Halfling team roster
The Halfling roster has 4 positions. The cheapest player is the Halfling Hopeful at 30,000 gp, the quickest is the Halfling Hopeful with MA 5, and the strongest is the Altern Forest Treeman with ST 6. Team re-rolls cost 60,000 gp each.
Our sources disagree on at least one value on this page. Check it against your rulebook before relying on it.
Make Halfling cardsHow the team plays
Halflings are the Stunty team that plays the numbers. A Halfling Hopeful costs 30k, with ST 2, AV 7+, Dodge, Right Stuff and Stunty. Hefties have Fend and AV 8+ and are the closest thing the team has to a blocker, and Catchers add Catch and Sprint for the long run after a throw. Two Altern Forest Treemen are the team's whole strength, ST 6 and AV 11+ with Mighty Blow, Stand Firm, Throw Team-mate and Strong Arm, held back by MA 2 and Take Root.
The plan is to throw a Catcher or a Hopeful toward the end zone and hope he lands, or to flood the pitch with Hopefuls. Casualties fall on Hopefuls in bulk, and the apothecary is for the Treemen. A Tackle player near the ball hurts, and so does an opponent who marks both Treemen so they cannot throw. The league is the Halfling Thimble Cup or the Woodland League, and many coaches play them for the inducements a low team value brings.
Positions
| Position | Qty | Cost | MA | ST | AG | PA | AV | Skills & traits | Primary | Secondary |
|---|---|---|---|---|---|---|---|---|---|---|
| Halfling Hopeful Lineman, Halfling | 0-16 | 30,000 gp | 5 | 2 | 3+ | 4+ | 7+ | Dodge, Right Stuff, Stunty | A | G, S, D |
| Halfling Hefty Blocker, Halfling | 0-2 | 50,000 gp | 5 | 2 | 3+ | 3+ | 8+ | Dodge, Fend, Stunty | A, P | G, S, D |
| Halfling Catcher Catcher, Halfling | 0-2 | 55,000 gp | 5 | 2 | 3+ | 4+ | 7+ | Catch, Dodge, Right Stuff, Sprint, Stunty | A | G, S, D |
| Altern Forest Treeman Big Guy, Treeman | 0-2 | 120,000 gp | 2 | 6 | 5+ | 5+ | 11+ | Mighty Blow, Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team-mate, Timmm-ber! | S | A, G, P |
Primary and Secondary show which skill categories the position can learn. See advancement costs.
Building a starting roster
The Halfling start fits sixteen players with money to spare. Both Treemen (240k), both Hefties (100k) and both Catchers (110k) come first for 450k. Ten Hopefuls at 30k each add 300k for a full sixteen at 750k. Three re-rolls at 60k are 180k, an apothecary is 50k, and the total is 980k with 20k left. Nothing waits for later because there is nothing left to buy; the roster is complete on day one, and winnings go on replacing Hopefuls as the casualty box empties them.
Advice for newer coaches
Stand a Hopeful next to each Treeman and leave him there; Timmm-ber! gives the Treeman a bonus to stand up for each open team-mate adjacent, and Treemen spend time on the floor. Throw a Catcher when the landing square is within Sprint range of the end zone. Use the Hefties' Fend to screen the carrier, since a blocker who cannot follow up cannot reach past them. Avoid packing Hopefuls tightly around the carrier; at AV 7+ a Mighty Blow blitz breaks the corner and the next player in.
Leagues and special rules
Halfling Thimble Cup or Woodland League