Questions about the Death Roller

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Toby

Questions about the Death Roller

Post by Toby »

LRB 2.0 wrote:DEATH-ROLLER Penalty Roll: 7+
One of the most spectacular, if not the most efficient, secret weapons fielded by any Blood Bowl team is the Dwarf Death-Roller. It was first used by the Dwarf Warhammerers back in ’64 and has been a regular part of many Dwarf teams’ arsenals ever since. The Death-Roller’s continuing popularity is no doubt due to the fact that it’s so easily improvised
from the rollers found at the more sophisticated and well-kept grass-laid stadiums. Referees have done their best to keep Death-Rollers off the playing field, and quite a few have ended up as flat as a pancake as a result! Because of this most referees wait until after a touchdown has been scored before they try to throw the Death-Roller out of the game. Getting in
the way as the machine first roars onto the field is just too dangerous! On the whole a Death-Roller is treated just like a normal player, albeit a very strong one, using the characteristics and skills from the Star Player list. However, to reflect
the machine’s unique properties, the following special rules apply. The Death-Roller is far too solid and sturdy to be
tackled, so it can ignore enemy tackle zones when it moves and never has to dodge in order to leave one. Death-Rollers may attempt to move extra squares, but if they ‘fall over’ it is assumed that the boiler has blown up (see below for the effects). A Death-Roller is at its most deadly when it is used against prone players who cannot move out of the way. To represent this, if a Death-Roller is used to foul a player lying on the field, then +6 is added to the Armour roll to see if the prone player is injured. Death-Rollers that are knocked over by a block, or by the use of a Wizard’s spell, or whose boiler blows moving extra squares, or that suffer an injury in any way, are wrecked for the rest of the game. Remove the model from the field and place it in the Dead and Injured Player’s box in the Dugout to show this. The Death-Roller may not be used again that match, though it will be repaired in time for the next game.
#1
Death-Rollers that are knocked over by a block, or by the use of a Wizard’s spell, or whose boiler blows moving extra squares, or that suffer an injury in any way, are wrecked for the rest of the game.
There is never an Armour Roll to be made for a Death-Roller it is automaticaly "Badly Hurt". Correct ? What is the Use of the AV on a Death-Roller ?

#2
or that suffer an injury in any way
Is there a way for a Death-Roller to suffer an Injury ?

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Post by Pogo »

Turn a chainsaw on it. Then it'll need its armor, and then it can suffer an injury without being knocked over.

I actually like the mental picture of a gobbo attacking a death roller with a chainsaw....

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Post by GalakStarscraper »

Standard rules for the Roller that I've always heard.

If it is knocked down ... roll for AV and Injury. SI and Dead count ... everything else counts as Badly Hurt.

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Post by Xtreme »

Thats how we ahve always played it here. Though the rules do seem to be a bit unclear. :smoking:

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Post by Redfang »

Though widely used, I don't think those rules are official, I've always understood that the Deathroller came back next match, whatever happened to it.

R

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Post by GalakStarscraper »

Redfang wrote:Though widely used, I don't think those rules are official, I've always understood that the Deathroller came back next match, whatever happened to it.

R
That's because the rules were written for it as a StarPlayer ... not as a freebooted weapon.

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Post by Redfang »

Starplayers once on a team couldn't get stat-decreases? They could with us, and if they died, they died! (A new one could be bought, though)

R

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Post by Toby »

Right now i think we have to refer to the LRB2.0, and until that is updated, its a Starplayer equiped with a Secret Weapon.

Now, clarification, A or B ?

Death Roller is considered "Badly Hurt" if:

A. Knocked Over
B. Knocked Over + Armour Break

The LRB 2.0 clearly says A.
So I strongly suggest to change it to B, from what Galak says thats in the upcoming Secret Weapon Rules as well.

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Post by BlanchPrez »

Well, while I agree that it should be B, how do you get a Roller back up once it's knocked over from a block? Unless you're saying that the normal movement needed to stand back up is the driver pushing the Roller back up and then hoping in it again.

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Post by Toby »

The Deathrollers MA is 4.
When you apply the normal LRB Rules, it has 1 Square MA left after standing up. That may make coaches try to "go for it", and who knows maybe the damn thing blows up again ;)

However, to completely wreck the thing you need to break its armour.

Hey Andy Hall, update that Rulebook but don't tell Galak about it :D

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Post by Thadrin »

there are two ways to hurt a DR:
1) knock it over. This AUTOMATICALLY causes it to be BHd. I'd say with the secret weapon tules it would be back next game.
2) attack it or force it to roll armour. If it fails this roll then it is automatically BHd.

I haven't reread the rules or anything...this is just what I would rule were the question to arise.

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Post by DoubleSkulls »

Toby wrote:When you apply the normal LRB Rules, it has 1 Square MA left after standing up. That may make coaches try to "go for it", and who knows maybe the damn thing blows up again ;)
Deathroller never stands up. If its knocked over, its out of the game. That's its big weakness.

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Post by Toby »

I know that. And I think that renders the thing useless.
So maybe that should be considered during the process of redesigning the Secret Weapons.

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Post by Balrog »

Nah, the Deathroller is good enough as it is, no need to fiddle with it.

-Balrog

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