From: baldwin@carina.unm.edu (Chris Baldwin)
Newsgroups: rec.games.board
Subject: Re: Blood Bowl: Leprechauns
Date: 11 Oct 92 14:25:33 GMT
Organization: Atheist for the Development of a Better God

In article <1992Oct10.231949.18612@news.vanderbilt.edu> LIPSCOJA@ctrvax.vanderbilt.edu (Andy Lipscomb) writes:
>A thought on the comment of how to decrease the power of catchers:
>In order to dodge, a player must first roll under his AG on a D6.
>If he fails, he goes down (and back if he was dodging a push).  If he succeeds,
>the dodge is resolved normally.
	I haven't really seen that catchers are all that powerful. Even
halfling catchers are at a 1 disadvantage when gangged up on by 2 human
linemen. Heck, even the halfling catcher I have on my team with AG+2 gets
taken down sometimes. Perhaps I have just been playing against teams with 
big guys too much, but I rarely have a player single block. I almost always 
try to have several people in on the attack.

>And two suggestions for Apothecaries:
>  (1) If you pay the rule that an Apothecary can only know 4 spells, he may,
>upon turning in 10 XPs and instead of gainin a HP, learn another potion.
	We have been using the 4 potion rule for a while now and we do use
this rule. Since we just started using it this season, no one has played
enough games to advance his apothercary, however.

>  To the person who came up with Lizardmen, they woud be considered the same 
>as Slann for this rule.  (BTW, please post your house rules.) 

	Here are the rules I wrote up for Lizardmen. While looking for
it, I also found the rules we are using for Centaurs. The rules for
Lizardmen follow the Centaurs.

We just started using both of these this season(Which started about 5 weeks 
ago.). The first Lizardman team just started up and has yet to play a game, 
so I don't know how well they will work out in league play. Another player 
started a Dom Centaur team at the beginning of the season. He has yet to 
win a game(0-3-1), but I think that the reason is that he has too many
Centaurs on his team. His team is made of Centaurs and Dark elves. I
think that he'd be doing just fine with a couple less Centaurs and
more dark elves. The roll over penalties for Centaurs are killing him.
My undead team played him in the first game the of season and I knocked
over most of his team with Grenades and waltzed into the endzone.

Centaurs (treated as a big guy)
		MA	SP	ST	AG	TS	CL	AV
Blitzer:	 6	+4	 6	 3	+0	+1	10
Blocker:	 4	+3	 7	 2	-1	-1	11
Lineman:	 5	+4	 5	 3	+0	-1	10
Thrower:	 5	+4	 4	 4	+1	+0	 9

All centaurs have the abilities:
	Mighty Kick (L2), Leap (L1), Toughness (L3), and Long Kick

Costs
Blitzer:	cost =	 5000		wage =	 800
Blocker:	cost =	 4000		wage =	 600
Lineman:	cost =	 3000		wage =	 400
Thrower:	cost =	 5000		wage =	 800
Star   :	cost =	+1000		wage =	+300

Racial Tolerances
Here is how Centaurs feel about the other races in the League:
CD:	A	CH:	-	DE:	-	DW:	D
EL:	-	GB:	D	HF:	A	HM:	-
MN:	-	NO:	D	OG:	A	OR:	A
SK:	-	SL:	D	SN:	D	TM:	-
TL:	D	WW:	D

Here is how the other races in the League feel about Centaurs:
CD:	A	CH:	D	DE:	-	DW:	D
EL:	-	GB:	A	HF:	-	HM:	D
MN:	-	NO:	-	OG:	D	OR:	D
SK:	-	SL:	A	SN:	D	TM:	-
TL:	D	WW:	D/D

Racial Notes
In general, centaurs don't like extremes. Thus, they have an aversion 
to the the smaller races and most of the bigger races (the exceptions 
being Minotaurs who are half-breeds like them). Other races tend to 
view centaurs like centaurs view them, with contempt. The Dark Elves 
seem to get along well with them (rumor has it that they are the 
creators of the first centaurs). Likewise, treemen are good company 
and have earned their respect.

Movement
The high MA and SP values of a centaur reflect their excellent open 
field running capabilities. When moving in a straight line, their are 
few who can keep up with them. However, they are quite clumsy when it 
comes to turning. Thus, each 90 degree turn costs them a point of 
movement. Also, a centaur may not turn using his SP value.

Facing
The centaur is the only "big guy" who has a tackle zone in all 
adjacent squares. He may attempt a tackle in his back 4 squares. In 
addition, he may attempt to "boot" an opponent in his back four 
squares. He may not block to the rear.

Catching
If the pass ruler passes through one of the four rear squares of the 
centaur catching a pass, the pass suffers a -2 penalty.

Standing Up
Due to their shape, a centaur takes longer to stand up when knocked 
over. It will take 3 turns for them to stand up (instead of 2). The 
first two turns are spent face down, the last spent face up. If a star 
centaur gets Jump Up, he will stand up as a normal player. If a star 
centaur gets the Jump Up skill twice (!), he will only spend 1 turn 
down (as per the normal jump up skill).

Carry Teammate
Unlike other "big guys", centaurs may not throw teammates. However, 
they may carry one player (not a "big guy"). On any turn, the centaur 
and any adjacent friendly player (not an opponent) may declare that 
they are mounting the centaur. On the following turn, the carried 
player moves with the centaur (in the same square as the centaur - 
place the piece on the centaur's base if possible). The carried player 
may dismount at the end of the centaur's move (into square to the side 
or behind the centaur - not to the front). The carried player can move 
no further this turn. The rider may not be blocked. However, if the 
centaur is blocked (successfully or not), the rider must roll a d6 and 
add his AG. Use the table below to determine the result to the rider.

	-6 - 1:	Rider Seriously Injured
	2:	Rider Injured (roll normal injury)
	3 - 4:	Rider Knocked down (roll AV with a -1 to avoid injury
		and roll for scatter to see where the rider lands).
	5 - 6:	Rider Knocked off (roll AV to avoid injury and roll
		scatter to see where the rider lands).
	7+:	Rider stays on.

Additional Mods:	Centaur Knocked Over 	= -3 (max result = 6)
			Centaur Off the Pitch	= -6 (max result = 6)

Lizardmen:
Lizardmen are, in general very tall, usually around 7' tall, but are fairly
slow, but are resonably agile. They have very thick hide making them suited 
for blood bowl. Their height makes them very good receivers, even though
they do have trouble getting into the open bue to their lumbering movement.

	MA	SP	ST	AG	TS	CL	AV
Linemen:3	3	4	2	-1	+1	9
Blocker:3	2	5	2	-2	0	11
Kickers:3	3	4	3	0	0	9
Catcher:4	3	3	3	0	+2	8
Blizter:4	3	4	3	0	+1	10
Thrower:3	3	4	3	+1	0	9

All Lizardmen have: Toughness(L1), Tackle(L1)(Due to their tails)

Lizardmen have Animosty for Elves, Dwarves, Halflings, and Treemen.
They have dislike for Chaos Dwarves, Chaos Humans, and Werewolves.

Dwarves, Elves, Slann, suffer animosity towards Lizardmen.
Dark Elves, Skaven, Trolls, Treemen dislike Lizardmen.

Draft Cost Lineman: 3100 GC
Pay scale  Lineman: 500 GC


So, whatdya think?

-- 
"Hey, Guido! It's all so clear to me now. I'm the keeper of the cheese and
you're the lemon merchant. Getit? And he knows it! That's why he's gonna kill
us. So we gotta beat it. Yeah, before he lets loose the marmosets on us! - Ren