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Spazzfist |
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Post subject:
Posted: Feb 08, 2005 - 08:41 PM
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Joined: Aug 16, 2004
Canada
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Location: Canada
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@Rob - for clarification I will not allow the bomber to light the fuse and then throw it in later turns, I will however relent and say that the +1 to injury is not taken due to the fact that there is a lack of the "stunty" trait on the player's profile.
Spazz |
_________________ #1 Nurgle coach in Canada (formerly the world!)
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Doubleskulls |
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Post subject:
Posted: Feb 08, 2005 - 11:10 PM
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Ex-Rulz Committee
Joined: Mar 05, 2003
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Location: Kent, UK
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Wizards must cast their spells at the start of the turn. This didn't use to be the case - as Bevan pointed out - and I'd forgotten. |
_________________ Ian 'Double Skulls' Williams
SLOBB
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Indigo |
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Post subject:
Posted: Feb 09, 2005 - 04:24 AM
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Da Warboss
Joined: Feb 12, 2003
England
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Just for reference, I wasn't considering that the gobbo secret weapon stars would have the benefits of stunty without the drawbacks - they lose both the +1 and the dodge bonus IMO.
Not that I'd be dodging with Bomba, Nobbla & Fungus though
Re-reading the rules now I think that you ARE allowed to hold onto a lit bomb but as has been mentioned before to throw it you cannot move. I don't think the rule for falling over/exploding is at all related to the cards as the rule would have been around before the cards were added in the Death Zone expansion. |
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NAF #60
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KarlLagerbottom |
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Posted: Feb 09, 2005 - 10:28 AM
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Joined: May 25, 2004
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Imagine a Stunty Gobbo with a chainsaw dodging through the cage, and then ripping up the ball carrier.
3+, 3+, dead Orc Blitzer.
I LIKES IT!!!!
-Rob |
_________________ Karl Lagerbottom - Dwarf Blocker of Renown
NAF Member #5236
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Xeterog |
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Post subject:
Posted: Feb 09, 2005 - 02:10 PM
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Joined: Jan 11, 2004
Texas
Posts: 73
Location: Texas
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Quote:
I don't think the rule for falling over/exploding is at all related to the cards as the rule would have been around before the cards were added in the Death Zone expansion.
but not before wizards, and you used to be able to use them at anytime |
_________________ -Xeterog
(formerly Gortex)
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Post subject:
Posted: Feb 09, 2005 - 03:38 PM
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Joined: Feb 10, 2003
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Indigo wrote: I don't think the rule for falling over/exploding is at all related to the cards as the rule would have been around before the cards were added in the Death Zone expansion.
Actually, the Bomb rules were introduced in Deathzone (p.7) so Bevan is probably correct.
For the record, I agree that (yet again) the rulebook is badly worded, but I'd rule that you cannot hold the bomb, and if you don't trow it, then it explodes in your square. |
_________________ _____ and rankings - that is all
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Indigo |
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Post subject:
Posted: Feb 10, 2005 - 02:46 AM
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Da Warboss
Joined: Feb 12, 2003
England
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How does the bomb affect players that are already on the floor? Automatic armour/injury rolls? |
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Bevan |
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Post subject:
Posted: Feb 10, 2005 - 03:01 AM
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Joined: Feb 13, 2003
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Indigo wrote: How does the bomb affect players that are already on the floor? Automatic armour/injury rolls?
The last sentence of the Bomb rules says -
"Make Armour and Injury rolls for any players knocked over by the blast as normal."
You could say that this was just badly worded but it suggests that if players are not knocked over (because they are already on the ground) then they are not affected - because they have kept their heads down when it went off.
This is consistent with the 2003 Q&A which said that fireballs do not affect prone or stunned players. |
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Post subject:
Posted: Feb 10, 2005 - 02:28 PM
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Joined: Feb 10, 2003
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Yeah, we house-ruled that as well. Prone/Stunned players are hit with the same chance as anyone else. |
_________________ _____ and rankings - that is all
#27 of the "24 club" (due to some dodgy accounting)
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Post subject:
Posted: Feb 10, 2005 - 05:38 PM
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Joined: Feb 11, 2003
Posts: 408
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That's silly. Only falling down results in an AV/INJ roll. It's not the blast that hurts them, it's hitting the ground that does. The only places this is not the case are clearly spelled out. Chainsaw and fouling come immediately to mind. |
_________________ Snew
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Doubleskulls |
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Post subject:
Posted: Feb 10, 2005 - 06:48 PM
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Ex-Rulz Committee
Joined: Mar 05, 2003
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Location: Kent, UK
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Yeah, because falling on the grass hurts sooo much
Its the bits of metal flying throught the air that are going to kill you, and you will have a lower chance of getting hit while on the ground. |
_________________ Ian 'Double Skulls' Williams
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Cervidal |
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Post subject:
Posted: Feb 12, 2005 - 08:40 AM
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Joined: Feb 11, 2003
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I might argue that Stunty being left off from the Gobbo star player is the actual oversight here.
Note that all teams able to take projectile weapons are AG 2 or function as AG 2 in the passing game.
By taking Stunty away from the star player, you're drastically improving his throwing ability. |
_________________ bloodbowl.40kfightclub.com
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Doubleskulls |
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Post subject:
Posted: Feb 12, 2005 - 03:23 PM
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Ex-Rulz Committee
Joined: Mar 05, 2003
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Maybe it is an oversight, but we've had 3 rules reviews and it hasn't been fixed. |
_________________ Ian 'Double Skulls' Williams
SLOBB
NAF Racial Results
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Hoshi_Komi |
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Post subject:
Posted: Feb 12, 2005 - 07:33 PM
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Joined: Nov 23, 2003
United States of America
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Location: United States of America
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but fireballs don't work on prone players |
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