Possible mutations to add in:-
Carapace: AV+2 (to max of 10), MV-1, cannot GFI
Obese: ST+2, MV-1, cannot GFI
Regeneration: as racial char.
Hypnotic gaze: as racial char.
Spontaneous Combustion: Roll D6 at start of each turn. On a "1" make a injury roll for mutant. All adjacent players are knocked over and take a AV rol as usual.
Pinhead (Stupidity): use Bonehead rules
Temporal instability: Roll D6 at start of mutants turn. Roll of a "1" scatter player D3 squares. If end in an occupied square both players take an injury roll. (If both stunned move mutant back to 1st unoccupied square on his "scatter route")
Three legs: Mutant gains "Kick" skill (and if using kicking rules gains access to kick skill list), but can never GFI.
As some of these mutations have/are negitive points they'd probably work best in a random mutation setting.
2nd ed mutations revisited
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2nd ed mutations revisited
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Darkson .. check out:
http://www.midgardbb.com/MBBLTeams/WildCards.html
These rules are 2 years old for my league.
Carapace was added recently, but most of those skills have been in play for quite a while. There are several Wild Cards teams in the MBBL2 and the WBBL.
Galak
http://www.midgardbb.com/MBBLTeams/WildCards.html
These rules are 2 years old for my league.
Carapace was added recently, but most of those skills have been in play for quite a while. There are several Wild Cards teams in the MBBL2 and the WBBL.
Galak
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Re: 2nd ed mutations revisited
The kicking rules already have rules for the Extra Leg mutation ... if you are playing with the Kicking rules the player should just get the Extra Leg mutation.Darkson wrote:Possible mutations to add in:-
Three legs: Mutant gains "Kick" skill (and if using kicking rules gains access to kick skill list), but can never GFI.
I didn't go into details on each skill ... some of these are what you stated ... others are the modified rules that we've been using.
Galak
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Damn, is there anything you haven't thought of? 
Right, what about........Spyrers. Yes, that's it, Spyrers from Necromunda!
No? Right, I'll do it. I only need to dig out the Necro sourcebok, outlanders,Livin rulebook,........

Right, what about........Spyrers. Yes, that's it, Spyrers from Necromunda!
No? Right, I'll do it. I only need to dig out the Necro sourcebok, outlanders,Livin rulebook,........

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Re: 2nd ed mutations revisited
The last one is a good point:Darkson wrote:Possible mutations to add in:-
Obese: ST+2, MV-1, cannot GFI
As some of these mutations have/are negitive points they'd probably work best in a random mutation setting.
Obese would be the number 1 choice in several occasions: 1/6 skills linerats for example get would make them ST5 linerats... and just think about the Chaos Warriors... Far too good IMO.
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[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
[i][size=67]Don't lynch me! I'm the captain of the carpet ship![/size][/i]
[i][size=67]Don't lynch me! I'm the captain of the carpet ship![/size][/i]
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Arggghh yea got me ... no Spyrers in my league ... was a Redemptionist player myself ... had a player with two swords with flamethrower attached the hilts ... loved that guy .. two single shot distance weapons and in close combat the twin swords were killer.Darkson wrote:Damn, is there anything you haven't thought of?
Right, what about........Spyrers. Yes, that's it, Spyrers from Necromunda!
No? Right, I'll do it. I only need to dig out the Necro sourcebok, outlanders,Livin rulebook,........
The MBBL2 has 76 team rosters in it. With that many rosters ... well I've thought of a couple things over the years ...

The Wild Card team is one of my favorites. Certain people who shall remain nameless called it the most broken team they had ever seen. However a Wild Card team has yet to make the top 10 teams in the MBBL2 in 2 seasons of play (and the MBBL2 currently has 3 Wild Cards teams (2 others have already come and gone from Season 1)).
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