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. |