The Halfling
Army List
by Uwe
Weingärtner
|
Halflings
CONTENTS
ABOUT HALFLINGS
................................
- HALFLING HOT POT
..............................
- MAD COOK
................................................
- BAGGAGE CHART
...................................
HALFLING MAGIC
..................................
- THE ROOTS OF HALFLING MAGIC
........
- HALFLING SPELL CARDS
........................
- HALFLING WIZARDS
................................
- SPELLS
.........................................................
EQUIPMENT LIST
......................................
ARMOUR
.....................................................
ARMY SELECTION
....................................
CHARACTERS
...........................................
- GENERAL
....................................................
- BATTLE STANDARD
.................................
- HEROES
.......................................................
- CHAMPIONS
...............................................
- WIZARDS
....................................................
REGIMENTS
..............................................
- HALFLINGS
.................................................
- HALFLING SLING MASTERS
....................
- HALFLING PIPE SMOKERS
.......................
- HALFLING PANTRY GUARDS
..................
WAR MACHINES
......................................
- HALFLING HOT POT
..................................
- HALFLING MAD COOK
.............................
- BAGGAGE CHART
.....................................
MONSTER LIST
........................................
ABOUT HALFLINGS
There are only two occasions for a
Halfling to march into war. The first occasion is when they are forced
to defend their homeland, the Moot. The second occasion is when the
Emperor calls them to provide troops for his army. The Halflings have
lived in the rural areas of the Empire for as long as anyone can
remember, but it was not until the year 1010 that they were granted the
lands around the upper Aver as their permanent home. This land is known
as the Moot, and, like all the lands of the Empire, it provides troops
for the Emperor`s army.
HALFLING HOT POT
You can find the complete rules for
the Halfling Hot Pot in the EMPIRE Army Book published by Games Workshop
LTD.
HALFLING MAD COOK
The Mad Cock may not move and fire
during the same turn, so if you move a Mad Cook during the movement
phase you may not shoot it that turn. Assuming it has not moved, the Mad
Cook may be fired in the shooting phase. You will need the small
teardrop-shaped template. The template is placed so that its rounded end
is covering ( or pointing at ) the target and the pointed end is
touching the Mad Cook model`s base. The Mad Cook must be able to see his
target just as if he was firing a bow or a crossbow.
To determine if the stew is on
target roll the artillery dice. If a number is rolled the template is
moved away from the Mad Cook by as many inches as the number shown on
the artillery dice. If the artillery dice shows a "misfire"
result then something has gone horribly wrong, see the misfire chart
below. Mad Cooks are apt to overshoot their targets as he squirts the
stew in a high arc.
DAMAGE
Once you have established whrer
the stew lands, you can work out the damage. All models that lie under
the template are hit. You will have to use your judgement and common
sense to decide exactly which models lie under the template. As a rule
of thumb, a model can be considered hit if at least half of its base
area lies under the template, while models whose bases are only touched
or grazed are hit on a D6 roll of 4, 5, or 6.
Any model hit suffers a Strength 5
hit from the boiling stew.If the target is wounded by the stew then it
takes not just 1 wound as normal, but D3 wounds ( roll a D6: a score of
1-2=1, 3-4=2 and 5-6=3 ). Units that suffer casualities from a Mad Cook
attack must make a Panic test immediately. If the Panic test is failed
the unit will flee.
MISFIRE
If a misfire is rolled on the
artillery dice the Mad Cook has suffered a dangerous mishap. Roll a D6
and consult the table below to find out what has happened.
MAD COOK MISFIRE CHART
D6 Roll
1-2: SPLASH! The Mad Cook has
accidently stumbled and his barrel breaks open spilling the stew all
over the place. Any models within D3+1" are hit by the boiling stew.
Work out damage as if they had been struck by the Mad Cook.
3-4: OOPS! The Mad Cook accidently
fires in the wrong direction. Roll a scatter dice and fire the shot in
the direction indicated by the arrow. If the scatter dice shows a HIT
then the Mad Cook has fired one more time! Now roll 2 scatter dice and
work out the shots. Every time a new HIT roll appears, one more scatter
dice is rolled. There is no limit to theshots fired by a Mad Cook. Work
out the shots as normal.
5-6: The Mad Cook accidently
spills the boiling stew all over himself! Work out the effect as if he
had been hit by his own stew.
Profile
Strength Wounds Save
5
D3 -2
Unlike other war machines a Mad
Cook may stand and shoot when he is charged (except if charged by fliers
dropping down from flying high - what goes up must come down...). Mad
Cooks that stand and fire always shoot at the charging unit where it
starts its movement. If a Mad Cook flees the irregular jolting and
slopping around of the stew is very dangerous so a Mad Cook will never
voluntarily flee to evade an enemy charge.
Mad Cooks that flee because they
are routed in combat, fail a Fear, Panic or Terror test or for any other
reason move 2D6" as normal. If the 2D6 roll is a 9 or more the Mad
Cook moves the distance rolled and then explodes as for result 1-2 on
the Misfire Chart above.
You can deploy a Mad Cook in a
Halfling army in two different ways. A Mad Cook can operate as part of a
unit of ordinary Hobbit troops, or he can fight in a unit togeather with
other Mad Cooks.
A Mad Cook may be allocated to a
Halfling unit before the game. Any Halfling regiment of Halflings or
Pipe Smokers may have up to one Mad Cook allocated to it. The Mad Cook
counts as part of the unit, and will be affected by the unit`s
psychology reactions, Break tests, and so forth, just like other members
of the unit. The Mad Cook does not have to form up with the unit it is
part of, but it must stay within 6". Individual Mad Cooks like
these count as character models for shooting purposes. A Mad Cook will
always stand and shoot at enemy who charge it, even if the rest of the
unit flees.
Mad Cooks can also be organised
into a seperate unit of Mad Cooks. A unit of Mad Cooks fights just like
any other unit and may skirmish as described in Skirmish rules.
MAD COOK SUMMARY
1. Position template and roll
artillery dice.
2. If the artillery dice is a
misfire refer to Misfire Chart, otherwise...
3. Move template directly away
from the Mad Cook a number of inces equal to the number rolled on the
artillery dice.
4. Any models under the template
are hit.
5. Work out hits as normal.
Remember that any unit which suffers one or more wounds from a Mad Cook
attack must take a Panic test.
BAGGAGE CHART
Every large army must be properly
provisioned with food and other equipment. Armies will therefore tend to
aquire several wagons to transport the baggage. Especilly Halfling
armies are in need of such wagons to support them with the necessary
food even during a battle. Therfore the Halfling Baggage Charts does not
remain in the rear area like the human baggage trains, but rushes into
combat to support the rest of the army.
Because of the chance to get some
sort of meal during combat, every Halfling regiment near to the Baggage
Chart gains special advantages in combat and is eager to destroy
everything that comes to close to the Baggage Chart.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
L |
Driver |
4 |
4 |
7 |
3 |
3 |
2 |
6 |
3 |
9 |
Chart |
- |
- |
- |
7 |
7 |
3 |
1 |
D6 |
- |
Pony |
6 |
3 |
0 |
3 |
3 |
1 |
3 |
1 |
5 |
SPECIAL RULES
IMMUNE TO PSYCHOLOGY The Baggage
Chart is not affected by psychology at all. It is immune to fear, terror,
panic and all other psychology tests.
COMBAT Any regiment of halflings
within 12" of the Baggage Chart may add +1 to all "to
hit" rolls and +2 to their strength. If the Baggage Chart is
destroyed, every halfling regiment or character within 6" of the
Baggage Chart is suject to hatred against the race of their enemies (even
including Undead).
THE BAGGAGE CHART
The Baggage Chart is treated
exactly in the same way as a chariot. The complete chariot rules can be
found on pages 72-73 of the Warhammer rulebook. A summary is printed
below.
1.) The Baggage Chart moves
individually in the same way as large monsters or characters.
2.) The Baggage Chart moves at the
speed of the creatures pulling it. The Baggage Chart is pulled by two
ponies. If one of the ponies is killed the Baggage chart moves 3";
if both ponies are slain it is immobilized. If the driver is slain it
will move 2D6" up to its maximum speed in a random direction and
being destroyed on a double.
3.) The Baggage Chart cannot move
over obstacles or difficult terrain except to cross a river at a ridge
or ford. If obliged to do so it suffers D6 S6 hits.
4.) In hand-to-hand combat the
enemy fights against the WS of the driver. All hits against the Baggage
Chart are randomly allocated as shown below. Remember that chariots are
large targets and so +1 to hit.
D6 |
Shooting |
Hand to Hand |
1 |
Driver |
Chart |
2-3 |
Pony |
Pony |
4-6 |
Chart |
Driver |
5.) Once the Baggage Chart
has taken its full quota of wounds it is destroyed. The driver may
continue to fight on foot if the player has a model to represent him.
6.) The driver may fight all
round. The ponies may fight to the front. The Baggage Chart itself may
attack as it charges causing D6 hits.
7.) The Baggage Chart flees and
persues just like other troops. If forced to flee and subsequently
caught by its persuers it is destroyed.
8.) In case of stone throwers or
other attacks that use a template, treat each individual part of the
chariot as a separate target.
HALFLING MAGIC
THE ROOTS OF HALFLING MAGIC
The first Halfling to be a wizard
was a well known adventurer called Rob Robber. He was the very first
halfling to become student at the College of Magic in Altdorf. After
many years of hard study and many adventures in the Empire and Kislev he
returned to the Moot and proved to the halflings, that even they were
able to learn the art of magic. He created fantastic magical cakes and
meals in front of a big audience of interested halflings, and soon there
were many halflings sitting in their holes, exploring the secrets of
magic.
With the years, the halflings
develloped their own form of magic. Their form of magic is not yet
tought at the College of Magic, but the halflings wizards are now
accepted by the patriarchs in Altdorf and they may even become students
at the College of Magic.
HALFLING SPELL CARDS
Because of the fact that halfling
race is not the most strong and tough one, their magic tends to be a
supporting and not a destructive one. Many of their spells will either
weaken the enemy or enhance their own attributes.
You will find a complete set of
ten Halfling Magic spells in this rulebook. To make your own magic cards,
you have to make a smaller copy of the spells and then glue them on some
cardboard.
HALFLING WIZARDS
Your army may only include a
limited number of wizards, printed in the character section of this
rulebook. A halfling wizard has to chose at least one spell from the
Halfling Magic deck. If he can take two or more spells, he may also
chose spells from any one (and only one) of the colour spell decks.
Spells are dealt randomly in the
same way as for human wizards. Cards which are dealt initially may be
exchanged for fresh cards from the same deck. SPELLS
FURRY LEGS Power: 1 Range:
24"
The wizard`s feet start moving at
incredible speed, taking him fast across the battlefield. He may
immediately move 24" with the normal movement restrictions for
difficult terrain. If he reaches an enemy unit, he counts as charging in
the first round of combat in the next hand-to-hand combat phase.
LITTLE SNACK Power: 1
The wizard mutters and chants to
create a healing snack. The wizard regains 1 wound previous lost in
combat. Note that the wizard will not regain more wounds than his
original number of wounds.
LUNCHTIME Power: 1 Range: 24"
Suddenly they realised that they
will miss the big party afterwards and stopped fleeing. The spell may be
cast on one model or unit within a 24". The target unit or model
will rally immediately.
BELLY BURST Power: 2 Range:
36"
The wizard may choose one unit or
model within 36" to get their bellies filled with best food and
wine. The target model or unit gains +1 toughness for the duration of
the next turn.
BERSERK Power: 2 Range: 18"
radius
The wizard chooses model within an
18" radius and tries to influence his mind. The target model must
pass a Ld check or go berserk. If the target goes berserk, it will
immediately attack any model in base-to-base contact. Use the following
characteristics: WS: as target S: as target A: 1 The attacked models may
not strike back.
BELLYACHE Power: 2 Range: 24"
The wizard creates a sudden ache
inside the enemy that slows them down. The spell moves in a straight
line away from the caster and will strike the first model or unit in
path. The target model or unit suddenly feels a bad bellyache and gets
the following penalities: M: halved WS: -1 BS: -1 S: -1 Ld: -1 The spell
lasts unit it is dispelled or until the caster wishes to end it. It may
then be cast in the following magic round.
INVISSIBLE THIEF Power: 2 Range:
12" radius
The wizard creates a magical mist
that will steal magic items from its victims. The spell may be cast at
any model within a 12" radius. The target looses randomly one of
its magic items. The magic item is discarded and lost for the rest of
the battle.
STARVATION Power: 2 Range:
18"
The spell moves 18" in a
straight line away from the wizard, striking the first model or unit in
path. Any model or unit struck by the spell suffers 2d6 S3 hits from
starvation with no armour save allowed, even for magic armour.
MEATBALL Power: 3 Range: 4D6"
A big ball of meat forms in front
of the wizard destroying everything in his path. Use the Purple Sun of
Xereus template to represent the Meatball. Place the template so that it
is touching the base of the wizard, with the arrow pointing to indicate
the direction it is travelling. The Meatball moves 4D6"
immediately, and continues to move 4D6" in the same direction at
the start of each subsequent magic phase. The meatball lasts until it is
dispelled or leaves the battlefield. As long as the Meatball lasts the
spell cannot be cast again. All models touched by the Meatball must roll
under initiative or be crushed by the meatball. No armour saving rolls
are allowed, even for magic armour.
SLING SHOT Power: 3 Range:
36"
The wizard creates hundreds of
slingstones to stirke an enemy unit or model. The spell is cast in a
straight line away from the caster. The first model or unit in path is
hit by 3D6 S3 hits. Work out hits as normal. Armour saving rolls may be
made as normal.
Army List
EQUIPMENT LIST
The following is a list of all
usual weapons in the Warhammer game. Refer to the description of the
equipment list in the EMPIRE Army Book.
Items marked with an asterix (*)
are not used by Halfling troops and are not therefor available to
Halfling characters. They have been included out of a sense of
completeness.
HAND-TO-HAND COMBAT WEAPONS
A single sword, axe, mace or other
hand weaopn ............................... Free
An additional sword, axe, etc
................... 1
Flail
........................................................... 1
Spear
......................................................... 1
MISSILE WEAPONS
Bow
........................................................... 2
Sling
.......................................................... 1
ARMOUR
Shield
........................................................ 1
Light Armour
............................................ 2
Heavy Armour
........................................... 3
ARMOUR
The saving throw for troops are
not given on their profile because they vary depending on the armour
they wear. Saving throws are summarised below.
Armour Save None None Shield or
light armour 6+ Shield & light armour or heavy armour 5+ Shield
& heavy armour 4+
ARMY SELECTION
Characters 0-50%
Up to half the points value of the
army may be spent on characters. This includes the cost of a monster
ridden by a character. Regiments 25%+ At least a quarter of the total
points value of the army must be spent on regiments. This does not
include the cost of champions, who are paid for out of the character
allowance.
War Machines 0-25%
Up to a quarter of the points value
of the army may be spent on war machines. Monsters 0-25% Up to a quarter
of the points value of the army may be spent on monsters. Note that this
does not include monsters ridden by characters, which must be paid from
the character allowance.
Allies 0-25%
Up to a quarter of the points value
of the army may be spent on allied troops chosen from one or more of the
following lists: Empire, Dwarfs, High Elves and Wood Elves.
CHARACTERS
Your Halfling army may include up
to 50% of its points value as characters from the list below. You must
always include a General, but you are free to chose as many or as few
characters as you wish.
1 General .......... 60 points
Your army must be led by a
General. The General is normally an adventurer that earned a reputation
among the "Big Folk" or the "Elder of the Moot"
himself.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
L |
Lord |
4 |
5 |
7 |
3 |
3 |
3 |
7 |
4 |
10 |
Equipment: Sword
Weapons/Armour: The General may be
armed with any combination of weapons/armour allowed to any of the troop
types in this list (see Equipment List for points values).
May Ride: The General may ride a
monster (see the separate Monster List for points values)
Magic Items: The General is a Lord
character and is entitled to up to three magic items chosen from the
appropriate cards in the Warhammer Battle Magic
0-1 Battle Standard .......... 45
points
If you wish, the army may include
a Battle Standard togeather with its bearer. The standard is normally
the provincial flag of the Moot.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
L |
Battle Standard Bearer |
4 |
3 |
5 |
3 |
2 |
1 |
5 |
2 |
8 |
Equipment: Sword and Battle
Standard
Weapons/Armour: The Battle
Standard Bearer may be armed with any combination of weapons/ armour
allowed to any of the troop types in this list (see Equipment List for
points values)
May Ride: The Battle Standard
Bearer may ride a Monster (see the separate Monster List for points
values)
Magic Items: The Battle Standard
Bearer is a Champion character and is therefor entitled to up to one
magic item chosen from the appropriate cards in Warhammer Battle Magic.
This may be a Magic Standard, effectively turning the army`s banner into
a Magic Standard.
Heroes .......... 39 points
Your army may include as many
Heroes as you wish within the normal limitations of the points
available. Heroes may be adventurers or simply be the leaders of the
village or forest watch.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
L |
Heroes |
4 |
4 |
7 |
3 |
3 |
2 |
6 |
3 |
9 |
Equipment: Sword
Weapons/Armour: A Hero may be
armed with any combination of weapons/armour allowed to any of the troop
types in this list (see Equipment List for points values).
May Ride: A Hero may ride a
monster (see the separate Monster List for points).
Magic Items: A Hero character is
entitled to up to two magic items chosen from the apropriate cards from
Warhammer Battle Magic.
Champions .......... 18 points
Any regiment may include a
Champion armed and equipped as the rest of the unit (see Equipment List
for points values).
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
L |
Champion |
4 |
3 |
5 |
3 |
2 |
1 |
5 |
2 |
8 |
Equipment: A Champion is
always armed and equipped in the same way as the rank and file members
of his regiment (see Equipment list for points values).
Magic Items: A Champion character
is entitled to a single magic item chosen from the appropriate cards in
Warhammer Battle Magic.
Wizards
Your army may include only a
limited number of wizards within the usual limitations of points costs.
Wizards may choose spells from Battle Magic or the special Hobbit Magic.
0-4 Wizard .......... 25 points
0-3 Wizard Champion .......... 75
points
0-2 Master Wizard .......... 150
points
0-1 Wizard Lord .......... 225 points
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
L |
Wizard |
4 |
2 |
4 |
2 |
3 |
1 |
5 |
1 |
8 |
Wizard Champion |
4 |
2 |
4 |
3 |
3 |
2 |
4 |
1 |
8 |
Master Wizard |
4 |
2 |
4 |
3 |
3 |
3 |
6 |
2 |
8 |
Wizard Lord |
4 |
2 |
4 |
3 |
3 |
3 |
6 |
3 |
9 |
Equipment: Sword
Weapons/Armour: A Wizard may be
armed with any combination of weapons/armour allowed to any of the troop
types in this list (see Equipment List for points values). However, if
Wizards wear armour they are unable to cast spells, so they do not
normally do so. Note that if the wizard is riding a horse with barding
this has no effect on his ability to cast spells.
May Ride: A Wizard may ride a
monster (see the separate Monster List for Points).
Magic Items: A Wizard is entitled
to magic items chosen from the appropriate cards in Warhammer Battle
Magic. A Wizard may have 1 magic item, a Wizard Champion may have 2
magic items, a Master Wizard may have 3 magic items, and a Wizard Lord
may have 4 magic items.
REGIMENTS
Your army must include at least 25
% of its points value as regiments chosen from the following list. In
some cases you may only choose a maximum of one unit of a specific type,
for example you can only include one regiment of Pantry Guards. Units
must consist of at least five models, unless otherwise stated.
Halflings .......... 3,5 points
Your army may include any number
of regiments of Halflings.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
L |
Halfling |
4 |
2 |
4 |
2 |
2 |
1 |
5 |
1 |
8 |
Equipment: Hand weapon
Save: None
Options: Any regiments of
Halflings may be equipped with one of the following weapons: either a
bow (+1 point), a sling (+0,5 point) or a spear (+0,5 point). Any
regiments may be equiped with Light Armour at a cost of +1 point per
model. Any regiments may be equiped with shields at a cost of +0,5 point
per model.
Special: None
Halfling Sling Masters ..........
5 points
Your army may include any number
of regiments of Halfling Sling Masters. The Sling Masters are the most
formidable slingshooters in the Moot.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
L |
Sling Master |
4 |
2 |
4 |
2 |
2 |
1 |
5 |
1 |
8 |
Equipment: Sling, Hand
weapon
Save: None
Options: Any regiments of Sling
Masters may be equiped with spears at a cost of +1 point per model. Any
regiments may be equiped with light armour at a cost of +2 points per
model and/or shields at a cost of +1 point per model.
Special: Sling Masters may move
and still fire twice. The range restrictions for firing twice appy as
normal. Sling Masters may skirmish if they do not wear any armour.
0-1 Unit of Halfling Pipe Smokers
.......... 5 points
Your army may include a single
unit of Pipe Smokers. The Pipe Smokers are Halflings with a big love to
their pipeweed grown in the Moot. Their ability to produce an enormous
smoke gives them a special advantage in combat.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
L |
Pipe Smoker |
4 |
2 |
4 |
2 |
2 |
1 |
5 |
1 |
8 |
Equipment: Hand weapon
Save: None
Options: The Pipe Smokers may be
equipped with spears (+1 point). The Pipe smokers may be equiped with
light armour at a cost of +2 points per model and/or shields at a cost
of +1 point per model. The Pipe Smokers may carry a Magic Standard. This
may be chosen from the appropriate magic item cards and its cost is
indicated on the card itself.
Special: Any unit shooting at the
Pipe Smokers or fighting a round of hand to hand combat suffer a -1 to
hit modifier due to the thick smoke around the Pipe Smokers.
0-1 Unit of Halfling Pantry Guards
.......... 6 points
Your army may include one single
unit of Pantry Guards. The Pantry Guards normaly guard the big pantry of
a village. And when it is time for war, they are the best and most
feared fighters in the whole Moot.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
L |
Pantry Guard |
4 |
2 |
4 |
3 |
2 |
1 |
5 |
1 |
8 |
Equipment: Hand Weapon
Save: None
Options: The Pantry Guards may be
equipped with the following weapons: either a spear (+1 point), or a
flail (+1 point). The Pantry Guards may be equipped with light armour at
a cost of +2 points per model and/or shields at a cost of +1 point per
model. The Pantry Guards may carry a Magic Standard. This may be chosen
from the appropriate magic item cards and its cost is indicated on the
card itself.
Special: The Pantry Guards are
subject to Frenzy.
WAR MACHINES
Your army may include up to 25% of
its points value as war machines chosen from the following list.
Halfling Hot Pot ............ 50
points
Your army may include any number
of Halfling Hot Pots. Each Hot Pot has a crew of three to operate the
weapon. Special rules for the Hot Pot can be found in the EMPIRE Army
Book.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
L |
Halfling |
4 |
2 |
4 |
2 |
2 |
1 |
5 |
1 |
8 |
Hot Pot |
|
|
|
7 |
3 |
|
|
|
|
Maximum Range |
Strength |
Wounds |
Save |
Hot Pot 36" |
5 direct hit
3 the rest |
1 |
None |
Equipment: The crew are armed with
hand weapons.
Save: None
Halfling Mad Cook ............ 25
points
Your army may include any number
of Mad Cooks. Special rules for the Mad Cook can be found elswhere in
this volume.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
L |
Mad Cook |
4 |
2 |
4 |
2 |
2 |
1 |
5 |
1 |
8 |
Equipment: The Mad Cook is
armed with a hand weapon and his special stew cannon.
Save: None
0-1 Baggage Chart ............ 125
points
Your army may include up to one
Baggage Chart. The Baggage Chart is drawn by two ponies and has one
halfling driver. Special rules for the Baggage Chart can be found
elswhere in this volume.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
L |
Driver |
4 |
4 |
7 |
3 |
3 |
2 |
6 |
3 |
9 |
Chart |
- |
- |
- |
7 |
7 |
3 |
1 |
D6 |
- |
Pony |
6 |
3 |
0 |
3 |
3 |
1 |
3 |
1 |
5 |
Equipment: The driver is
equipped with a light armour, a shield and a hand weapon.
Save: 5+ (Driver)
MONSTER LIST
Your Halfling army may include up
to 25% of its points value as Monsters chosen from the list below. Note
that this allowance is for independent monsters which are assumed to be
magically bound, trained, or otherwise loyal to your cause. It does not
include Monsters chosen as mounts for characters. Mounts for characters
are chosen from this list, but the points value is added to that of the
character himself.
CHIMERA .................. 250
points
COCKATRICE ........... 150 points
DRAGON
Dragon ..........................
450 points
Great Dragon ................ 600
points
Emperor Dragon. .......... 750 points
GIANT SCORPION ........... 50
points
GIGANTIC SPIDER .......... 50
points
GRIFFON
............................ 150 points
HIPPOGRIFF .....................
145 points
HYDRA
................................ 225 points
MANTICORE .....................
200 points
PEGASUS
........................... 50 points
SWARMS..............................
100 points
WYVERN
............................. 180 points
If you have any comments or ideas
please write to:
Uwe Weingärtner,
Pillauerstraße 9
75181 Pforzheim,
Germany
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(c) 1997 Garry
Walsh