Halfling Blood Bowlers Squad

By Michael Turner

Many of the inhabitants of the Old World are surprised to find out that squads of Halfling BB'ers sometimes take quests into the dungeons of the various lands. However there is usually a practical explanation for this. Perhaps the Master Chef needs that "special something" to liven up his stew. Or maybe the team needs money to recruit new players. The likeliest explanation, at least for most of the team, is that most conquering heroes have large banquets thrown in their honor....

THE SQUAD

One of the most striking differences of Halfling Blood Bowlers is that they never go on a Quest with anyone except other members of their team.
Instead of one or perhaps two players deciding to be Halflings the whole party must be. The restrictions for the composition of the party is as follows:

1 Master Chef
4-7 Linemen
0-1 Ogre

Note that it is not only possible, but expected, for the party to be larger than four adventurers. A squad of Halflings have to make up for a lack of strength and size with sheer numbers. 

The Master Chef fills the "Wizard" spot and the Halflings will not leave without him. This is not due to his handiness in a fight, mind you, but because no Halfling would think of going anywhere without making sure there will be good, hot food at the end of the day. The Ogre fills the spot usually occupied by a Treeman, since the Treemen refuse to venture into areas where sunlight never reaches.

STARTING AS A HALFLING SQUAD

The profile for the Halflings is as follows:

Wounds

2D6 *

Move

4

Weapon Skill

2

Ballistic Skill         

5+

Strength

2

Damage Dice

1

Toughness

3

Initiative

4

Attacks

1

Luck

1

Willpower

3

Pinning Roll

Automatic **

* If you roll a 1 or 2, you may re-roll them once, but you must keep the second result unless it will give you a total of three or less, then you may keep re-rolling until the total for the two dice will be four or more

** This only applies if their foes are more than a head taller than the Halflings. If they are the same size or smaller, the Pinning roll is 3+.

EQUIPMENT

The linemen each start out with a bottle of Fizzy Pop, which will restore a player back to full wounds. Use once, then discard
The Master Chef starts out with a cookpot, which he uses to make all of his delicacies, and a Pic-a- Nic Basket. The Pic-a-Nic basket is a basket of goods no longer good enough to sell. It contains all the burnt and stale goods no Halfling would ever touch. However, it can be used to make a stew that most other races find appetizing. It can be used to make battle brew and it will run out on a D6 roll of 1.

WEAPONS

The Master Chef carries a Butcher's Knife and the Linemen carry Knuckle Dusters. Both weapons do Strength +2 Damage.(The Linemen are well-trained with the knuckle dusters and suffer no to-hit modifier while using them.)

ARMOUR

Linemen wear the Standard Blood Bowl armor, giving them a +1 Toughness. The Master Chef wears no armor

SPECIAL RULES

Due to their small size the Halflings may run through the legs of their enemies and may therefore take their movement through squares that are already occupied if their opponents are twice as tall (or more) as them.(i.e. this can be used against humans or giants; it doesn't work against snotlings.)

Linemen

Since they have trained and played together for a while, Halflings can team up try to tackle someone. Add up all the strengths of the Halflings trying the tackle, plus D6 for each attack each Halfling gives up after the first. Then, take strength the opponent, plus one D6 for each attack that the opponent gives up trying to stay standing.(He will give up one attack for each Halfling trying to jump him, up to his maximum number of attacks.) If the Halflings win, the opponent hits the ground, taking the difference between the numbers in damage. The monster will have to spend the next turn getting up and will be at +2 to be hit.(Any of the Halflings who tackled him last turn can automatically hit him.)If the monster wins, the Halflings equally share the wounds taken from the failed attack.(Which is equal to the difference of the two numbers.) Regardless of whether the tackle succeeds or not, the Halflings have completed this maneuver enough times they can get up immediately, and don't have to take a turn to do so.
Also, due to their small size, the Halflings may be thrown by the Ogre. If they hit their target, the inflict their toughness plus D6 wounds on their target. For this maneuver, they must spend a turn standing up.

Master Chef

Twice per board section, the Master Chef may attempt to make a dish for his fellow Halflings. The first of the dishes may only be attempted if the Chef doesn't perform any other actions for the turn and if there are no monsters on the board. This may either be one of the special morsels(skills) he has learned at culinary school or it may be a special healing stew. The stew will heal 2D6 wounds, to be divided among the Halflings as the Chef sees fit. The stew is impossible to transport, so it must all be used immediately or it is wasted. No one may gain wounds above his starting max.
If the Chef has a Picnic Basket, he may spend one round of combat making a special stew if he does nothing else for this turn. Although not edible to Halflings, the smell is delicious enough to distract other races enough to allow the Halflings extra re-rolls equal to the half of the power roll(rounding up). Note that the Ogre is equally distracted and cannot benefit from the re-rolls. For their part, the Halflings think the stew is disgusting and wouldn't touch it with a ten-foot spoon.

HALFLINGS AND TREASURE

Linemen may never use any armor than their Blood Bowl kits, while the Chef may never wear any armor at all. The only magical items the Halflings may use are amulets or rings, which are small enough that they don't slow them down. As far as weapons, unless they have a special skill, they may not use any other weapons than the knuckle dusters or a butcher's knife. Acknowledging these restrictions, they may use any other items available to Humans or Dwarves, including potions.

HALFLINGS IN SETTLEMENTS

Linemen may visit any of the normal special locations. They have to go to the Pit Fighter's Fighting School to train to go up a level, or to buy replacement armor. Master Chefs may visit any of the special locations. They must spend their first day in the village visiting the Culinary school, even if they are unable to go up a level or buy anything. Any of the Halflings may attempt to go to the Halfling General Store, which take a spot roll of 6. All Halflings who visit the Alehouse roll with a -2 modifier.

CULINARY SCHOOL

The Master Chef does not acquire skills in the same way as a Lineman. Instead he learns how to create various pastries which can cause strange effects on other Halflings. (The Pastries have no effect on the Ogre other than bringing a smile to his face and putting him out of action for a nap for D3 turns.)

The Culinary School is treated as a Special Location and a Master Chef will always try to visit at least once every time he is in a Settlement.Upon entering roll a D6:

1The Doorman turns up his nose at the scruffy newcomer and refuses to let him enter. However, he may try to re-enter the next day (without having to roll to find the School), provided that he spends 20 gold pieces on a shower and laundry.
2
1Your pastry refuses to rise and turns out so badly that you are laughed out of town. You have a -1 modifier to any roll to cook anything for the next adventure.
2-3Arrin wins, but you are sure he bribed the judge. You leave the school in disgust
4-5 You win the contest , and as a prize, the judge gives you D3 randomly determined pastries to be used during the next adventure. If they are not consumed by the end of the adventure, they go bad and have to be tossed.
6 You win the contest, and so impress one of the other Chefs that he sharpens your blade for you. For the next adventure, the knife causes an extra 2 points of damage.
3The other Chefs accept you as one of their own and neither help or hinder you.
4Your first teacher greets you warmly, and to show how proud he is of you, he has a Dwarf engrave a rune on your knife. For the next adventure it is magical. Roll a D6, on a 6 the rune is permanent.
5One of the chef is impressed with your exploits and shows you a trick or two. From now on you have the Feint skill. Once per adventure, you can cause all of the creatures in adjoining squares to lose all their attacks for the turn.
6The Head Chef takes you under his wing and teaches you a new recipe. You learn how to make a new pastry. If you've rolled this before, re-roll.

HALFLING GENERAL STORE

Goods

Cost Stock
Picnic Basket 50 2
Cookpot 100 4
Knuckle Duster 50 4
Blood Bowl Armor        200 3
Porta-Pantry 100 6

Porta Pantry

Contains D6 worth of ingredients to be added to his dishes, at the Chef's discretion. They are prepared to withstand the passage of time, so they don't have to be used all at once, and not all on this adventure. You can buy D6 more ingredients for D6*25 gold, but the pantry can never be stocked beyond 6 portions.

Linemen's Skills

Roll 2D6:

2Crazy Blighter.  
After a few years on the Circuit, the repeated blows to the head can affect the Halfling in strange and interesting ways....
The Halfling player has become more than a little unhinged. He no longer is affected by Fear or Terror like his teammates. Instead, he becomes so enraged at the sight of these monsters that he gains +1 Attacks against a monster that causes Fear and +2 Attacks against one that causes Terror. However he has acquired a phobia and has to take a Fear check when confronted by someone who is, comparatively speaking, harmless. Roll a D6 on the following to see who he's afraid of.
1Giant Bats
2Giant Rats
3Giant Spiders
4-6 Snotlings
3Apprentice Chef.  
"You got promise, kid" says the Master Chef " Now go get me some roots."
The Master Chef has taken you under his wing, and you may assist him in making the between-battle stew, adding D3 to the number of Wounds recovered. Also, if the Chef is unable to complete the mission, you may try to fill his apron. You may now make either stew in his place, but are only half as effective.
4Do unto others....
"Go for the kneecap" the Coach says "If he can't walk, he can't fight."
The coach has taken you aside and shown you the fine art of kneecapping your opponent. This is a special attack which ignores all Damage modifiers. Also, if a natural 6 is rolled, the kneecap is history. The monster can no longer move, is at -1 to hit you and +1 to be hit. This is not an extra attack, only a modified one. The monster must have a kneecap to begin with for this attack to be possible.
5Dodge.
When the going gets tough, the tough get outta the way....
The Lineman now has a 6+ dodge, like the Elf. If this is rolled again, it becomes a 5+, etc.
6Sixth Sense
Many years of getting smacked from the side and back has left you with extraordinary peripheral vision.
Any time that the squad would be ambushed, the Halfling will spot the monster on a roll of a natural 6, warning the squad in time and costing the creatures their ambush ability.
7Found Religion. 
You enter the temple and are greeted by a Priest who welcomes you. You dedicate yourself to the patron deity and feel a new power fill you.
Any attack you make from now on is magical. However, whenever you reach any settlement, you will seek out a temple of that God and spend the day there. While visiting, you must donate D3*10 gold (if you have it.) Failure to try to find the temple and make the donation will result in you losing this gift.
8Cannonball
It's a bird...It's a Dragon....No, it's a Flying Halfling?!?
You now cause an extra D6 of Damage when you hit a creature as a result of being thrown. This is cumulative if re-rolled.
9Jump Up
You visit the local Carnival and the Human Cannonball teaches you a few trick...
You no longer lose an attack to stand up after being thrown.
10Belly Dance
One of your journeys takes you into contact with an exotic banquet, where you spend many days watching the graceful dancers, even learning some of their moves...sort of.
If the player will do nothing else this turn, he may perform a Belly Dance. The Monsters on the board become so entranced that they lose all attacks this turn.
11The Apothecary
Injuries are a nature of the game of Blood Bowl, especially if you're a Halfling.
If a Player is killed in combat, place him to one side. As soon as there are no monsters on the board, Halfling may try to bring him back from the dead. On a 5+ your are able to revive the Player to full wounds, but he has lost any items or treasure he has gained in this dungeon.
12Charging to the Rear
"Where'd he go?" the goblin asks the others, not noticing the new statue up against the wall.
Your halfling can now break from combat automatically, regardless of the opponet. In addition, he can now hide from the monsters and avoid being attacked. He may eat pastries or drink potions while hidden, but may not move attempt anything else. He may not attempt this if he has the Lantern, and if the rest of the team is slaughtered, he must try to make it out of the dungeon without a Lantern.

Master Chef's Skills

Although the Master Chef is an accomplished cook, it is an entirely different thing to prepare a gourmet meal in the wilderness as opposed to the Arena, where there is usually a well-stocked pantry nearby.

This is represented by the fact that whenever the Chef gains a new skill, he learns how to prepare that delicate morsel with whatever is at hand. However, not all rooms have the same amount of ingredients. The Chef may make a number of dishes equal to half the power roll, rounding up. Also, like the healing stew, this may be prepared only once per room, after which there is nothing left in the room that is edible in any form. For purposes of simplicity, all creations are consumed in the same manner as a potion.

All of the following represent the sweat and toil of the Chef and would never be wasted on any other race.

Roll 2D6:

2Spinach Brew  
The Halfling is at +2 Strength for the rest of the battle.
3Speedy Bagels  
The Halfling is at double movement for the turn. Also, anyone who tries to hit him must treat the Halfling as having a WS of 10, although he still hits others at his normal WS.
4Custard Pie  
The Halfling gains D6+2 wounds, up to his starting total.
5Diet Dew  
For the next D3 turns, the Halfling is invisible. He can strike normally, but no one else can hit him.
6Fury  
For the rest of the battle treat the Halfling as Frenzied (can't be used in conjunction with Crazy Blighter).
7Dragon's Breath  
The Halfling can make D3 Str 4 Fire attacks. Must be made before the end of the battle or they are wasted.
8Cujo Kernels  
All monsters attacking the Halfling must make a terror check for a terror of 4 or run from the board. No gold is gained for creatures that run off.
9Iron Fist  
For the next attack, roll an extra damage dice.
10Stone Gut 
For the rest of the battle, the Halfling has a Toughness of 10.
11Magic 'Shroom  
For the rest of the battle, the Halfling counts as magical and does an extra D3 damage against non-magical creatures.
12Arno Beans  
For the rest of the battle, you have the same stats as an Ogre of the same battle-level. If you run out of wounds before the battle is over, you revert to normal then. Otherwise your revert to normal when there are no monsters left on the board.

STARTING AS AN OGRE

The profile for the Ogre is as follows:

Wounds

3D6

Move

5

Weapon Skill

3

Ballistic Skill

2+ *

Strength

4

Damage Dice

1

Toughness

5

Initiative

3

Attacks

1

Luck

0

Willpower

3

Pinning Roll

6+

* Applies only to Linemen, otherwise it is a 6+

EQUIPMENT

The Ogre ahs a healing potion, which will restore someone to full wounds. Use once, then discard.

WEAPONS

The Ogre comes with a metal gauntlet, which does normal damage. However, if a natural 6 is rolled in the to-hit phase, it does an extra D6 damage.

ARMOUR

The ogre has the standard Blood Bowl armor, yielding +1 Toughness.

SPECIAL RULES

The Ogre has trained extensively with the Halflings and this has had three results:

First, the Ogre has learned how to throw the Halflings with unerring accuracy. In exchange for forfeiting one attack, the Ogre may toss a Halfling lineman from an adjacent square to anywhere on the same board section. The Ogre realizes that the Chef is who his next meal will come from and will not risk such a maneuver on him.

Second, the Ogre will do everything in his power to protect the Chef. In a fight, he will take up two adjacent squares next to the Chef if possible in an attempt to protect his major supply of food.

Third, if the Chef took any rounds of the last combat to make his stew, the Ogre can gain nD3 wounds back from drinking it after all the monsters are killed.(n being the number of turns the Chef spent making the stew.) Note that since the stew made between combat is made expressly for the Halflings and they require much smaller portions of stew, the Ogre can gain only half as many wounds as a Halfling would for the same amount of stew.

Ogre's Skills

Roll 2D6:

2Hard Head
The Ogre now has an Ignore pain value of 2. Is cumulative if re-rolled.
3Throw Opponet
If he can make his ballistic roll, the Ogre may use one of his attacks to toss one of his opponets D3 squares. The monster takes 2D6 wounds. If he lands on someone else, the split the number of wounds taken. This attack ignores armor and can only be used once per turn. Also, if it drops the monster in the chasm or a pit, the monster is dead, but no gold is gained.  If the the ballistic roll is failed, the attack is wasted.
4Fearless
The Ogre is now immune to Fear and Terror
5Terrifying Appearance
The Ogre now has a terror value of 4.
6Tackle
For eack attack the Ogre gives up, he can add D6 damage to one of his remaining attacks. This must be declared before rolling to hit, and if successful and it doesn't kill the monster, he must spend the next turn gettiing up. May only be used as a deathblow if it is in a straight line from the Ogre and doesn't exceed his normal movement. The Ogre automatically breaks from pinning while using this attack. This may only be used once per turn.
7Got Religion
The same as for the Halfling Lineman.
8Crack Skulls
During combat, you may try to crack two adjacent monster's skulls together instead of one one of your normal attacks. If you can make both monsters' to hit roll, they both take double the damage from one of your normal attacks. This can only be made with two open hands, so you gain no bonuses from any weapons, including the gauntlet.
9Haymaker
You pick up an opponet and swing him like a club. 
You are at -1 to hit anyone else, but you can hit a wall with him automatically, provided there is one within two squares. The strength of the hits made with the monster is equal to his Toughness, and he takes equal damage to anyone he hits. If he is banged against a wall, he takes a hit equal to his Toughness + 2.
10Barge Through  
Seeing one of the Halflings in mortal danger, your rush to his side.
The Ogre uses all of his movement to cross the board to join a friend. He automatically breaks from pinning and anyone he steps on along the way, friend or foe, takes a Strength 3 hit. Can only be used once per adventrue and counts as one of his attacks for the turn.
11Tough as an Elm
On any wound that would normally kill him, roll a D6. On a natural 6, he somehow survives and is placed at one wound.
12"What did you say about my mother!?!"
Once per adventure, the Ogre recognizes one of the monsters as someone who said something about his mother. He will do everything in his power (short of using the Barge Through skill) to engage this fiend, and he counts as having hatred toward the creature.

Halfling's Advanced Table

LvlGoldTitleWSBSStrDamT WoundsIALuckWPSkills
10Rookie25+2132D6411 30
22,000Veteran35+3132D6 + 1D3412 31
34,000Veteran35+3132D6 + 2D3412 32
48,000Veteran35+4142D6 + 3D3513 43
512,000Star Player45+4242D6 + 4D3524 44

Ogre's Advanced Table

LvlGoldTitleWSBSStrDamT WoundsIALuckWPSkills
10Novice36+4153D6310 30
22,000Lineman45+4154D6311 31
34,000Lineman45+4155D6421 32
48,000Lineman55+5266D6422 33
512,000Blocker55+5267D6432 44
618,000Blocker55+5268D6432 44
724,000Blocker65+6379D6433 45
832,000Blocker65+63710D6543 46
945,000Star Player 65+63711D654346
1050,000Star Player 75+74712D664347

GENERAL NOTES

I wanted to keep the squad as close as possible to their Blood Bowl roots. The Halfling Advanced Table only goes to Level Five because a Halfling life is as short and violent in a dungeon as it is in the Arena. But there's that one moment, when five or six of them get together and take down a Snotling, that's when it's all worth it....

Disclaimer

Warhammer, Warhammer Quest, Halflings, Blood Bowl, Ogre, Snotlings, etc. are all copyrights of Games Workshop. This profession is not meant to contest such trademarks, only for entertainment.

NOTE- This Note added by Webmaster Leandro Braga

The models for the Halfling BB squad are easy to find as just buying them from the BB blisters. I resent the fact that the Squads take Ogres down with them instead of Treemen, but hey, I didn't write the profession.