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 
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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