SPECIAL CHARECTERS
Hisme Stoutheart,The Elder of the Moot ............... 100 points
Shild of the Hobbits .................................. +75 points
Sword of the Moot .................................... +75 points
Your army may be led by the Elder of the Moot. The Elder becomes the leader of your army and replaces your general.
Hisme Stoutheart is the current Elder of the Moot. He leds the Halflings and represents them at the Imperial Court. Hisme Stoutheart is a lagre fellow and rearly gos any where on foot. Instead he is carried on the Shild of the Hobbits by his Halfling Gaurds. He is also great friends with the Count of Averland.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Elder | 4 | 5 | 7 | 3 | 3 | 3 | 8 | 4 | 10 |
| Gaurd | 4 | 2 | 4 | 2 | 2 | 1 | 5 | 1 | 8 |
Weapons/Armour: The Elder of the Moot is armed with the Sword of the Moot, light armour and shild. His gaurds are all armed with swords and light armour.
May Ride: The Elder is carried on the Shild of the Hobbits by 4 Halfling Gaurds
Magic Items: The Elder may carry up to 3 Magic Items chosen from Warhammer Magic or the Halfling Magic Cards. Two of these items must always be the Shild of the Hobbits and Sword of the Moot.
Special Rules:
Immune to Psychology - Hisme Stoutheart is a brave little fellow and is immune to psychology.
Banquette - When Hisme Stoutheart wins a battle he has a huge feast for all Halflings. His followers know this well and so get +1 Ld if he is leading the army.
Shild of the Hobbits
The Shild of Hobbits has been passed down from Elder to Elder. It is now used by Hisme Stoutheart. It gives all Halflings in contact with it a 4+ unmodified save. Elder of the Moot Only
Sword of the Moot
The Sword of the Moot gives any Halfling carrying it +1 Weapon Skill, +1 Toughness and +1 Strength. There is no save from this item unless the wearer is wearing magic armour. Halflings Only
Keeno Sherrif of the Moot........................ 65 points
Silver Horn of the Moot.................+50 points
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Kenno | 4 | 4 | 6 | 4 | 4 | 2 | 7 | 3 | 10 |
Weapons / Armour: Keeno is armed with a Bow and a Handweapon. He wears Light Armour and carries a Shield.
May Ride: Keeno has only got little legs and thus must walk everywhere.
Magic Items: Keeno is allowed up to three magic items one will always be the Silver Horn of the Moot.
Special Rules:
Master Archer - Always wound on 6, 2 attacks per shooting phase, range increased to 48".
Halfling of Legend - All halflings within 12" will automatically rally, also make all Ld tests on unmodified roll of 10 or less. This only works however if Keeno is unbroken. If Keeno is fleeing, or has been killed, then all Halflings in 12" will have to take a panic test immediately. Those that succeed are then filled with hatred for the enemy, and will hate all enemy for the rest of the battle.
Luck - Avoids all attacks, HTH and missile fire on roll of 6 on d6.
Silver Horn of the Moot -
This is the silver warhorn of the Halflings. Upon blowing this horn, the halflings are called to war. This horn may be blown once per battle in the magic phase. All halflings hearing the horn gain +1 to all rolls for the next round, are immune to psychology and cannot be broken in HTH. Note this lasts for the entire next round, (both players goes). [Halflings Only]
Keeno is probably the most infamous halfling of all time.
Born to the name of Trilli, of Willi and Filli, Keeno was soon orphaned when his parents both dissapeared one evening when going for a walk. The very young Trilli was left to himself. Soon, whilst trying to fend for himself, the young Trilli also disappeared.
Many years later, rumours started to abound of a great bandit in the mighty forests around the city of Nuln. None had apparently seen this bandit, but from all reports she was a great archer, the equal of the legendary woodelfs. The bandit was thought to be a female due to the high pitched voice. Always cheerful, always laughing, and always incredibly polite. It was becoming almost fashionable to be robbed by "The Lady Thief". Never was an arrow shot to kill by this female bandit, never was anyone ever hurt. It was a warm winters day, when Erik von Rakeland, and his personal retinue of 4 mounted knights happened to travel through the hunting ground of "The Lady Thief". Von Rakeland at this time was still a great and noble wizard, very much loyal to the emperor. He had been warned about the Lady Thief, but chose to ignore the warnings, and was on his way to visiting a friend of his.
As fate would have it, von Rakeland and his guard were stopped by the high pitched voice, and an arrow in the road for good measure. Reining in his unicorn mount, he and his knights looked around for the offender. von Rakeland calling with whispered voice the winds of magic to create a defensive shield around the group. Once again the high pitched voice called out "Hail and well met sire, I must seriously apologise for causing thou any inconvienence, but as luck would have it, thou art moving through mine area of this wood. Henceforth, it is mine duty to inform thee of the toll that thou shalt have to pay, it is no more than but a pittance to what, I am sure thou canst afford, being but a single gold for each one of thy group"
Von Rakeland and his knights searched the area, looking for the young girl. But none could see anything. "My apologies Lady, but I cannot pay thee, if I cannot see thee, please come forward so that I may gladly pay this toll" When there was no response, von Rakeland called forth the winds of magic yet again, this time increasing his senses to that of the keenest animal. It was then that he heard the slight movement behind him. Turning and peering into the darkness under the trees he saw the halfling.
Laughing so loud that he almost fell off his unicorn, von Rakeland boomed aloud "So the infamous Lady Thief is none other than a ragamuffin halfling, how quaint, tell me my small fellow, what is thy name". Keeno froze, obviously this noble was no normal man, none had ever seen nor heard him, before, yet this man easily did both. Quickly he started to retreat into the forest. von Rakeland and his knights followed after.
Keeno, was every inch the woodsmen, but von Rakeland was one of the Empires greatest trackers, and with his enhanced senses soon caught up with the fleeing halfling. Keeno turned and fired, striking the defensive barrier right in front of von Rakeland's face. "A remarkable shot young man, now be so good as to tell me your name" Keeno looked confused, the arrow had just bounced away as if from an invisible wall. One of the knights motined his horse forward, pointing his lance at the young halfling.
"Tell His Lordship your name, runt"
Keeno, quickly stepped inside the lance, drawing his sword. it was sent from his grasp with a gesture from the mage.
"At ease Jhonic, now little master, what would thy name be?"
"Um, Keeno", the halfling was still numb with what had just happened. "Well Keeno, the Emperor has a great need of men like you. Art thou aware Keeno, that we are in the middle of a war? Even your homeland the Moot is threatened." The discussion between the two continued for some time, before Keeno ran out of arguments. Each one he proposed in front of this terrifying man, was battered aside.
In the end, Keeno was marching off to war. The hordes of orcs and goblins were pouring into the Empire, destroying all in their path. Keeno, not very happy about the situation, but never one to back out of a contest, was attached to a unit of halfling archers. The battle was disastrous, the waves of greenskins swept all before them.
During the battle, a great orc warrior upon a Wyvern swept down upon the insignificant halflings, intent on destroying this annoying runts. The halflings ran, all except for Keeno. Gritting his teeth, he drew back his bow, loosing two arrows in quick succession, both shafts flew straight, striking the mighty orc. With a howl of pain, the orc fell dead.
As the warlord dropped from his saddle, the Wyvern, suddenly without a master, revelled in it's freedom, took to the air, and left the battlefield. Looking around, Keeno saw the halfling unit staring in disbelief, shrugging his shoulders, Keeno turned his attention back to the battle at hand.
That battle was over 7 years ago, and in that time, the mage lord that convinced him to join the battle has been corrupted by Chaos and Keeno has grown in infamy.
Probably his most infamous act took place in the Moot, where he singlehandedly slew the marauding Giant known affectionatly as Elfeater. By the time that the Knights Panther arrived to try and fight of the beast, the giant lay dead, with multitudes of Keeno's arrows protruding from various places on the body.
As a token of esteem, Keeno was made the *official* Sherrif of the Moot, and was given the Silver Horn of the Moot as an offical badge of office. Since that time, Keeno has helped defend the Moot many times, he relishes his new found life, and has all but forgotten his time as "the Lady Thief".
Gambo Hartstock, Mad Inventor ........................ 85 points
Flabagon Dit and Frito Flatfoot ..................... + 10 points
Hot Pot ............................................. + 75 points
The Stained Apron ................................... + 50 points
Gambo invented the Halfling Hotpot he has since gone on to make more machines for the Halfling army. He still has the assistance of Flabagon Dit and Frito Flatfoot.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Gambo | 4 | 2 | 4 | 3 | 3 | 3 | 7 | 2 | 8 |
| Flabagon Dit | 4 | 2 | 4 | 2 | 2 | 1 | 5 | 1 | 8 |
| Frito Flatfoot | 4 | 2 | 4 | 2 | 2 | 1 | 5 | 1 | 8 |
| Hot Pot | - | - | - | - | 5 | 3 | - | - | - |
Weapons / Armour: Gambo, Flabagon and Frito are all armed with lightarmour and doublehanded weapons.
May Ride: As they are carring a Hotpot they can’t ride anything.
Magic Items: Gambo is aloude up to two magic items. One of these will always be The Stained Apron. The other can be choosen from Warhammer Magic of the Halfling Magic Cards.
Special Rules:
Master Chef- Because Gambo use to be a Master Chef he can cast a single spell from the Halfling Magic Deck.
Hot Pot - Gambo invented the Hot Pot and has now made it even stronger it has the following stats.
| Profile | Range | Strength | Save | Wounds per Hit |
|---|---|---|---|---|
| Hotpot | 48" | 10 | none | D6 |
The Stained Apron
The Stained Apron if covered with stains and pockets holding the strangest foods and herbs. Once a turn the Chef can take out a herb and mix it up in a Hot Pot. He must be next to a Hot Pot to do this. He then chooses one of the following to effect any Halflings within 6":
The Culinary Chef ........................ 255 points
Sausage Cleaver........................... + 20 points
Knife and Fork of Cooking .......... + 50 points
The Culinary Chef is like the Supreme Patriarch in Altdorf only for Halflings. The Current Culinary Chef is Bilbo the Butcher. He was awarded the place for cooking brilliant dumplings. But has since led the army of the Moot to win many battles.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Bilbo | 4 | 2 | 4 | 3 | 3 | 4 | 8 | 3 | 9 |
Weapons / Armour: The Culinary Chef is armed with light armour and The Sausage Cleaver. He also carries the Knife and Fork of Cooking.
May Ride: He may ride a pony at the cost of +2 points.
Magic Items: The Culinary Chef is aloud up to four magic items. Two of these will always be The Sausage Cleaver and Knife and Fork of Cooking. The other two items can be chosen from Warhammer Magic of the Halfling Magic Cards.
Special:
Magic - The Culinary Chefs takes magic spells from the Halfling Magic Deck. He is the most powerful Chef and takes 4 spells.
Dumplings - Any Dumpling Cannons have been upgraded so they are now Strength 7. This is due to the Chefs brilliant dumplings.
The Sausage Cleaver The Sauasage Cleaver gives the Halfling Chef a +2 Strength. Halfling Chefs Only
The Knife and Fork of Cooking
The Knife and Folk of Cooking enable the Chef to change dispel cards to power cards so he can cook more food and cast more spells. Halfling Chefs Only
The Black Halfling .................................... 75 points
Your army may included the Black Halfling. You may not have The Black Halfling if you have a Sheriff in your army.
The Black Halfling is a famous thief who appears in Hobbit armies when ever they are in danger.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Black Halfling | 4 | 6 | 6 | 4 | 4 | 3 | 7 | 3 | 10 |
Weapons/Armour: Sword
May Ride: The Black Halfling can’t ride any thing not even a pony.
Magic Items: The Black Halfling may carry a single Magic Items chosen from Warhammer Magic or the Halfling Magic Cards.
Special:
Steal Items- As a Halfling Thief if The Black Halfling defeats an enemy character in hand to hand combat he will steal one of their magic items.
Immune to Psycology - The Black Halfling has been through a lot and is Immune to Psychology.
Fear - The Black Halfling causes Fear as described in the warhammer rule book.
Infiltrate - The Balck Halfling is a infiltrater. He may be placed on the table once both sides have deployed. He can be placed anywhere on the table that is out of sight of the enemy and is not within there deployment zone.
THE HALFLING MAGIC DECK
Thanks to whoever I got this off but I can't remeber
There are some Halflings that are gifted with the wizard sight. They can be marked out because their cooking is always sumptuous, their souffles never fall, etc., etc...The Halflings draw from the Culinary College deck!
ASSAULT OF OREGANO: Power 2
A huge mountain of dried oregano falls from the sky! May be cast at an enemy unit up to 24" away. The enemy is buried under the mound of Oregano and must spent one of their turns digging out. While they are digging, they may do nothing else ie. flee, fight, cast spells...
PHANTOM KITCHEN: Power 2
The enemy becomes distracted as the wonderful aroma of good cooking reaches their senses. May ba cast at a unit up to 24" away. Victim must pass a leadership test to resist the wonderful fragrance of their favorite food. If the test is passed, they have successfully resisted. If the test is failed, the Halfling player may move the unit immediately as the unit is trying to figure out where that smell is coming from! Anytime the opposing player wishes to move the unit, a leadership test must be taken. Spell remains in play until dispelled or the affected unit passes their leadership test, which automatically dispells the phantom kitchen.
AWAKENING OF THE GARDEN: Power 2
A storm of rotten tomatoes flies from the ground before the caster's feet! This hail of vegetables attacks the nearest enemy unit within 18", causing 2d6 S4 hits.
FORK OF DOOM: Power 3
A magic silver fork will attack a single model within 72". The fork is very deadly as it hits automatically and causes d6 S5 hits.
GREASE FIRE: Power 2
The Halfling wizard causes a small grease fire to break out. The fire will affect a model or unit within 12", and cause d3 S5 hits. Remains in play with the target suffering additional hits at the start of the magic phase until dispelled or the victim can beat out the flames by rolling equal to or under their Strength on a d6(units count the S as the r-n-f). A roll of 6 will always fail.
MEDICINAL HERB FUMES: Power 3
The caster causes a cloud of fumes to appear anywhere within 24". These fumes reek of the stench that permeates the neighborhood when boiling medicinal herb teas. Use the poison wind template. Causes d6 wounds because of violent coughing and retching from the awful smell!
SOUP OF DEATH: Power 1
The caster throws a pot of boiling soup at the enemy. Affects a single model within 8" and causes a S4 hit with an additional -1 to the armour save.
HOT POTATO:Power 1
The caster throws a boiling hot potato an an enemy unit within 8". The potato causes d6 S3 hits against the unit as they frantically toss the potato amongst themselves.
IRON APRON: Power 1
The caster's apron becomes hard like iron. If he suffers 1 or more wounds from shooting or close combat the apron negates them on a roll of 3+. If attacked by a spell that causes wounds or kills outright, the apron will save the wizard on a roll of 4+ and then dissipate. Remains in play.
SENTIENT CLEAVER: Power 1
A glowing, razor sharp cleaver spins about the caster's head. The sentient cleaver will attack any hand to hand opponents in the magic phase, causing d3 S5 hits.