
Team Description:
From the pages of campy horror comics and the B-grade slasher
flicks come the Halloweenies, or, the Things That Go Bump In The Night!
Resplendent in their trademark orange-and-black outfits, the Halloweenies
are every child's nightmare come to life -- until they get onto the
pitch, when even the youngest snotling fan will go wild with frenzied
fanboy delight at the chance to see carnage, Halloweenie style!
| Qty. | Position | Cost | MV | ST | AG | AV | Skills | Traits | Advance |
|---|---|---|---|---|---|---|---|---|---|
| 0-16 | Zombie | 30,000 | 4 | 3 | 2 | 8 | None | Regeneration | General |
| 0-4 | Werewolf | 70,000 | 6 (7) | 3 (4) | 3 (2) | 7 (8) | None (Break Tackle) | Were (Outrage) | General, Strength, Regenerate |
| 0-4 | Vampire | 110,000 | 6 | 4 | 4 | 8 | Hypnotic Gaze | Off for a Bite, Regenerate | General, Strength, Agility |
| 0-1 | Mummy | 110,000 | 3 | 5 | 1 | 9 | Mighty Blow | Regenerate | General, Strength |
| 0-1 | Flesh Monster | 110,000 | 4 | 5 | 1 | 8 | Mighty Blow, Juggernaut | None | General, Strength |
Re-rolls:
70,000
Big Guys:
The Halloweenies team may not have any Big Guy players.
New skills/traits:
Outrage: Outrage works exactly the same as Frenzy EXCEPT if this player is activated and begins his action standing (ie not prone) next to an opponent then he MUST block or blitz that opponent.
Were: After the ball is placed but before rolling for kickoff scatter, direction, or the kickoff result, roll a D6 for this player if he is on the pitch. On a 5 or 6, he manages to change into his Were form with those stats and skills in ( ). On a 1-4, he will be human for this drive. At the end of each drive/half, this player returns to his normal Human stats/skills.
Allies:
The Halloweenies will not have allies from or play as allies for any other team.
Advance:
On doubles, the Werewolf can gain Claws or Regeneration (usable in both human and were forms)
If a Werewolf takes Break Tackle on a normal skill roll, his Were form gains the Dodge skill.
Any other skills, traits, or stat increases overwise earned from star player rolls are available normally in both forms.
Apothecary:
The Halloweenies may not have an Apothecary. However, the Flesh Monster can hire a Mad Scientist as a personal apothecary for 50,000 gold instead of the normal personal apothecary cost.
Head Coach:
Standard
On Pitch Spellcaster:
The starting spell for an Halloweenies Spellcaster is Curse.
Successful Result: A targeted player ages to an extremely old age. For the rest of the half, this player is considered to have a Strength of 1 and an Agility of 1. The cursed player also has a +1 modifier for any injury roll made against him (brittle bones and all) (for PBeM, stats change to give the player, Easily Injured.
Failure Result: Nothing happens.
Range: Dugout or any opposing player on the pitch.
Succeeds on: 4+
Secret Weapons:
One Halloweenies player may have a Chainsaw.
Special Team Rules
The Mummy, Zombies, and Vampires can regenerate without
the need for a Necromancer, due to special spells woven about the team.
---------------------------------------------------------------- This ends the MBBL2 League Rules for this team -----------------------------------
Stadium rules:
The fans of the Halloweenies are the legion of the Living Dead. Most visiting fans are scared away when the Halloweenies' fans start marching towards them shouting "Brains, Brains, We want to eat your brains!!!" Roll 2D6, at the beginning of every Halloweenies home stadium game. If either dice is a 6, the other team fans run away screaming and the opposing team's fan factor is considered zero for this match. In addition, if both dice rolls are 6, the Halloweenies fans have kidnapped some of the opposition's screaming fans. These fans can be used to remove ALL niggling injuries from the Flesh Monster.
Wizard: (the MBBL does not allow Wizards)
Coven of Witches (Wizard): The Coven of Witches costs $150k, same as any
Wizard. They have three options: They can be used at the start of the
game to draw an extra Magic Item card, can cast the Zap! spell at any
time during the game, or can Curse the opposing team at the start of the
game. Only one of these can be used per game. If the Witches Curse the
opposing team, roll a d6 and divide by two, rounding down. The opposing
team loses this many re-rolls for the game. This is just as though they
had been permanently removed. For example, the witches curse a team with
5 re-rolls. They roll a 5, which, when divided by two and rounded down gives
us 2 lost rerolls (5 / 2 = 2.5 (rounded to 2)). The opposing team gets
to start the game with 3 re-rolls. At half-time, the opposing team gets
to reset their re-roll counter to 3, still denying them the 2 re-rolls
lost to the curse. There is no lasting effect, however, and the team
gets to start their next game at the full 5 re-rolls.
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