What is this?
My roster project has one overarching goal. Make the CRP rosters more fun to play. They do this through a combination of balance adjustments, fluff-driven team changes and the removal of un-fun rules and negative traits.
I set out to create this set of rosters to play under the current CRP rules. The project corrects what I saw as imbalances or inconsistencies in the current rosters. The rosters aren't meant to all be perfectly balanced against each other; Halflings are still weak for example. These rosters however should correct some of the bigger problems present in CRP, and also seeks to make several existing rosters more fun to play. The final aim of this project therefore will be to use FUMBBL's Custom League rosters to create a league running this LRB.
To do List
- Spruce up the group page, and get a bannerThanks to awambawamb for the logo!
- Re-do, edit or replace some player icons
- Recruit for highlander league
Considered Roster Changes
Rosters will be reviewed in waves. Ones I'm currently looking at, based on my experiences and community feedback:
- None
The Teams The following is a collection of roster edits. Some are more extensive than others. The overall aim is to make the teams more fun and varied, and in some cases more balanced against each other. These rosters can then be used in FUMBBL Custom Leagues without other rules changes, or in Tabletop leagues along with any other rules changes.
Amazons
Qty
Title
MA
ST
AG
AV
Skills
Access
Price
0+
Linewoman
6
3
3
7
Dodge
G:ASP
60k
0-2
Thrower
6
3
3
7
Dodge, Pass
GP:AS
70k
0-2
Catcher
7
3
3
7
Dodge, Catch
GA:SP
80k
0-4
Blitzer
6
3
3
8
Dodge, Block
GS:AP
100k
Re-Rolls: 50k Apothecary: Yes
Price of Linewoman increased by 10 to help stop low-TV dominance. Faster catcher and tougher blitzer give some variance in players' stats and help at high TV.
No M access on normal rolls. Mino loses loner (all Bigs will lose Loner). M access only on doubles makes them a bit less destructive and increases the TV of CPOMbers too.
Edit: Re-roll cost increase in line with other chaotic races.
Edit: Wild Animal AVs increased by 1 for all races (Minotaur AV increased by 1).
Dwarf changes in line with Longbeards. Loner removed from Mino. M access removed from Dwarves. I didn't feel Chaos Dwarves needed M access and don't think it fits too well with the theme. It was basically just Claw access.
Dwarf changes in line with the alternate Longbeards. Loner removed from Mino. M access removed from Dwarves. I didn't feel Chaos Dwarves needed M access and don't think it fits too well with the theme. It was basically just Claw access.
In this version Centaurs are boosted in skill and cost to compensate for the less skilled dwarves.
I was unsure about these changes at first. Taking P and S access off the marauders takes a lot from them. This balances by taking Loner off all the Big Guys. Everyone also lost animosity. The Big Guys gain M access on Normal rolls. Mutations are the general theme of the Pact, and everyone should have them. They also have a much changed Start Player list (to be added).
I was unsure about these changes at first. Taking P and S access off the marauders takes a lot from them. I balanced this by making the Skaven a Beserker and the Elf a Witch. Everyone also lost animosity. I wanted to experiment with new positional players too, an orc/dwarf/beast/warrior with S access, but have been trying to avoid adding players to teams.
I think of all the rosters this one is the hardest to do. I enjoy Pact as they are, but they also feel a bit 'missed opportunity'. I'm wasn't totally happy with the rat and think the Norse Beserker is be a better fit. I think the Witch fits well. This would give a team 3 big guys and 2 frenzied Str3 players.
(Original proposal) I wanted to put more of a focus on the big guys. Them losing Loner and gaining M access will make them the powerhouses of the team. All players now have M access on regular rolls. Everyone also lost animosity. The marauders lost P access and their cheap re-roll. As they lost the most negatraits (3 Loner, 3 animosity) I put their re-rolls up 10 making them the most expensive in the game. I also created an alternative roster, with larger changes.
Dark Elves
Qty
Title
MA
ST
AG
AV
Skills
Access
Price
0+
Lineman
6
3
4
8
None
GA:SP
70k
0-2
Runner
7
3
4
7
Dump-Off
GAP:S
80k
0-4
Blitzer
7
3
4
8
Block
GA:SP
100k
0-2
Assassin
6
3
4
7
Shadowing, Stab
GA:SP
80k
0-2
Witch Elves
7
3
4
7
Dodge, Frenzy, Jump Up
GA:SP
110k
Re-Rolls: 50k Apothecary: Yes
Minor Changes version: Reduced the cost of assassins by 10 to encourage them seeing play. No other changes. DElves are already a nice roster.
Dark Elves
Qty
Title
MA
ST
AG
AV
Skills
Access
Price
0+
Lineman
6
3
4
8
None
GA:SP
70k
0-4
Blitzer
7
3
4
8
Block
GA:SP
100k
0-2
Assassin
7
3
4
7
Shadowing, Side-Step, Stab
GA:SP
100k
0-2
Witch Elves
7
3
4
7
Dodge, Frenzy, Jump Up
GA:SP
110k
Re-Rolls: 50k Apothecary: Yes
Dark Elves are the running elves, so they have no P access players on the roster now. Assassins have been boosted to compete with Witches and Blitzers, Shadowing becoming more useful with Side Step and Ma7. The team keeps 8 Ma7 positions. The Runner is done away with.
Dwarves
Qty
Title
MA
ST
AG
AV
Skills
Access
Price
0+
Lineman
4
3
2
9
Block, Thick Skull
GS:AP
60k
0-2
Runner
6
3
3
8
Sure Hands, Thick Skull
GP:AS
80k
0-2
Blitzer
5
3
3
9
Block, Thick Skull
GS:AP
80k
0-2
Slayer
5
3
2
8
Block, Frenzy, Dauntless, Thick Skull
GS:AP
90k
0-1
Deathroller
4
7
1
10
Break Tackle, Dirty Player, Juggernaut, No Hands, Mighty Blow, Secret Weapon, Stand Firm
S:GAP
140k
Re-Rolls: 50k Apothecary: Yes
Second go at Dwarves. Blockers become Linemen and lose Tackle (or Stand Firm) for a reduction in cost.
Dwarves
Qty
Title
MA
ST
AG
AV
Skills
Access
Price
0+
Longbeards
4
3
2
9
Block, Stand Firm, Thick Skull
GS:AP
70k
0-2
Runner
6
3
3
8
Sure Hands, Thick Skull
GP:AS
80k
0-2
Blitzer
5
3
3
9
Block, Thick Skull
GS:AP
80k
0-2
Slayer
5
3
2
8
Block, Frenzy, Dauntless, Thick Skull
GS:AP
90k
0-1
Deathroller
4
7
1
10
Break Tackle, Dirty Player, Juggernaut, No Hands, Mighty Blow, Secret Weapon, Stand Firm
S:GAP
140k
Re-Rolls: 50k Apothecary: Yes
This is my original Dwarf roster. Longbeards swap Tackle for Stand Firm. This will give stunties a little less fear, and may weaken Dwarves a bit at lower TV (not a bad thing) while being beneficial at high TV. A team doesn't need loads of Tacklers, while Stand Firm Guards are always great. Loner removed from Roller and cost reduced by 20, as 160 for a Secret Weapon is harsh.
Elves
Qty
Title
MA
ST
AG
AV
Skills
Access
Price
0+
Lineman
6
3
4
7
None
GA:SP
60k
0-2
Thrower
6
3
4
7
Pass
GAP:S
70k
0-4
Catcher
8
3
4
7
Catch, Nerves of Steel
GA:SP
100k
0-2
Blitzer
7
3
4
8
Block, Side Step
GA:SP
110k
Re-Rolls: 50k Apothecary: Yes
No changes to the Elf roster. It's pretty nice where it is.
Trolls lose loner, which is quite a nice boost for Gobbos. No other changes. I would love to give all goblins DP, but haven't.
Halflings
Qty
Title
MA
ST
AG
AV
Skills
Access
Price
0+
Halfling
5
2
3
6
Right Stuff, Dodge, Stunty
A:GSP
30k
0-2
Treeman
2
6
1
10
Mighty Blow, Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team-Mate
S:GAP
120k
Re-Rolls: 60k Apothecary: Yes
No changes for halflings. Obviously underpowered, but where they are for a reason.
High Elf
Qty
Title
MA
ST
AG
AV
Skills
Access
Price
0+
Lineman
6
3
4
8
None
GA:SP
70k
0-2
Thrower
6
3
4
8
Pass, Safe Throw
GAP:S
80k
0-4
Catcher
8
3
4
7
Catch
GA:SP
90k
0-2
Blitzer
7
3
4
8
Block
GA:SP
100k
Re-Rolls: 50k Apothecary: Yes
Again no changes for an elf team. I think most elves are well balanced.
Edit: Reduced cost of thrower by 10
High Elf
Qty
Title
MA
ST
AG
AV
Skills
Access
Price
0+
Lineman
6
3
4
8
None
GA:SP
70k
0-2
Thrower
6
3
4
8
Pass, Safe Throw
GAP:S
80k
0-4
Lions
8
3
4
7
Dauntless
GA:SP
90k
0-2
Blitzer
7
3
4
8
Block
GA:SP
100k
Re-Rolls: 50k Apothecary: Yes
In addition to the reduced cost of thrower, this roster attmepts to differentiate a little between the High and Pro elves. Pro's were introduced, originally, as a replacement for HElves and so I've left them in their original state and looked to the High Elf fluff for changes. The White Lion based Lion Warriors (returning the name) have seen a shift towards their fearless lion-fighting fluff.
This change should see them be a little more effective at high TV without affecting them too much lower down.
High Elf
Qty
Title
MA
ST
AG
AV
Skills
Access
Price
0+
Lineman
6
3
4
8
None
GA:SP
70k
0-2
Thrower
6
3
4
8
Pass, Safe Throw
GAP:S
80k
0-4
Lion
7
3
4
8
Dauntless
GAS:P
100k
0-2
Blitzer
7
3
4
8
Block
GA:SP
100k
Re-Rolls: 50k Apothecary: Yes
Bigger changes than the previous roster, but an attempt to re-imagine the team to match their fluff. Many changes in this one to create a unique elf team.
These changes essentially make the High Elves the hittiest elves, while the Darks are the backstabbers. I think I like this team best, though maybe the best team lies somewhere between the 2 options.
High Elf
Qty
Title
MA
ST
AG
AV
Skills
Access
Price
0+
Lineman
6
3
4
8
None
GA:SP
70k
0-2
Thrower
6
3
4
8
Pass, Safe Throw
GAP:S
80k
0-2
Catcher
8
3
4
7
Catch
GA:SP
90k
0-4
White Lion
6
3
4
8
Dauntless
GAS:P
90k
Re-Rolls: 50k Apothecary: Yes
Large and final changes to the HElves. Think I achieved what I was after this time. Losing 2 catchers and both blitzers in place of the new positional, who has great skill access but limited early ability.
Catchers lose a movement and gain a strength. Increase in price by 10. Human Catchers have always been a bit of an outlier, faster and weaker than all other humans. This corrects that while making them a lot more useful. Loner removed from Ogre
Khemri
Qty
Title
MA
ST
AG
AV
Skills
Access
Price
0+
Skeleton
5
3
2
7
Decay, Thick Skull
G:ASP
30k
0-2
Thro-ra
6
3
2
7
Pass, Regeneration, Sure Hands
GP:AS
70k
0-2
Blitz-ra
6
3
2
8
Block, Regeneration
GS:AP
90k
0-4
Tomb Guardian
4
5
1
9
Regeneration
S:GAP
110k
Re-Rolls: 70k Apothecary: No
TGs lose Decay which is quite a boost. Price increased by 10. Skeletons lose Regen and gain Decay, price drop by 10. I like the image of Khemri skellies being disposable waste that smash to pieces, and think it fits quite well. The price drop offsets the increase in the Guardian prices.
Lose (mostly useless) thrower positional and get P access on the runners instead, which are upped to 0-4. Runners swap Dauntless for the more appropriate (for a runner) Fend. Fend, and having more of their better positional, should help Norse improve at high TV where they struggle. Won't change much at low TV where they are good. Runners were over-costed, but I think their cost is appropriate for their new statline. Loner removed from Troll.
Pestigors and Warriors lose M access on normal rolls. Beast loses Loner but gains M access. Changes should make them less destructive (like Chaos) and M access puts a bit of focus on the huge bloated Beast.
This larger revision aims to differentiate their players from the Chaos team and make them a bit more 'Nurgley' while also limiting their abilities at high TV where they are strongest. They lose all 4 Pestigors in exchange for 2 extra Warriors (renamed). Considered keeping these 0-4 but felt a bit limiting. This team will be very bashy still, but lose their good ballhandling players. This is compensated by the Rotter swapping Decay for Regen, allowing the team to build solid players that way.
Edit: After the feedback I've had another go at the Nurgle. They're now more similar to their current roster. I think they'll find bashing just as easy as they do now, but should find winning harder (and keeping ball-carriers alive). I decided against dropping the G access for the warriors in the end, but removed it from the Rotters so they're an M access only player. This should bring the mutations more into play and make them more interesting.
Snotlings changed for Gnoblars who are faster and tougher, but price increased to 30. Teams allowed 11 ogres. To me the point of an Ogre team is to field Ogres, not half a team of Ogres. Making them 0-11 means you won't get Journeymen Ogres, but if you can keep a team together you could field a full 11. The removing of Loner from other bigs makes Ogres lose their shtick, so now their thing is 11 Ogres!
Edit: Had another go at these to try and follow HMs advice about the Oldheim Ogres. Changed Gnoblars to Goblins. Increased re-roll cost to 80 to compensate for them being quite a bit better than the Goblin team. Increased Ogres to 0-12. They would be a tough team to face, but with Spiralling Expenses, 80k re-rolls and expensive players few teams will actually get there.
Krox loses Loner. Blitzers cost reduced by 10. Cost reduction will hopefully help Blitzers see more play. Slann are a very unique team so I didn't wanna mess with them too much.
Undead
Qty
Title
MA
ST
AG
AV
Skills
Access
Price
0+
Zombie
4
3
2
8
Regeneration
G:ASP
40k
0+
Skeleton
5
3
2
7
Decay, Thick Skull
G:ASP
30k
0-2
Wight
6
3
3
8
Block, Regeneration
GS:AP
90k
0-2
Mummy
3
5
1
9
Mighty Blow, Regeneration
S:GAP
110k
0-4
Ghoul
7
3
3
7
Dodge
GA:SP
70k
Re-Rolls: 70k Apothecary: No
No changes for Undead. Nice rounded team. Considered the Khemri skeleton approach but decided against it. I see Khemri as ancient and Undead as freshly made.
Edit: Made the skellies the same as the Khemri ones
Troll loses Loner. Only other change is making Goblins 0+ instead of 0-12. I love Underworld. They are my favourite current roster. They are about where they should be - hard to win with but fun to play. Mutation access is their thing (along with Pact). They now have one of the few non-big guy CPOMBers on normal rolls.
Vampire
Qty
Title
MA
ST
AG
AV
Skills
Access
Price
0+
Thrall
6
3
3
7
None
G:ASP
40k
0-6
Vampire
6
4
4
8
Regeneration, Hypnotic Gaze, Blood Lust
GAS:P
110k
Re-Rolls:50k Apothecary: Yes
Re-rolls reduced by 20. A slight change from the 'chaotic team expensive re-rolls' theme, but Vamps are an intelligent race and formerly humans. This will help starting rosters (4 re-rolls instead of 3) and will lower the value of high TV vamp teams.
Wood Elf
Qty
Title
MA
ST
AG
AV
Skills
Access
Price
0+
Lineman
7
3
4
7
None
GA:SP
70k
0-2
Thrower
7
3
4
7
Pass
GAP:S
80k
0-4
Catcher
9
2
4
7
Catch, Dodge
GA:SP
90k
0-2
Wardancer
8
3
4
7
Block, Leap
GA:SP
110k
0-1
Treeman
2
6
1
10
Mighty Blow, Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team-Mate
S:GAP
120k
Re-Rolls: 50k Apothecary: Yes
Catchers re-gain movement 9 and lose Sprint. Throwers get 10k reduction in line with other elf throwers. Wardancers lose dodge and reduced by 10k. The catcher change is to redress the change from Ma9 to Sprint made before. The Wardancer is the real power player on the Woodie team, and too strong at low TV. I didn't like suggestions of him losing Block (NTBB) as he's a blitzer, and I think Leap is quite iconic on a wardancer now. Losing Dodge made the most sense, and allowed a price reduction giving the roster more options at creation.
Wood Elf
Qty
Title
MA
ST
AG
AV
Skills
Access
Price
0+
Lineman
7
3
4
7
None
GA:SP
70k
0-2
Thrower
7
3
4
7
Pass
GAP:S
90k
0-4
Catcher
9
2
4
7
Catch, Dodge
GA:SP
100k
0-2
Wardancer
8
3
4
7
Block, Dodge, Leap
GA:SP
130k
0-1
Treeman
2
6
1
10
Mighty Blow, Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team-Mate
S:GAP
120k
Re-Rolls: 50k Apothecary: Yes
Catchers re-gain movement 9 and lose Sprint. Their cost increases by 10. This is mainly just to redress the change from Ma9 to Sprint made before. It felt like a bit of a cop-out. Instead increasing their cost makes them like all woodies - expensive and fragile. More catchers might see play this way, emphasizing their boom or bust playstyle well.