From: baldwin@carina.unm.edu (Chris Baldwin)
Subject: Re: Blood Bowl, Blunderbuss Q and repost request
Date: Tue, 10 Nov 92 15:13:45 GMT
Organization: Atheist for the Development of a Better God

In article <1992Nov9.111617.44548@kuhub.cc.ukans.edu> kuaxe@kuhub.cc.ukans.edu writes:
>	Quick question.  A friend and I used the Blunderbusses in a game this
>weekend and we were wondering, what are the rules for shooting a prone player? 

	Are you using the rules for Blunderbusses that I posted last month?
If so, I don't know. I never thought of that and I have never wanted to
do it when I have used them. Umm, seems that the ought to be a penalty
to the to hit roll, something like -2.

>Also, I would appreciate it if someone would post the rules for the Secret
>weapons lab and the Grave digger rules again.  I'd appreciate it.
Here are the SW lab rules we are using. Those grave robber rules are around
here somewhere, but I can't find them right now. From memory, they cost
1000GC per 1in6 chance of success. If they successfully steam a body, then 
the necromancer can animate it.

                        Secret Weapons Laboratories
Concepts
You do not have to build a lab to purchase secret weapons. If you
do not build a lab, it is assumed that you are "renting" or
otherwise in temporary ownership of the weapon. All the standard
rules for SWs apply in this case.

However, if you plan on using a lot of Secret Weapons, a
laboratory might be a sound investment (as it decreases the
amount needed to build weapons).

Building a Lab
A SW lab costs 10,000 GCs to build. All new labs start with 4
"fixin" points (used to maintain SWs). The Lab takes up a slot on
your roster (just like an apothecary). When you build the lab, it
is assumed that you get the appropriate lawyers to defend your
weapons on the pitch.


Building Weapons
After each game, in the Healing phase, Labs can attempt to build
weapons. Each weapon costs a different amount of "fixin" points
to build (see the table below). In addition, there is a small
cost for the materials to build the weapon. For each weapon the
lab attempts to build, roll a d6. If the roll is a 1-4, the
weapon is built (and can be used in the next game). If the roll
is a 5 or a 6, the weapon is seriously flawed and cannot be used
(i.e., you don't get the weapon).

     Weapon                        Cost      Fixin Points
     ==========================    ========  ============
     Machinaries of Destruction    1000 GCs       3
     Pogo-Sticks of Doom            300 GCs       1
     Grenades                       200 GCs       2
     Impact Armor                  1000 GCs       2
     Torches                         50 GCs       1
     Butterfly Nets                 100 GCs       1
     Steel-Plated Armor             750 GCs       3
     Chainsaws                     1000 GCs       3
     ==========================    ========  =============


Maintaining Weapons
Also after each game (in the Healing Phase), labs must maintain
any weapons that have previously been built. The lab must spend a
number of Fixin Points equal to the number points the secret
weapon was used in order to maintain the weapon. For example, if
the Dragon Gutters had previously built a Machine of Destruction
(a Kill Dozer) and used it for three points in the game, the lab
must use 3 fixin points to maintain the weapon.

Note that some weapons are "used up" in a game. Weapons that have
no maintenance are: Grenades, Impact Armor, and Torches. However,
the weapons ARE NOT used up if they are never used in the game.
In this case, they must be maintained (as per normal maintenance
rules).

If a weapon is not used in a game, it still required maintance
(polishing, oiling, greasing, etc.). However, it only takes one
Fixin Point to maintain a weapon that wasn't used in the game.


Effects of Not Maintaining Weapons
You do not have to maintain all the weapons in your arsenol.
However, if a weapon is not maintained, it will gain a "breakage"
point.

On the first turn that you want to use the weapon, you must roll
a d6 and add the number of "breakage" points the weapon has. If
the roll is 7 or more, the weapon is "broken" and permanently
lost (sorry Charlie).

Laboratories Gaining Fixin Points
After a laboratory successfully builds two weapons, it will gain
another fixin point. For each weapon successfully built (past the
first two), the laboratory gains another fixin point.

-- 
Chris Baldwin                | Once again, Russ has saved the day through the 
baldwin@carina.unm.edu       | proper use of high explosives.  
                             |		 -Dan Sorenson
"Is it just a coincidence that aliens always choose to abduct stupid people?"