Wild Animal fix in progress
Moderator: TFF Mods
- Colin
- Legend
- Posts: 5542
- Joined: Tue Aug 20, 2002 2:23 am
- Location: Red Deer, Alberta, Canada
Yes, a team full of players with Wild Animal doesn't make any sense, just think about it for a minute. Having one or two crazed animals on the team to unleash upon the opposition is possible (though I liked it when there was a role to see if he went totally berserk and would attack the nearest player, friend or foe), but how could there be a team of them? They're not going to go to practices and learn plays, etc. When they're not on the field they are kept in a cage, how can you make a team of all players like that? Not possible, doesn't what kind of fluff you try to use to justify it. Mino teams aren't going to happen.
Reason: ''
GO STAMPEDERS!
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- Legend
- Posts: 2546
- Joined: Fri Oct 25, 2002 10:04 pm
- Location: Fife, Scotland
- Contact:
Or go for something resembling the old WA but cleared up a bit.
Wild Animal
Roll a d6 at the start of this players action, on a roll of 1-3 must block the nearest player (team mate or opponent), using up the teams blitz if required, if there is multiple players the same distance away then roll randomly who the wild animal blocks.
If a Wild Animal has a team mates tackle zone on him, then he may add +2 to the dice roll.
Wild Animal
Roll a d6 at the start of this players action, on a roll of 1-3 must block the nearest player (team mate or opponent), using up the teams blitz if required, if there is multiple players the same distance away then roll randomly who the wild animal blocks.
If a Wild Animal has a team mates tackle zone on him, then he may add +2 to the dice roll.
Reason: ''
Cheers,
Stephen :: LRB 5.0 Background Editor
Blood Bowl 2005 & 2006 :: Winner of Most Casualties
The Lore of Nuffle :: The webs biggest BB flavour archive!
Stephen :: LRB 5.0 Background Editor
Blood Bowl 2005 & 2006 :: Winner of Most Casualties
The Lore of Nuffle :: The webs biggest BB flavour archive!