Slan team
Moderator: TFF Mods
I had an idea well playing a game of BB with my cousin Renuvin wouldn't it be cool to bring back the slan like the norse and dwarfs they all have a set skill because of there race but they have weak armour, weak strength but strong agility it is just and idea and i just wanted to know your views
Reason: ''
- GalakStarscraper
- Godfather of Blood Bowl
- Posts: 15882
- Joined: Tue Jun 26, 2001 12:00 am
- Location: Indiana, USA
- Contact:
My league has played with a Slann team for quite awhile ... in fact one of my two teams for next season is going to be a Slann team.
Here are the rules from my league for them:
Players:
0-12 Lineman 60,000
6 3 3 8 Leap,Very Long Legs GEN
0-4 Catcher 80,000
7 2 4 7 Catch, Leap, Very Long Legs GEN/AG
0-4 Blitzer 100,000
7 3 3 8 Diving Tackle, Jump Up, Leap, Very Long Legs GEN/ST
The MA stats of all Slann players has already been adjusted for the Very Long Legs traits.
Big Guys:
0-1 Kroxigor 130,000
6 5 1 9 Mighty Blow, Prehensile Tail, Thick Skull, Heat Resistant, Cold Blooded GEN/ST
Rerolls: 50,000
Big Guys: The Slann team may have one Big Guy player. Big Guy players may not use team rerolls.
Allies:
May not be used as allies for any team.
May have one Lizardman non-Big Guy ally.
Apothecary: Yes
Head Coach: Normal.
Secret Weapons: Slann teams may have one Poisoned Dagger secret weapon player.
On Pitch Spellcaster: The starting spell for a Slann Spellcaster is Super Leap.
Successful Result: One player from the Slann team has his Leap skill enhanced. For the rest of the half, the player may use his Leap skill to jump 3 squares using 3 squares of movement (instead of the normal 2).
Failure Result: The target player loses his Leap skill for the rest of the half.
Range: Any player on the pitch
Succeeds on: 2+
Stadium:
The pitch in a Slann stadium is springy rubber instead of Astrogranite. As a result, during any home game in a Slann Stadium all injury rolls for any player (either team) are at -1 and any Agility roll for any player using the Leap skill (either team) is made with a +1 modifier (a natural 1 is still a failure).
Here are the rules from my league for them:
Players:
0-12 Lineman 60,000
6 3 3 8 Leap,Very Long Legs GEN
0-4 Catcher 80,000
7 2 4 7 Catch, Leap, Very Long Legs GEN/AG
0-4 Blitzer 100,000
7 3 3 8 Diving Tackle, Jump Up, Leap, Very Long Legs GEN/ST
The MA stats of all Slann players has already been adjusted for the Very Long Legs traits.
Big Guys:
0-1 Kroxigor 130,000
6 5 1 9 Mighty Blow, Prehensile Tail, Thick Skull, Heat Resistant, Cold Blooded GEN/ST
Rerolls: 50,000
Big Guys: The Slann team may have one Big Guy player. Big Guy players may not use team rerolls.
Allies:
May not be used as allies for any team.
May have one Lizardman non-Big Guy ally.
Apothecary: Yes
Head Coach: Normal.
Secret Weapons: Slann teams may have one Poisoned Dagger secret weapon player.
On Pitch Spellcaster: The starting spell for a Slann Spellcaster is Super Leap.
Successful Result: One player from the Slann team has his Leap skill enhanced. For the rest of the half, the player may use his Leap skill to jump 3 squares using 3 squares of movement (instead of the normal 2).
Failure Result: The target player loses his Leap skill for the rest of the half.
Range: Any player on the pitch
Succeeds on: 2+
Stadium:
The pitch in a Slann stadium is springy rubber instead of Astrogranite. As a result, during any home game in a Slann Stadium all injury rolls for any player (either team) are at -1 and any Agility roll for any player using the Leap skill (either team) is made with a +1 modifier (a natural 1 is still a failure).
Reason: ''
- Trambi
- Ex-Mega Star, now just a Super Star
- Posts: 1310
- Joined: Thu Jan 01, 1970 12:00 am
- Location: St Quentin en Yvelines near Paris, France
- Contact:
- GalakStarscraper
- Godfather of Blood Bowl
- Posts: 15882
- Joined: Tue Jun 26, 2001 12:00 am
- Location: Indiana, USA
- Contact:
Trambi ...
The Slann are not a race of big fat bosses.
Most were athletic, slim, and fast ... I'll have to get my Slann BB team pictures up to show you what a team looks like.
The Slann Mage is the big fat guy you see over the Lizardmen. But yes, the Slann are bosses over the Lizardmen ... this is why they can take Lizardmen allies, but Lizardmen cannot have Slann allies.
Galak
The Slann are not a race of big fat bosses.
Most were athletic, slim, and fast ... I'll have to get my Slann BB team pictures up to show you what a team looks like.
The Slann Mage is the big fat guy you see over the Lizardmen. But yes, the Slann are bosses over the Lizardmen ... this is why they can take Lizardmen allies, but Lizardmen cannot have Slann allies.
Galak
Reason: ''
- Trambi
- Ex-Mega Star, now just a Super Star
- Posts: 1310
- Joined: Thu Jan 01, 1970 12:00 am
- Location: St Quentin en Yvelines near Paris, France
- Contact:
- GalakStarscraper
- Godfather of Blood Bowl
- Posts: 15882
- Joined: Tue Jun 26, 2001 12:00 am
- Location: Indiana, USA
- Contact:
- Trambi
- Ex-Mega Star, now just a Super Star
- Posts: 1310
- Joined: Thu Jan 01, 1970 12:00 am
- Location: St Quentin en Yvelines near Paris, France
- Contact:
-
- Legend
- Posts: 3016
- Joined: Thu Jan 01, 1970 12:00 am
- Location: Worcester, England
- Contact:
- GalakStarscraper
- Godfather of Blood Bowl
- Posts: 15882
- Joined: Tue Jun 26, 2001 12:00 am
- Location: Indiana, USA
- Contact:
-
- Super Star
- Posts: 1068
- Joined: Thu Jan 01, 1970 12:00 am
- Location: Saint-Etienne, France
- Contact:
- GalakStarscraper
- Godfather of Blood Bowl
- Posts: 15882
- Joined: Tue Jun 26, 2001 12:00 am
- Location: Indiana, USA
- Contact:
Yah, but a translated 1st edition Slann team would cost to much .... here is how a tranlsated 1st edition Slann team would look:
0-16 Linemen 6/3/3/9 Leap, Very Long Legs 70k GEN
0-8* Catcher 6/2/4/9 Catch, Dodge, Leap, Very Long Legs 110k GEN/AG
0-8* Blitzer 6/3/3/9 Block, Sure Hands, Leap, Very Long Legs 110k GEN/ST
0-8* Blocker 5/3/2/10 Tackle, Catch, Leap, Very Long Legs 100k GEN/ST
Note: A Slann team may have 8 non-lineman players in any mix desired.
As the costs show the team has is a LITTLE TOO GOOD.
As for the stats though ... hard to beat. .... I think that is why they got toned down when 2nd edition came out.
Galak
0-16 Linemen 6/3/3/9 Leap, Very Long Legs 70k GEN
0-8* Catcher 6/2/4/9 Catch, Dodge, Leap, Very Long Legs 110k GEN/AG
0-8* Blitzer 6/3/3/9 Block, Sure Hands, Leap, Very Long Legs 110k GEN/ST
0-8* Blocker 5/3/2/10 Tackle, Catch, Leap, Very Long Legs 100k GEN/ST
Note: A Slann team may have 8 non-lineman players in any mix desired.
As the costs show the team has is a LITTLE TOO GOOD.

Galak
Reason: ''
-
- Super Star
- Posts: 1068
- Joined: Thu Jan 01, 1970 12:00 am
- Location: Saint-Etienne, France
- Contact:

BTW, I think the minis you have converted are from 1985, no ? They look like the picture on the paper sheet, in their general design... Still happy to see your job

Reason: ''
-
- Legend
- Posts: 3016
- Joined: Thu Jan 01, 1970 12:00 am
- Location: Worcester, England
- Contact:
- GalakStarscraper
- Godfather of Blood Bowl
- Posts: 15882
- Joined: Tue Jun 26, 2001 12:00 am
- Location: Indiana, USA
- Contact:
-
- Super Star
- Posts: 1068
- Joined: Thu Jan 01, 1970 12:00 am
- Location: Saint-Etienne, France
- Contact:
Although I don't find a big interest to each new team (remember have read a very interesting topic on another forum between Zombie, , you and other people: why new teams?), your translation rom slanns is very interesting. Wait and see with ally rules (maybe), on march 
Galak: this has nothing to do with, but I'm now a proud paypaler, and it will be effective in a few days
If you're still ok, we can do something at the beginning of the next week. I will send you a mail in some days (if the deal should be still ok).

Galak: this has nothing to do with, but I'm now a proud paypaler, and it will be effective in a few days

Reason: ''