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• View topic - Secret weapon
Page 1 of 3

Secret weapon

PostPosted: Wed Aug 29, 2012 4:19 pm
by Tristelune
LRB3 page 29
A player using a secret weapon will not be sent off by the referee while the match is in progress (unless he decides to foul a player that has been knocked down, in which case the normal rules for fouling prone players apply).
Instead, the player remains in play until after a touchdown is scored or a half ends, and then the
opposing coach is allowed to make a Penalty roll to see if the referee kicks the player out of the game.
In order to make a Penalty roll, the opposing coach should roll 2D6. If the score equals or beats the secret
weapon’s Penalty roll (listed below), then the referee sends the player off for the rest of the match. Place the
player in the Dead and Injured Players box in the Dugout to show that he is not allowed to appear again for the rest of
of the game. A head coach can argue this call (see page 18).
If the dice roll is less than the weapon’s Penalty roll then the referee does not take any action this time, and the player may carry on playing in the match (although another Penalty roll
will have to be made if the player is used again).
Note that you must make a Penalty roll for a secret weapon if the player carrying it has been on the field,
even if he doesn’t actually use the weapon. In addition, if a Star Player armed with a secret weapon is used then
he must take his secret weapon with him – you can’t say that he has decided to leave the weapon in the Dugout in order to avoid the Penalty roll.

DEATH-ROLLER Penalty Roll: 7+
BALL & CHAIN Penalty Roll: 8+
BOMB Penalty roll: 8+
CHAINSAW Penalty Roll: 8+
BLUNDERBUSS Penalty Roll: 10+
POISONED DAGGER Penalty Roll: 10+
POGO STICK Penalty Roll: 10+

We could already see that "pogo stick" and "poisoned dagger" weren't concidered like "secret weapons" today, "blunderbuss" him have no utility in dungeonbowl because you can't use "hail mary pass". That concerned at 10+ penalty roll.
For others it's a 8+ or 7+ (only for "death-roller") penalty roll we can easoly think that we can make a 8+ penalty roll for "death-roller". For facilities of understanding and chiffered secret weapons is now a same skill.

Difficult will be to determinate "WHEN" do this penalty roll. This is my ideas :
0 - Everytimes player go to Dead and Injured Players box.
1 - At the end of turns 6, 12, 18, 24 et 30 (all 6 turns) : As a random playing phase.
2 - At the end of turns 8, 16, 24 et 32 (all 8 turns) : As a half.
3 - After 6 turns on dungeon for the player.
4 - After 8 turns on dungeon for the player.

Give your ideas and make your choice !

Re: Secret weapon

PostPosted: Wed Aug 29, 2012 4:23 pm
by katadder
well its not likely to happen is it as GW wont approve.
and the DR should stay as is if you were ever likely to use that, possibly even a 6 as to be honest in DB that thing is overpowered, even more so since BGs got limited.

Re: Secret weapon

PostPosted: Wed Aug 29, 2012 6:24 pm
by douglowe
GW might approve it, as it's a rule change which wouldn't have any impact on the team rosters, stats, costs, etc.


What do you mean by option 0? That secret weapons should test after *any* player is sent to the dead and injured box, or only after the secret weapon player themselves have been sent to the (KO'd and) dead and injured box? Assuming the latter version of the rule then I reckon that using a combination of options 0 and 3 would be the best plan -> but have the turn counter for option 3 reset every time a player returns to the pitch after being teleported in again following a magic sponging. Otherwise I think that option 3 by itself would be interesting to test out - see what difference it makes to the game.

Re: Secret weapon

PostPosted: Wed Aug 29, 2012 6:29 pm
by Tristelune
Yes option 0 is only for secret weapon players. And for option 3 and 4 counter restart because you has roll dices when your player go out.

Re: Secret weapon

PostPosted: Wed Aug 29, 2012 6:34 pm
by Nightworm
leave secret weapons alone. I think the only balance issue with the game is with deathroller not having a stupid roll of some sort.

Re: Secret weapon

PostPosted: Wed Aug 29, 2012 6:36 pm
by Nightworm
give the deathroller stall skill that means it can do nothing if it rolls a 1. keeps it tackle zone like wild animal. Then no one would care about secret weapon rolls.

Re: Secret weapon

PostPosted: Wed Aug 29, 2012 8:15 pm
by Tristelune
Nightworm wrote:give the deathroller stall skill that means it can do nothing if it rolls a 1. keeps it tackle zone like wild animal. Then no one would care about secret weapon rolls.


Think GW don't want touch the profile of differents players, the only option is to work on existing skills, ir "secret weapon".

Re: Secret weapon

PostPosted: Wed Aug 29, 2012 9:53 pm
by katadder
or remove the death roller. no other secret weapon is a problem, just that.
its coming up with your ideas that dont actually tackle the problem that got us the stupid new big guy rule.

Re: Secret weapon

PostPosted: Wed Aug 29, 2012 10:45 pm
by douglowe
katadder wrote:or remove the death roller. no other secret weapon is a problem, just that.


Some of us don't think that *any* of the secret weapons are a problem you know, not even the deathroller ;)

I like the idea of having a ref check every ~6 turns for secret weapons though; it makes them less reliable again (but in a reasonably random manner). And let's face it, the only secret weapon which is likely to still be in the dungeon after 6 turns is the deathroller - so this rule isn't going to be much of a problem for Jade coaches anyway ;)

Re: Secret weapon

PostPosted: Wed Aug 29, 2012 11:06 pm
by Gaixo
The only one that is even a little bit fluffy is option 0. Make them start on the field too, though.

Just man up and tell GW you need to get rid of the Deathroller.