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Halfling

Amazons
Chaos
Chaos Dwarf
Dark Elf
Dwarf
Goblin
Halfling
High Elf
Human
Lizardmen
Norse
Orcs
Skaven
Undead
Wood Elf

? BB Ring

The technical deficiency of Halfling teams is legendary.  They're too short to throw or catch, they run at half pace, and the whole team can spend all afternoon trying to block an Ogre without any chance of success.  Most Halfling Coaches try to make up for quality with quantity.

Qty.

Position

Cost

MA

ST

AG

AV

Skills

Advancement

0-16 Halflings (L) 30,000gp 5 2 3 6 Dodge, Right Stuff, Stunty Ag
0-2 Treemen (P) 110,000gp 2 6 1 10 Mighty Blow, Stand Firm, Thick Skull, Take Root Gen, Str, Big Guy

 Re-Rolls: 60,000gp each.
Allies: Human, Wood Elf.
Secret Weapons: None.
Special Rules: Being about half the size of a normal Blood Bowl player does, unfortunately, have its disadvantages.  Halflings are just a bit too small to throw the ball very well, and so must increase the range by one category when they make a pass.  In addition, the little guys tend to break rather easily, which is represented by allowing the opposing coach to add +1 to the dice roll whenever he makes an Injury roll for a Halfling, in addition to any other modifiers that might apply.

Halfling teams do not have Wizards as such.  Instead, their team may include a Master Chef on the roster, who happens to be a wizard in the kitchen!  The quality of the Master Chef's cooking generally serves to inspire the Halflings on the team to perform exceptionally well, because they won't get fed after the match if they play badly!

The effect of this extra stimulation is represented by allowing Halfling teams that include a Master Chef to take a number of extra Team Re-roll counters at the start of each half.  Roll a dice and halve the score, rounding down (i.e., 1=0; 2-3=1; 4-5=2; 6=3).  The result is the number of extra counters the team gets for the half.  In addition, the fabulous cooking smells emanating from the Halfling team's Dugout can prove very distracting for the players in the opposing team.  To represent this, the opposing coach must reduce the number of Team Re-roll counters he has by a  number equal to the re-rolls that the Halfling team gained.  So, for example, if the Halfling team gained two re-rolls, then their opponents would lose two! A team may never have the number of re-rolls it has reduced to less than 0 in this way.

 

Last updated 04/12/2001 . E-mail the Commissioner. Disclaimer: This website is completely unofficial and in no way endorsed by Games Workshop Limited. Blood Bowl is a trademark of Games Workshop Limited, and is used without permission. No challenge to their status is intended.