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 Post subject: Re: Werewolf team
 Post Posted: Fri Jan 11, 2013 12:07 am 
Super Star
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- Wererabbit, Quantity 0-16, 60k, MA 6, ST 3, AG 3, AV 8, Skills: Frenzy, Normal GP, Double AS
- Werewolf, Quantity 0-4, 80k, MA 6, ST 3, AG 3, AV 7, Skills: Horns, Juggernaut, Regeneration, Normal GAS, Double P
- Big Werewolf, Quantity 0-2, 90k, MA 6, ST 3, AG 3, AV 8, Skills: Frenzy, Horns, Juggernaut, Normal GS, Double AP
- Werebear, Quantity 0-1, 180k, MA 6, ST 5, AG 1, AV 9, Skills: Loner, Wild Animal, Claw, Frenzy, Horns, Juggernaut, Regeneration, Normal S, Double GAP
- Reroll : 70k
- Apoth: yes

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 Post subject: Werewolf team
 Post Posted: Fri Jan 11, 2013 2:02 am 
Legend
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Were Halflings!

0-16 Halfling 40,000gp 6237 Dodge, Stunty, Transform
0-0* Wererabbit 0gp 6337 Dodge, Stunty, Leap, Frenzy, Blood Lust, No Hands

Transform
At the beginning of this player's action and at the beginning of each drive, roll a D6. On a score of 6, the player transforms into a Wererabbit - mark the transformation with an appropriate miniature or marker. At the end of each drive, all Wererabbits revert to being Halflings.

Ha!

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 Post subject: Re: Werewolf team
 Post Posted: Fri Jan 11, 2013 5:15 am 
Star Player
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But what if he transforms with no hands and he's carrying the ball? :P


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 Post subject: Re: Werewolf team
 Post Posted: Fri Jan 11, 2013 7:16 am 
Legend
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He drops it :)

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 Post subject: Re: Werewolf team
 Post Posted: Fri Mar 28, 2014 3:35 pm 
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After having read through this I'm sad to see nobody really came up with a definitive team. Werewolves have great potential to make a really fun Blood Bowl team.

Even if we just combined the Necromantic Werewolves and Norse Werewolves, gave the team a lineman of sorts, and a big guy. Perhaps a Werebear. Then just tweaked them a little bit to give them some unique flavor, but I guess this is the part that everyone had trouble with.


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 Post subject: Re: Werewolf team
 Post Posted: Fri Mar 28, 2014 5:13 pm 
Veteran
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There's already a werewolf style team with lots of frenzy, Cyanide call it Khorne :wink:

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 Post subject: Re: Werewolf team
 Post Posted: Sun Jun 22, 2014 6:57 pm 
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This post is prob way too late, but the whole idea of the Were team starting as linemen who roll to see whether they change into their Were form for the game rule didn't really work for me. I would prefer to stick with the Necro teams idea whose werewolves stay as werewolves for the entire game. I think a Were team should blend the two so you have the main part of the team as simple linemen (they just haven't been able to shift for the match) and X number of Weres (representing those that did manage to change). So my thought is something like these two rosters (Roster 2 has a -10k discount to FCP to allow for 0-6 werewolves and thus the werewolf team concept, the price for which I also inc for roster one). You could reduce the price of the Werecat to 70k and reduce it's strength to 2 for a cheap starting Were if you wish. Roster 2's Werebear I include just because i think the Willy Miniature's War Bear is just too nice not to have it's own profile stats rather than having to be used to represent a Norse Snow Troll all of the time :) :

Roster 1
0-16 Linemen 50,000 6 3 3 8 G
0-2 Werecats 100,000 7 3 3 7 Jump Up, Leap, Side Step, Very Long Legs A
0-2 Werewolves 110,000 7 3 3 8 Claws, Frenzy, Regeneration GA
0-2 Werebears 120,000 4 5 1 8 Frenzy, Mighty Blow, Regeneration, Thick Skull S
0-8 Re Rolls 60,000
Apothecary : Yes

Roster 2
0-16 Linemen 50,000 6 3 3 8 G
0-6 Werewolves 110,000 7 3 3 8 Claws, Frenzy, Regeneration GA
0-1 Werebear 150,000 5 5 2 8 Loner, Frenzy, Claws, Regeneration, Thick Skull S
Wild Animal
0-8 Re Rolls 60,000
Apothecary : Yes


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 Post subject: Re: Werewolf team
 Post Posted: Sun Jun 22, 2014 9:42 pm 
Legend
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Linemen, the str 4 norse guys and the necro wolves.

0-16 Linemen 6/3/3/8 G/APS 50k
0-2 Ulfwerener 6/4/2/8 Frenzy GS/AP 110k
0-4 Werewolves 8/3/3/8 Claws, Frenzy, Regeneration GA/PS 120k
60k RR
Helmut Wulf (110k), Wilhelm Chaney (240k), Zara the Slayer (270k), Icepelt Hammerblow (330k), Morg ‘n’ Thorg (430k)

I would have said 60k frenzy linemen, but it has been done? Could have Regen 60k linemen? Either option would change the above to 0-2 werewolves.


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 Post subject: Re: Werewolf team
 Post Posted: Thu Jul 17, 2014 12:04 pm 
Super Star
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0-4 werewolves are too much...

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 Post subject: Re: Werewolf team
 Post Posted: Tue Jun 02, 2015 12:42 am 
Legend
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Alright, a more serious suggestion then.

How d'you like this?

0-16 Human Form 6 3 3 7 G/SAP Transform 40k
0 Werewolf Form 8 3 4 8 Frenzy, Claw, Regeneration, Unstable Mutation

Skills:
Transform (E) The player may declare a Transform action (the player may not move or take any other action this turn). Roll a D6. On a roll of 2+ the player transforms into Werewolf Form (all skills, stats and injuries are retained). On a roll of 1 the action is lost.
Unstable Mutation (E) When this player declares any action, roll a D6. On a roll of 1 the action is lost and the player transforms into Human Form. On a roll of 2+ the player may complete the action as normal.

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 Post subject: Re: Werewolf team
 Post Posted: Wed Jun 03, 2015 2:08 pm 
Rookie
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Shteve0 wrote:
Alright, a more serious suggestion then.

How d'you like this?

0-16 Human Form 6 3 3 7 G/SAP Transform 40k
0 Werewolf Form 8 3 4 8 Frenzy, Claw, Regeneration, Unstable Mutation

Skills:
Transform (E) The player may declare a Transform action (the player may not move or take any other action this turn). Roll a D6. On a roll of 2+ the player transforms into Werewolf Form (all skills, stats and injuries are retained). On a roll of 1 the action is lost.
Unstable Mutation (E) When this player declares any action, roll a D6. On a roll of 1 the action is lost and the player transforms into Human Form. On a roll of 2+ the player may complete the action as normal.

I think the transform should be on a 4+, a 2+ is too easy. I also think the base stats for the werewolves should be 8338. No need for an AG boost. I would love to see the humans go 5337 to counter balance the 8 move on the werewolves.

Just my thoughts. I like the idea, though!


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 Post subject: Re: Werewolf team
 Post Posted: Wed Jun 03, 2015 2:24 pm 
Super Star
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Shteve0 wrote:
Alright, a more serious suggestion then.

How d'you like this?

0-16 Human Form 6 3 3 7 G/SAP Transform 40k
0 Werewolf Form 8 3 4 8 Frenzy, Claw, Regeneration, Unstable Mutation

Skills:
Transform (E) The player may declare a Transform action (the player may not move or take any other action this turn). Roll a D6. On a roll of 2+ the player transforms into Werewolf Form (all skills, stats and injuries are retained). On a roll of 1 the action is lost.
Unstable Mutation (E) When this player declares any action, roll a D6. On a roll of 1 the action is lost and the player transforms into Human Form. On a roll of 2+ the player may complete the action as normal.

Great new concept!
It need to be tested!
Ps:
- i would give regular stats to those werewolves...
- i would give same skill access to the linemen (GA/SP) as the werewolves.
- team RR 70k. Of course.
- starplayers : all the beast ones (Willem, icepelt, 1 mutant skaven, the mino...)

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 Post subject: Re: Werewolf team
 Post Posted: Thu Jun 04, 2015 6:59 am 
Experienced
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Posts: 150
Very nice idea.. Could you not steamline it, something like:

0-16 Lycantroph 6 3 3 8 G/SAP Regeneration, Transform 70k
Rerolls 70k, No apo, Igor

Skills:
Transform (E) The player may declare a Transform action (the player may not move or take any other action this turn). The player transforms into Werewolf Form at the end of the action.
When a player in Werewolf Form declares any action, he roll a D6. On a roll of 1 the action is lost and the player loses the Werewolf Form. On a roll of 2+ the player may complete the action as normal.
While in Werewolf Form the player gains +2 MV, Frenzy and Claws

Included the av and regen into the baseform to be able to bump the player cost.. A team of 40k cost playes lead to such strange teambuilds. My guess is that ag4 werewwolfs will be overkill. I also removed the 2+ to transform, dpn't think it's nessessary. You still have the crusial 2+ while transformed, thats the roll that really might screw things up for you.


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 Post subject:
 Post Posted: Thu Jun 04, 2015 8:28 am 
Legend
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Yeah, as you like. Personally I'd prefer they were AV7 base at 70k, and that they gained "Claw, Frenzy, and Unstable Mutation" when they were werewolves. My gut instinct is that they need to be a bit more brittle than the Wolf form, give the opponent something to target. I believe Regeneration is also costed at 30k and an 80k base player is too much (certainly for journeymem).

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Last edited by Shteve0 on Thu Jun 04, 2015 9:02 am, edited 1 time in total.

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 Post subject: Re: Werewolf team
 Post Posted: Thu Jun 04, 2015 9:02 am 
Ex-Cyanide/Focus toadie

Joined: Fri Jul 24, 2009 5:55 pm
Posts: 2430
Location: Near Reading, UK
G only access will make for a very poor high TV team indeed. I like the basis but it'd be nice to see a couple of positionals with A access as well, and maybe even some with S access but no out-of-the-box claw.


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