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Warhammer Armies: Halflings of the Moot

The Halflings are a strange people; speculated by some to be one of the last attempts of
the Old Ones to create a magically resistant race, a lost hope to stop the spread of Chaos
from the poles. They are not a violent people, and most are content to live in their homes
by their fires, routinely eating excessive amounts with their many friends and family and
eagerly awaiting the coming of Pie Week, their annual ‘religious’ festival.
However, there are a few Halflings who suffer from wanderlust or a need to live a more
meaningful life. These ‘adventure loving weirdoes’ have two choices; band together as
bows for hire, or become one of the Fieldwarden militia.
Despite their peaceful outlook, the Halflings have proven that they are more than capable
of defending their realm. The Halflings have not only suffered at the hands of the Orc
war hosts, but the Moot shares a border with the blighted lands of Sylvania, and so they
have fought the legions of the Undead in and beyond the years of the Vampire Wars.

This is all I’ve got so far with the fluff, it was the part of the project I haven’t got round
to yet. Hopefully we’ll be able to find some more though.

Army Specific Rules and Equipment


Nimble: The Halflings have a natural affinity for movement the copses and woods
of the Moot. All Halfling units (but not ponies) may move through
wooded terrain without penalty.
That Looks Nice…: Even in the heat of battle some criminals are unable to turn a good
opportunity down. If a unit with this special rule wipes out a unit or
character with at least one magic item, place a marker by that unit. At the
end of the game each of these markers grants you an additional 50VP.
Note that you cannot gain this bonus more than once; if a unit of Rouges
containing a Master Thief wipes out a unit with a magic items, you get one
marker, not a marker for the Rouges and the Master Thief.
Quarterstaff: Being little more than a stretch of solid wood, in the hands of a skilled
Halfling a quarterstaff can beat the sense into any foe. A Quarterstaff is
basically a fancy way of saying ‘Halberd’ in the Halfling army book.

Heroes of the Halflings


Halfling Thanes
The Thanes are the local ‘rulers’ of areas of the Moot. It is a highly sought
after title, as Thanes and their captains are often honoured at feasts.
However, the Thanes must also lead the rare Halfling Warriors into battle;
making it a mixed honour amongst the Mootfolk.
Profile M WS BS S T W I A Ld
Thane 4 4 6 4 4 3 6 3 9
Captain 4 4 5 3 4 2 6 2 9
SPECIAL RULES
Nimble
Halfling Elders
In some Halflings their races’ magical resistance is embodied; seemingly
focused by their immense age. Although they are far from the best
fighters, simply being near these ancient and well fed Halflings seems to
drive their fellows to even greater feats.
Profile M WS BS S T W I A Ld
Elder 4 3 4 3 3 2 4 2 9
SPECIAL RULES
Nimble, Magical Resistance (1)
Venerable:
Any unit that the Elder joins gains +1 to their combat resolution.

Halfling Master Thieves


Some Halflings excel at the natural light footedness of their race and
become unparallel at moving through locked doors. Although they are
officially wanted men, these Master Thieves often find many supporters in
the Moot, where they are seen as exotic and exciting.
Profile M WS BS S T W I A Ld
Master Thief 4 5 5 3 4 2 6 2 9
SPECIAL RULES
Nimble, That Looks Nice…
Dashing Fugitives:
Master Thieves may never be the army general, and may not join units
of Halfling Sheriffs.

I also wanted to ask Bilbo if he would mind us using his rules for Halfling Bards and
Halfling Chefs as characters too

Halfling Fieldwardens
The Fieldwardens are the standing militia of the Moot; the constant
guardians of its borders. even during times of peace these Halflings patrol
their lands, slings forever ready as they stroll through field and copse.
Profile M WS BS S T W I A Ld
Fieldwarden 4 3 4 2 2 1 5 1 8
Mootguardian 4 3 5 2 2 1 5 1 8
SPECIAL RULES
Nimble
Halfling Fighters
Halflings are simple people. They live in balance with nature, working fields with
adequate skill and using simple tools. Anything more complex than water-
powered mill is unheard of. Also, since Halflings are not very good as warriors
(due to their size) they developed strong abilities in shooting bows and throwing
stones.
Profile M WS BS S T W I A Ld
Halfling 4 2 4 2 2 1 5 1 8
Tracker 4 2 5 2 2 1 5 1 8
SPECIAL RULES
Nimble

Brash Youths
Filled with youthful energy (and perhaps one too many pies) many Halflings often
find themselves almost compelled to travel. Although they are considered strange
by other Halflings, they are undoubtedly a key element of the defense of the
Moot.
Profile M WS BS S T W I A Ld
Brash Youth 4 3 4 2 2 1 5 1 8
Weirdo 4 3 4 2 2 1 5 2 8
SPECIAL RULES
Nimble

Halfling Rangers
Some of the people of the Moot become even more gifted with the bow than
their fellows, and so become chief amongst their archers and hunters. In times of
war these bands harass the enemy from a distance with their signature longbow.
Profile M WS BS S T W I A Ld
Ranger 4 2 4 2 2 1 5 1 8
Hunter 4 2 5 2 2 1 5 1 8
SPECIAL RULES
Nimble, Skirmishers

Halfling Roadwardens
Some Halflings have a bizarre obsession with the ponies used by their kin of
farming and even go as far as to learn to ride them. These individuals are often
inducted into the ranks of the Fieldwardens, or else are employed by Imperial tax
collectors. In times of need these cadres ride out alongside their footslogging
countrymen; crossbows in hand and a hearty breakfast in their guts!
Profile M WS BS S T W I A Ld
Roadwarden 4 3 4 2 2 1 5 1 8
Mootwatcher 4 3 5 2 2 1 5 1 8
Pony 6 2 - 3 3 1 3 1 5
Halfling Sheriffs
Although not soldiers, the law enforcers of the Moot often join the ranks
marching to war when the need arises. The Sheriffs of the Halflings are
considered respected and wise career-men, as they receive a decent pay for the job
of casually patrolling villages and reminding people not to get (too) drunk.
Profile M WS BS S T W I A Ld
Sheriff 4 2 4 2 3 1 5 1 8
Deputy 4 2 5 2 3 1 5 1 8
SPECIAL RULES
Nimble

Halfling Footpads
Some Halflings are silent movers even by the standards of their light-footed race.
Like the other ‘weirdoes’ these Halflings have a sense of adventure, but unlike the
Brash Youths or Fieldwardens they find their adrenaline rush not in combat but in
crime. Although officially criminals, these burglars often find support amongst
the Mootfolk, especially when strong fighters are needed to defend the lands.
Profile M WS BS S T W I A Ld
Footpad 4 3 4 2 3 1 5 1 8
Cat Burglar 4 3 4 2 3 1 5 2 8
SPECIAL RULES
Nimble, That Looks Nice…

Halfling Butchers
Respected by their fellows for their ability to prepare steaks and the fillings used
by bakers in their pies, the butchers are often forced into battle where their wicked
cleavers are more than capable of cutting through the armour and bones of their
foes.
Profile M WS BS S T W I A Ld
Butcher 4 4 4 3 3 1 5 1 8
Taster 4 4 4 3 3 1 5 2 8
SPECIAL RULES
Nimble
Halfling Bakers
Perhaps the most coveted and sought after position in Halfling society, the bakers
are almost akin to priests within the Moot. In battle thy brandish pastries and
knives in addition to virtual travelling ‘battle-kitchens’.
Profile M WS BS S T W I A Ld
Baker 4 2 4 3 3 1 5 1 8
Connoisseur 4 2 5 3 3 1 5 1 8
SPECIAL RULES
Nimble, Skirmishers
EQUIPMENT
Kiln Bombs:
Bizarre miniature clay ovens carried by the bakers, the kiln bombs are
immediately recognisable by the lingering smell of cake left behind after
explosions. Kiln Bombs use the following profile;
Range: 8” Strength: 5 Rules: Thrown Weapon
Stove Gun:
The Stove Gun is an example of the almost arcane blend of Imperial
Steam technology and Halfling ingenuity first pioneered by the mad baker
Hamsgred Shortstride.
Range: 18” Strength: 5 Rules: Armour Piercing

Halfling Candlestick Makers


Although not as renowned as many of their other professions, the Halflings
possess masterful candlestick makers. Quite how they are able to make such artistry is
unknown, as is how they manage to fire lit candles from a bow.
Profile M WS BS S T W I A Ld
Candlestick 4 4 4 3 3 1 5 1 8
Maker
Artesian 4 4 5 3 3 1 5 2 8
SPECIAL RULES
Nimble, Flaming Attacks (Shooting and Close Combat)

Halfling Rouges
The elite of the Thieves Gilds the Old World over, Halfling Rouges are the
undisputed masters of breaking and entering. When war threatens the
Moot many rouges have been known to be overcome by patriotism; briefly letting
valuables sit safe as they rush back to defend their villages.
Profile M WS BS S T W I A Ld
Rouge 4 4 4 3 3 1 5 1 8
Thief 4 4 4 3 3 1 5 2 8
SPECIAL RULES
Nimble, Scouts, Skirmishers, That Looks Nice…
Halfling Scarecrows
Perhaps the most outlandish unit fielded in the hosts of the Moot, Halfling
Scarecrows are young, brave Halflings that have clad themselves in rags, metal
buckets and rolls of hay in an attempt to throw the enemy off-guard. Although
these Halfling’s stories do not end well, they are often heralded as heroes after the
battle.
Profile M WS BS S T W I A Ld
Scarecrow 4 2 4 2 2 1 5 1 8
SPECIAL RULES
Nimble
Wait, What?:
Such is the outlandish appearance of these ‘warriors’ that many
enemies find themselves unable to immediately comprehend what they are
and what to do. On the first round of combat enemy units suffer a -1 To
Hit penalty against the Scarecrows as they try to overcome their
confusion.

Halfling Supply Wagon


Whenever the Halflings go to war you can be sure that an army of cooks and
carriers wait behind their lines to keep their bellies and quivers full. Key to these
support elements are the supply wagons; great carts filled with food, spare
weapons, ale and all manner of other things. Needless to say that they are treated
with reverence by the Halflings themselves.
Profile M WS BS S T W I A Ld
Supply - - - 4 5 3 - - -
Wagon
Halfling - 2 4 2 - - 5 2 8
Pony 6 2 - 3 - - 3 1 -
SPECIAL RULES
Chariot, 5+ Armour Save
Bolster Moral:
All friendly units within 6” of the Supply Wagon gain +1 to their
Combat Resolution.
Army List
LORDS

-Halfling Thane 80 Points


Profile M WS BS S T W I A Ld
Thane 4 4 6 4 4 3 6 3 9
OPTIONS
Weapon (one choice only)
Unit Size: -Spear 4 points
-1 -Quarterstaff 6 points
Equipment: Ranged Weapon (one choice only)
-Hand Weapon -Longbow 10 points
Special Rules: -Crossbow 10 points
-Nimble Armour
-Light Armour 4 points
- (or) Heavy Armour 6 points
-Shield 3 points
Mount (one choice only)
-Pony 7 points
-Barded Pony 13 points
-Supply Wagon 60 points
(Replacing the Halfling)
Any Magic Items up to 100 points
HEROES

-Halfling Captain* 50 Points


Profile M WS BS S T W I A Ld
Captain 4 4 5 3 4 2 6 2 9
OPTIONS
Weapon (one choice only)
Unit Size: -Spear 3 points
-1 -Quarterstaff 4 points
Equipment: Ranged Weapon (one choice only)
-Hand Weapon -Longbow 10 points
Special Rules: -Crossbow 10 points
-Nimble Armour
-Light Armour 3 points
- (or) Heavy Armour 4 points
-Shield 2 points
Mount (one choice only)
-Pony 7 points
-Barded Pony 13 points
Any Magic Items up to 50 points
-Halfling Eldar* 70 Points
Profile M WS BS S T W I A Ld
Eldar 4 3 4 3 3 2 4 2 9
OPTIONS
Unit Size: Armour
-1 -Light Armour 3 points
Equipment: - (or) Heavy Armour 4 points
-Hand Weapon -Shield 2 points
Special Rules: Mount (one choice only)
-Nimble -Pony 7 points
-Magical Resistance (1) -Barded Pony 13 points
-Venerable Any Magic Items up to 50 points

-Halfling Master Thief 70 Points


Profile M WS BS S T W I A Ld
Thane 4 5 5 4 4 2 6 2 9

Unit Size: OPTIONS


-1 Any Magic Items up to 50 points
Equipment:
-Two Hand Weapons
-Light Armour
-Throwing Knives
Special Rules:
-Nimble
-That Looks Nice…
-Dashing Fugitives

*ARMY BATTLE STANDARD


One Halfling Captain or Halfling Elder may be the Army Standard Bearer for +25 points. The
Army Battle Standard Bearer may take any Magic Banner, regardless of point costs, but if they
do they may not take any other magic items.

CORE
-Halfling Fighters 6 Points Per Model
Profile M WS BS S T W I A Ld
Halfling 4 2 4 2 2 1 5 1 8
Tracker 4 2 5 2 2 1 5 1 8
OPTIONS
-The entire unit may replace their
Unit Size: bows with spears, shields
-10+ and light armour free.
Equipment:
-Hand Weapon -Upgrade one Halfling to a Musician 5 Points
-Bow -Upgrade one Halfling to a Standard Bearer 10 points
Special Rules: -Promote one Halfling to a Tracker 10 points
-Nimble

-Halfling Fieldwardens 8 Points Per Model


Profile M WS BS S T W I A Ld
Fieldwarden 4 3 4 2 2 1 5 1 8
Mootguardian 4 3 5 2 2 1 5 1 8
OPTIONS
-Upgrade one Fieldwarden to a Musician 5 Points
Unit Size: -Upgrade one Fieldwarden to a Standard Bearer 10 points
-10+ -Promote one Fieldwarden to a Mootguardian 10 points
Equipment:
-Hand Weapon
-Sling
Special Rules:
-Nimble

-Halfling Brash Youths 6 Points Per Model


Profile M WS BS S T W I A Ld
Brash Youth 4 3 4 2 2 1 5 1 8
Weirdo 4 3 4 2 2 1 5 2 8
OPTIONS
-The entire unit may take Light Armour 1 point/model
Unit Size:
-10+ -Upgrade one Brash Youth to a Musician 5 Points
Equipment: -Upgrade one Brash Youth to a Standard Bearer 10 points
-Hand Weapon -Promote one Brash Youth to a Weirdo 10 points
-Quarterstaff
Special Rules:
-Nimble

-Halfling Rangers 8 Points Per Model


Profile M WS BS S T W I A Ld
Ranger 4 2 4 2 2 1 5 1 8
Hunter 4 2 5 2 2 1 5 1 8
OPTIONS
Unit Size: -Promote one Ranger to a Hunter 5 points
-5-20
Equipment:
-Hand Weapon
-Longbow
Special Rules:
-Nimble
-Skirmishers

-Halfling Scarecrows 9 Points Per Model


Profile M WS BS S T W I A Ld
Scarecrow 4 2 4 2 2 1 5 1 8

Unit Size:
-5-20
Equipment:
-Hand Weapon
-Light Armour
-Short Bow
Special Rules:
-Nimble
-Wait, What?

SPECIAL

-Halfling Roadwardens 14 Points Per Model


Profile M WS BS S T W I A Ld
Roadwarden 4 3 4 2 2 1 5 1 8
Mootwatcher 4 3 5 2 2 1 5 1 8
Pony 6 2 - 3 3 1 3 1 5
OPTIONS
-The entire unit may take Light Armour 1 point/model
Unit Size:
-5+ -Upgrade one Roadwarden to a Musician 6 Points
Equipment: -Upgrade one Roadwarden to a Standard Bearer 12 points
-Hand Weapon -Promote one Roadwarden to a Mootwatcher 12 points
-Crossbow

-Halfling Footpads 9 Points Per Model


Profile M WS BS S T W I A Ld
Footpad 4 3 4 2 2 1 5 1 8
Cat Burglar 4 3 4 2 2 1 5 2 8
OPTIONS
Unit Size: -Promote one Footpad to a Cat Burglar 10 points
-10+
Equipment:
-Two Hand Weapons
-Throwing Knives
Special Rules:
-Nimble
-That Looks Nice…

-Halfling Sheriffs 11 Points Per Model


Profile M WS BS S T W I A Ld
Sheriff 4 3 4 2 3 1 5 1 8
Deputy 4 3 5 2 3 1 5 1 8
OPTIONS
Unit Size: -The entire unit may take Shields 1 point/model
-10-30
Equipment: -Upgrade one Sheriff to a Musician 6 Points
-Hand Weapon -Upgrade one Sheriff to a Standard Bearer 12 points
-Light Armour -May take a Magic Banner worth up to 50 points
-Bow -Promote one Sheriff to a Deputy 12 points
Special Rules:
-Nimble

-Halfling Butchers 11 Points Per Model


Profile M WS BS S T W I A Ld
Butcher 4 4 4 3 3 1 5 1 8
Taster 4 4 4 3 3 1 5 2 8
Unit Size: OPTIONS
-5-20 -The entire unit may take Great Weapons 2 points/model
Equipment:
-Hand Weapon -Upgrade one Butcher to a Musician 6 Points
-Light Armour -Upgrade one Butcher to a Standard Bearer 12 points
Special Rules: -Promote one Butcher to a Weirdo 12 points
-Nimble

-Halfling Bakers 11 Points Per Model


Profile M WS BS S T W I A Ld
Baker 4 2 4 3 3 1 5 1 8
Connoisseur 4 2 5 3 3 1 5 2 8
OPTIONS
Unit Size: -Promote one Baker to a Connoisseur 10 points
-5-20 -A Connoisseur may replace their Kiln Bombs
Equipment: a Stove Gun 15 points
-Hand Weapon
-Kiln Bombs
-Light Armour
Special Rules:
-Nimble
-Skirmishers

RARE

-Halfling Candlestick Makers 13 Points Per Model


Profile M WS BS S T W I A Ld
Candlestick 4 4 4 3 3 1 5 1 8
Maker
Artesian 4 4 4 3 3 1 5 2 8
OPTIONS
Unit Size: -Upgrade one Candlestick Maker to a Musician 6 Points
-5-20 -Upgrade one Candlestick Maker to a Standard Bearer 12 points
Equipment: -Promote one Candlestick maker to an Artesian 12 points
-Two Hand Weapons
-Light Armour
-Bow
Special Rules:
-Nimble
-Flaming Attacks

-Halfling Rouges 14 Points Per Model


Profile M WS BS S T W I A Ld
Rouge 4 4 4 3 3 1 5 1 8
Thief 4 4 4 3 3 1 5 2 8
Unit Size: OPTIONS
-5-20 -Promote one Rouge to a Thief 12 points
Equipment:
-Two Hand Weapons
-Light Armour
-Throwing Knives
Special Rules:
-Nimble
-Skirmishers
-Scouts
-That Looks Nice…

-Halfling Supply Wagon 60 Points


Profile M WS BS S T W I A Ld
Supply - - - 4 5 3 - - -
Wagon
Halfling - 2 4 2 - - 5 1 8
Pony 6 2 - 3 - - 3 1 -

Unit Size: Armour Save:


-1 -5+
Crew: Special Rules:
-1 Halfling -Chariot
Equipment: -Bolster Moral
-Hand Weapon
-Spear
Mount:
-1 Pony

-Halfling Hot Pot 50 Points Per Model


Profile M WS BS S T W I A Ld
Hot Pot - - - - 4 2 - - -
Halfling 4 2 4 2 2 1 5 1 8

Unit Size:
-Hot Pot
-3 Halflings
Equipment:
-Hand Weapon
Special Rules:
-Nimble (Crew only)

MAGIC WEAPONS
Spear of Justice 40 Points
Carried by the Chief Sheriff of the Moot this badge of offices makes the wielder a match
for even the mightiest of enemy champions.
A model carrying the Spear of Justice gains +1 WS, S and I characteristics.

Eldo’s Bow 30 Points


Once the property of Eldo, a legendary Halfling poacher, this bow is said to be able to
fell even the largest of prey. Of Eldo himself; it is said that he never wanted for a meal
and that he cooked the best roast joins of any Halfling who ever lived.
Eldo’s Bow is a longbow that has a Strength of 6.

Old Hopeful 10 Points


Old Hopeful was once the sling of Davidd, who supposedly routed an entire army by
slaying a giant in fantastic golden armour.
Old Hopeful is a sling with the Armour Piercing Rule.

MAGIC ARMOUR

Mootplate Armour 20 Points


Increasingly rare and legendary armour, the origins of the fine suits of Mootplate
Armour are now lost to time, although such is the level of craftsmanship that many
expect their ancestry to be Dwarfen.
Mootplate Armour counts as a suit of Heavy Armour that also grants the wearer a 5+
Ward Save.

Drakbarr Gauntlets 15 Points


A gift from the Elector Count of Averland countless centuries ago, the Drakbarr
Gauntlets are valued highly by the Halflings not for their military properties but because
they allow more time to be spent near ovens…
Grants a 6+ Armour Save that may be combined with other equipment as normal. In
addition the wearer of the Gauntlets is immune to Flaming Attacks.

ENCHANTED ITEMS

Dimminu’s Lockpick 35 Points


Perhaps the greatest Halfling Thief to have ever graced the guilds, Dimminu of Tilea was
small even for a Halfling, and was said to have been able to enter any building
undetected. Amongst his ill gotten gains were the Sword-Axes of Ostland, the legendary
Golden-Rooster of Luccini, and Leonard DaVinnie’s Moaning Lianna.
After Scouts have been deployed a character with Dimminu’s Lockpick and any unit
they’ver joined may immediately make a free move. This may be a march, but may not
be a charge for any reason.

The Gourde of Brian 30 Points


Given to his fellow Halflings before he set off into the deserts of Araby, Brian’s Wine
Gourde is said to be an item of almost divine power.
One use only. A model with the Gourde of Brian may drink from it at the start of any of
your turns. He immediately regains all lost wounds and is Immune to Psychology until
the end of the turn.

Merchants Tankard 30 Points


Although the name of the original owner of this magical mug is long forgotten, his ability
to barter, buy, borrow and steal is not.
At the start of the game, after Scout moves but before the start of the first turn, roll a D6.
On a 3+ your opponent loses one magic item from their army list (your opponents
choice).

Outlandish Uniform 20 Points


The Halfling has clad himself in a particularly distinctive (and often outright ridiculous)
outfit that allows those near him to see that he still stands resolute.
All models with a Line of Sight to the character gain +1 Combat Resolution. However the
character may never refuse a challenge, as its hard to hide in such foppish clothes- you
sand out.

Halfling Meat Pie 15 Points


The definitive food of the Halflings, Halfling Meat Pies are sold and loved throughout
the Empire and much of the rest of the known world.
Multiple characters may take a Halfling Meat Pie, although each is limited to a single pie.
A model with a Halfling Meat Pie may reroll a single failed Leadership Test per game.

TALISMANS

Cloak of Dusk 35 Points


Woven from the silk of the rare Ness Spiders and the fur of bats, the Cloak of Dusk is
said to render the wearer all but invisible.
The wearer of the Cloak and any unit he joins add +1 to their Movement for as long as
the wearer is alive.

Feast Pendant 25 Points


Said to increase the already prestigious eating abilities of the wearer, the Feast Pendant
has rigged many an eating competition.
If the bearer charges he inflicts a single S4 impact hit. In addition he is immune to the
effects of Gut Magic.

Ranald’s Talisman 10 Points


Despite being a god of Men, Ranald often finds a place in the hearts of Halflings;
especially those about to face a mass of elite enemy warriors.
A model with Ranald’s Talisman may reroll one dice per game.

MAGIC BANNERS

Grand Standard of the Moot 90 Points


A gift from the people of the Empire, the Grand Standard of the Moot is a symbol of the
hopes and endeavours of the entire Halfling race. Even those Halflings who despise the
idea of battle more than the rest of the Mootfolk swear that they would fight to the death
to defend it.
All friendly units with at least one model within 6” of the Grand Standard gain +1 to Hit
and may reroll failed Leadership tests.

The Halfling Flags 40 Points


Most of the villages and families of the Moot own a gaudy flag that displays their crest
and achievements. In battle it is not unheard of for one of these flags to be brought with a
band for good luck.
A unit with the Halfling Flags may march even if they are within 8” of an enemy unit. In
addition, if an enemy unit captures the Halfling Flags, then all Halflings (but not ponies)
will Hate that unit.

The Sandal Banner 30 Points


When Brian left for Araby, his followers found a single shoe. Believing this to be a sign
from Brian, many of them bound it (and many of their own shoes) to a standard, hoping
that it would bestow some of Brian’s legendary skill.
A unit with the Sandal Banner has a 5+ Ward Save.

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