiver)
Now that I look at it, the Khorne mark should probably be the mutation Horns, as 1) It resembles the "+1 S to Blocking" that was mentioned originally 2) What better way to lead a team of Beastmen 3) Bloodletters still have horns, right? & 4) see below
Similarly, I can see how Slaanesh should have Beautifully Foul appearance
Therefore, every Warrior on the Chaos Team can find a sort of niche:
Khorne- Horns - Blitzer
Slaanesh - foul Appearance - Disrupter/Safety
Nurgle - Spines - Blocker
Tzeenth - Big Hand - Thrower/runner
You can of course take Ithilkir's reminder that horror's have many hands instead of big ones, but I think the Extra Arms (+1 to catching) would not be nearly as useful on a Chaos Team. If a chaos team was to worry about the ball at all, odds are they'd just pick the sucker up and run it downfield, killing everything in their path.
Now that I look at it, the Khorne mark should probably be the mutation Horns, as 1) It resembles the "+1 S to Blocking" that was mentioned originally 2) What better way to lead a team of Beastmen 3) Bloodletters still have horns, right? & 4) see below
Similarly, I can see how Slaanesh should have Beautifully Foul appearance
Therefore, every Warrior on the Chaos Team can find a sort of niche:
Khorne- Horns - Blitzer
Slaanesh - foul Appearance - Disrupter/Safety
Nurgle - Spines - Blocker
Tzeenth - Big Hand - Thrower/runner
You can of course take Ithilkir's reminder that horror's have many hands instead of big ones, but I think the Extra Arms (+1 to catching) would not be nearly as useful on a Chaos Team. If a chaos team was to worry about the ball at all, odds are they'd just pick the sucker up and run it downfield, killing everything in their path.
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Think I came up with this as a quick and completely un playtested Chaos mark team
Code: Select all
CHAOS KHORNE
Qty Position Mv St Ag Av Skills Cost Skill Groups
0-12 Marauder 6 3 3 8 - 50,000 Gn
0-4 Marauder of the Hound 6 3 3 8 Block, Frenzy 70,000 Gn, St
0-4 Chaos Warrior 5 4 3 9 - 100,000 Gn, St
0-2 Bloodletter 6 4 2 7 Daemon, Frenzy 100,000 Gn, St
Re-Roll: 70,000
CHAOS TZEENTCH
Qty Position Mv St Ag Av Skills Cost Skill Groups
0-12 Marauder 6 3 3 8 - 50,000 Gn
0-4 Marauder of the Eagle 6 3 3 8 Pass, Jump Up 70,000 Gn, Pa
0-4 Chaos Warrior 5 4 3 9 - 100,000 Gn, St
0-2 Horror 7 3 4 7 Daemon, Multiple Arms 90,000 Gn, Ag
Re-Roll: 70,000
CHAOS NURGLE
Qty Position Mv St Ag Av Skills Cost Skill Groups
0-12 Marauder 6 3 3 8 - 50,000 Gn
0-4 Marauder of the Crow 6 3 3 8 Stand Firm, Thick Skull 70,000 Gn, St
0-4 Chaos Warrior 5 4 3 9 - 100,000 Gn, St
0-2 Plaguebearer 5 4 3 7 Daemon, Foul Appearance 100,000 Gn, St
Re-Roll: 70,000
CHAOS SLAANESH
Qty Position Mv St Ag Av Skills Cost Skill Groups
0-12 Marauder 6 3 3 8 - 50,000 Gn
0-4 Marauder of the Snake 6 3 3 8 Dodge, Side Step 70,000 Gn, Ag
0-4 Chaos Warrior 5 4 3 9 - 100,000 Gn, St
0-2 Daemonette 7 3 4 7 Daemon, Hypnotic Gaze 90,000 Gn, Ag
Re-Roll: 70,000
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Thats not a bad list at all. Sorry i aint been involved in my own post much, but for some reason i dont get a msg telling me people have replyed to it. Ithilker, mind if i use that list? A mate is wanting to do a Slaaneshian team and it would kill 2 birds with 1 stone-play test the rules and shut him up
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Be my guest It's not play tested so there might be bugs and horrid effects, I assume no liability for any demons summoned either before, during or after the game
Oh, I forgot to add physical skills to that list.. I'd advise them for any Marauder and Chaos Warrior. Not demons though.
Speaking of demons.. I treat them as normal players, but with an unmodifiable armour rating. Some people like to faff around with demon summoning rules and banishments to the warp... I like to just play the game
Let me know how it goes.
Oh, I forgot to add physical skills to that list.. I'd advise them for any Marauder and Chaos Warrior. Not demons though.
Speaking of demons.. I treat them as normal players, but with an unmodifiable armour rating. Some people like to faff around with demon summoning rules and banishments to the warp... I like to just play the game
Let me know how it goes.
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IMO, care should be taken to keep the mark-teams (if one really insists of using them instead of playing the chaos team in an according manner) at the same power level as the current team. The following changes should be made before playtesting:
Khorne:
Remove block from the other marauders
Tzeentch:
Drop AG to 3
Nurgle:
ok.
Slaanesh:
Drop deamonette AG to 3
Adjust player prices accordingly. This keeps them approximately at the same level as the current team.
Khorne:
Remove block from the other marauders
Tzeentch:
Drop AG to 3
Nurgle:
ok.
Slaanesh:
Drop deamonette AG to 3
Adjust player prices accordingly. This keeps them approximately at the same level as the current team.
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[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
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Playtesting
Well, so far, me and my friends are playtesting the following team rules for chaos:
0-12 Beastman
0-6 Norse Lineman
0-4 Chaos Warriors
When you start a team, you may pay 20k to have any Beastman or Warrior to gain one of the following Chaos Marks
Khrone- Horns
Nurgle- Spines
Slaanesh- Claws
Tzeenth- Big Hand
A Norse Lineman may not gain Physical Traits, but if he rolls a double, he may take one of the above four Chaos Marks.
[I'll tell you how it works out.]
0-12 Beastman
0-6 Norse Lineman
0-4 Chaos Warriors
When you start a team, you may pay 20k to have any Beastman or Warrior to gain one of the following Chaos Marks
Khrone- Horns
Nurgle- Spines
Slaanesh- Claws
Tzeenth- Big Hand
A Norse Lineman may not gain Physical Traits, but if he rolls a double, he may take one of the above four Chaos Marks.
[I'll tell you how it works out.]
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Another version of Chaos Marauders
I'll spam an un-tested idea for Chaos Marauders: an armoured running team, sort of like Dwarfs, but with less Block 'n' Tackle and more movement and strength. Maybe its just me, but I think the Chaos Warriors should be the recipients of their patron god's favours rather than the Marauders.
Chaos Marauders
Re-rolls: 70,000gp
Big Guys: Ogre, Troll
Mark of Patron God
Each Chaos Warrior bears the mark of his patron god - this has varying effects depending on the current whims of the Gods themselves. At the start of each game, roll a D6 for each Chaos Warrior on the team and consult the following table:
Note: each time a 6 is rolled, two more dice are rolled - this means that if one of those two dice is a 6 then two more dice are rolled, thus it is possible for an extremely lucky Chaos Warrior to receive all five skills if he rolls enough 6s. If a Chaos Warrior receives a skill that he already possesses due to advancement, that result has no effect.
Not sure how contemporary WHFB Chaos are these days, but Daemons could possibly make a separate roster:
Daemons
Re-rolls: 70,000gp
Big Guys: Daemon Prince
Daemonic Aura
A player with a Daemonic Aura can never have skills used to modify the armour or injury rolls against them (e.g. Dirty Player, Claw, Mighty Blow, etc), however treat any injury roll of 10 or above as a Death.
Unstable (adapted from the 'Machine' characteristic of the NFL LRB review, re-worded for wider use)
Unstable players for one reason or another, be it the fickle nature of the warp or mechanical problems, are prone to be unavailable for play at the most inopportune times. Roll a D6 before the game and again after every drive the Unstable player has been on the field. On a roll of 1, something has gone wrong and the player will be unavailable for the rest of the match. An apothecary may be used to heal this instability in the same way as a niggling injury.
Chaos Marauders
Code: Select all
Qty Title Cost MA ST AG AV Skills Advancement
0-16 Chaos Marauder 50,000 6 3 2 9 None Gen, Str, Phys
0-2 Runner 70,000 6 3 3 8 Sure Hands Gen, Pass, Phys
0-2 Blitzer 80,000 6 3 3 9 Block Gen, Str, Phys
0-4 Chaos Warrior 110,000 5 4 3 9 Mark of Patron God Gen, Str, Phys
Big Guys: Ogre, Troll
Mark of Patron God
Each Chaos Warrior bears the mark of his patron god - this has varying effects depending on the current whims of the Gods themselves. At the start of each game, roll a D6 for each Chaos Warrior on the team and consult the following table:
Code: Select all
Roll Nurgle Khorne Tzeentch Slaanesh
1 Bone-Head Wild Animal Take Root Off For a Bite
2 Foul Appearance Break Tackle Big Hand Jump Up
3 Spikes Mighty Blow Claw Prehensile Tail
4 Thick Skull Multiple Block Two Heads Tentacles
5 Stand Firm Frenzy Leader Hypnotic Gaze
6 Roll twice, re-rolling the second die if it is the same as the first.
Note: each time a 6 is rolled, two more dice are rolled - this means that if one of those two dice is a 6 then two more dice are rolled, thus it is possible for an extremely lucky Chaos Warrior to receive all five skills if he rolls enough 6s. If a Chaos Warrior receives a skill that he already possesses due to advancement, that result has no effect.
Not sure how contemporary WHFB Chaos are these days, but Daemons could possibly make a separate roster:
Daemons
Code: Select all
Qty Title Cost MA ST AG AV Skills Advancement
0-16 Cultist 40,000 6 3 3 7 None Gen, Phys
0-2 Bloodletter 110,000 6 4 2 7 Frenzy, Daemonic Aura Gen, Str, Phys
0-2 Plaguebearer 90,000 5 3 3 8 Foul Appearance, Daemonic Aura Gen, Str, Phys
0-2 Horror 90,000 6(7) 3 3 7 Extra Arms, Very Long Legs, Daemonic Aura Gen, Agl, Phys
Big Guys: Daemon Prince
Code: Select all
Title Cost MA ST AG AV Skills Advancement
Daemon Prince 130,000 5 5 3 8 Mark of Patron God, Daemonic Aura, Unstable, Big Guy Gen, Str, Phys
A player with a Daemonic Aura can never have skills used to modify the armour or injury rolls against them (e.g. Dirty Player, Claw, Mighty Blow, etc), however treat any injury roll of 10 or above as a Death.
Unstable (adapted from the 'Machine' characteristic of the NFL LRB review, re-worded for wider use)
Unstable players for one reason or another, be it the fickle nature of the warp or mechanical problems, are prone to be unavailable for play at the most inopportune times. Roll a D6 before the game and again after every drive the Unstable player has been on the field. On a roll of 1, something has gone wrong and the player will be unavailable for the rest of the match. An apothecary may be used to heal this instability in the same way as a niggling injury.
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I'm easy to please, but I like!
(I don't know about the Champions for only +10K. Most physical mutations are equal to traits [20k] , and the "Roll a 1" negatrait is far out weighed by the "roll a 6" unholy boon.)
True, the skill changes constantly, making the character unpredictable towards your game strategy, but I still think that the Champions should be raised to 110K or limited to two a team.
Other than that, I love the Marauder team. A strong human running team sounds like tons of fun.
(I don't know about the Champions for only +10K. Most physical mutations are equal to traits [20k] , and the "Roll a 1" negatrait is far out weighed by the "roll a 6" unholy boon.)
True, the skill changes constantly, making the character unpredictable towards your game strategy, but I still think that the Champions should be raised to 110K or limited to two a team.
Other than that, I love the Marauder team. A strong human running team sounds like tons of fun.
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