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Halflings.

Halflings are a race roughly half a man’s size that has always for bravery and resourcefulness, though these were often
seemed to be wherever Mankind has gone. The Dwarfs record accompanied by complaints from the quartermasters.
that a tribe of “beardless Manlings we first thought to be
children” travelled with the human tribes as they passed As such, many Halfling communities contain veterans from
through the Worlds Edge Mountains. On the other hand, wars where they have fought alongside humans, Wood Elves
some Imperial scholars think the Halflings are a race of men or Dwarf armies. Although small in both numbers and
experimented on by Verena to find a way to resist Chaos, stature, a Halfling contingent usually contains both veteran
while a few others argue Ranald created them as a bizarre swordsmen and elite scouts which bolster their ranks in time
joke. Regardless of what others say, the Halflings simply say of need.
they are as they have always been, and they "like it quite a The bulk of their armies however are usually made up of
bit, thank you very much". militia and poachers. As they are often seen as an easy people
Being a rural folk, even in their towns, the Halflings are to conquer, in-between meals on their four-day weekends, both
earthy types who enjoy good food, strong drink, a good male and female Halflings drill with farming implements,
smoke, and conversation that would turn a Marienburg cooking knives, shortbows, spears, javelins and slings in order
marine’s ears blue. Expressive to a fault, Halflings think to deter would-be invaders of their farmland and stealers of
nothing of discussing their aunt’s nightly business with perfect their produce. Although not devastating in hand-to-hand
strangers in complete detail. “Just to pass the time, y’know.” combat, Halfling militias always have short-range missile
They love a good chat and strangers are welcomed by farmers troops interspersed in their ranks, adding short-range missile
along the roads as long as they bring gossip, coin, or lunch. attacks. Alongside the bowmanship of their poacher units a
Or preferably all three. Halfling force protecting their home (or more importantly
their dinner and pipeweed stash) can be formidable indeed.
Halflings outside the Moot are usually seen by the small-
minded as nothing more than cooks or thieves — or cooks Although the kind of horses humans ride are far too large for
and thieves — though this is rather unfair, because it creates Halflings to ride effectively, a breed of pony first brought
stereotypes out of two Halfling traits. The first is their over from northern Albion has been bred by Halflings for
indisputable ability to make a fine meal out of almost any many hundreds of years to pull small carts and to provide
ingredients. The second is their differing views on property, surprisingly hardy mounts in time of crisis. Halfling cavalry is
ownership, and theft. Most Halflings have grown up in what by no means a shock force, but their ability from the saddle
is effectively a large extended family of siblings, aunts, uncles, with the shortbow or javelin makes them ideal light cavalry.
“cousins by way of marriage” and the like. The practice of Due to their affinity with nature, closeness to the forests and
taking what is needful, be it a pie, a few crowns or even a the number of fat, juicy rabbits living there, some Halflings
piece of jewellery, is deeply imbedded in the Halfling have been befriended by Treemen who will fight alongside a
character. After all, if everyone is family, why should you ask Halfling army with their trusty friends riding on their
permission? Of course they’ll let you “borrow” it. These two shoulders. As well as these “Treemen” and their smaller
traits have led to a perception outside the Mootland of cousins the “Treekin” Halfling armies often find it easy to
Halflings as little more than domestic help you have to keep recruit Ogres due to their fondness of Halfling cooking. The
an eye on. Treekin and Ogres often bolster Halfling forces with some
Halflings in the Moot and elsewhere have never been known much needed muscle.
as a martial people, and the idea of Halfling warriors is the Finally - it is a well-known saying that when the Halflings are
butt of several jokes amongst humans. The truth, however, is in trouble, along come the Lords of the Air - The Great
somewhat different. In defence of their homeland — or Eagles.
quarters within a human town during a riot — the normally
placid Halflings can be aggressive and brave. As part of the
war effort, Elder Hisme sent a large contingent of Halflings
to act as scouts and skirmishers for the Imperial army.
Several were mentioned in despatches by their commanders
TROOP TYPE ATTACK HITS ARMOUR COMMAND UNIT SIZE POINTS MIN/MAX SPECIAL
Militia Infantry 2/1 3 6+ - 3 35 2/- *1
Veteran Swords Infantry 3 3 5+ - 3 60 -/1 -
Poachers Infantry 2/1 3 0 - 3 40 1/- -
Veteran Scouts Infantry 3/2 3 As unit - +1 30 -/- *2
Pony Riders Cavalry 2/1 3 6+ - 3 60 -/- *3
Ogres Infantry 4 4 5+ - 3 105 -/2 *4
Treekin Infantry 4 4 5+ - 3 105 -/2 *5
Treeman Monster 6 4 4+ - 1 130 -/1 *6
Giant Eagles Monster 2 3 6+ - 3 70 -/1 *7
Hot-Pot Artillery 1 / 2D6-D6 2 6+ - 1 50 -/1 *8
General General +2 - - 9 1 125 1 -
Head Chef Hero +1 - - 8 1 90 -/1 *9
Hero Hero +1 - - 8 1 80 -/1 -
Human Wizard Wizard +0 - - 7 1 45 -/1 *10
Tree-Herder Hero +4 - - 8 1 140 -/1 *11
Field Kitchen Chariot Mount +1 - - - 1 +20 -/1 *12

*1 – Halfling Militia. Although predominantly farmers, bar- 4* - Ogres. Ogres are drawn to Halflings for one reason, food.
keepers, cooks and brewers armed with “the tools of their trade”, And without the promise of Halfling cooking, ogres are
militia units contain slingers, javelins and shortbows. As such, all unreliable and unpredictable.
militia units can fire as a missile unit but with a maximum range
of 15cm. If an Ogre unit can use its initiative to charge an enemy unit of
humans at the start of the Command phase then it must do so
*2 – Veteran Scouts. These are elite veteran units with decades if it is not within 20cm of a head chef. This happens
of experience fighting alongside other friendly races such as automatically and their commander can do nothing about it.
humans from the Empire. These skirmisher stands never fight as 'Humans' encompasses all 'men' including Chaos Warriors and
independent units. Instead, you may add one stand of Veteran Marauders, but not Dwarfs, Elves etc.
Scouts to any of your (Halfling) infantry units. This brings the
size of the unit to 4 stands - i.e. 3 ordinary stands plus the In a Halfling army, if a unit of ogres is given an order from any
scouts. Scouts always have the same Armour value as the rest of commander other than a Halfling head chef then there is always
their unit, 5+; 6+ or 0. They fight as part of their unit and can a -1 command penalty cumulative with any other command
be removed as a unit casualty if the player wishes. Scout penalties.
casualties never count as casualties for purposes of issuing orders, 5* - Treekin. Smaller than the giant Treemen but no less
which means there is no -1 Command penalty as there normally formidable, these units of 25-foot high Treekin and Earth
would be for units that have lost a stand of scouts. Elementals are immune to terror. There is a -1 cumulative
Scout stands never count as part of the unit's formation when command penalty for any command that doesn’t come from a
determining whether they move at full or half pace, so no Tree-Herder.
movement penalty is incurred if they are arranged out of the *6 – Treeman. Very big, massively strong and hard to damage.
unit's regular formation. As a result scouts are both more Treemen cause terror.
adaptable and more expendable than other troops. Due to their
superior marksmanship these scouts have x2 missile attacks. This They can be pragmatic to the point of inaction and suffer a -1
applies only to the scout stand and not to every stand in the command penalty if not ordered by a Tree-Herder. If attacked by
unit. a fire weapon (dwarf flame cannon, fireball magic, lightning bolt
magic etc.) then they receive no saving throw. However they
To reiterate: Scouts can only be attached to Halfling infantry cannot be damaged by non-gunpowder infantry weapons (i.e.
units. Not Ogres, Treekin or pony riders etc. crossbows, slings, javelins and bows have no effect), non-fire
3* - Pony Riders. Light cavalry armed with spears, javelins, slings based artillery damages Treemen as usual. It is at the GM’s
or shortbows. The Pony Rider's range is restricted to 15cm. discretion (or it should be agreed between players before the
Pony Riders can shoot behind or to the side as well as to the game) which weapons are classed as “fire weapons”.
front. Just measure the range from any stand edge, front, side or In order to distinguish a combat Treeman from a Tree-Herder,
rear. They can therefore shoot at enemy charging them from any please mount a Tree-Herder on a round base and a combat
direction.
Treeman on a normal 40mm x 20mm stand with the treeman need to make a new batch of stew (and find a new cauldron to
facing the short (20mm) edge. cook it in) the hot-pot unit may not fire for the next two turns.

*7 – Giant Eagles. As one might expect, eagles can fly. They *9 – Head Chef. A head chef is essentially a Halfling hero and
follow the usual rules for combat flyers. follows the same rules. The differences are that a head chef does
not suffer the minus 1 penalty for ordering Ogre units and that if
*8 – Hot-pot. The artillery pieces fielded by Halfling armies he / she is within 20cm of an Ogre unit then that unit is not
vary greatly in design, from basic giant slingshots, to more compelled to use its initiative to charge enemy humans.
sophisticated torsion catapults to steam powered mortars – but
the general principle is the same. The idea is to propel a large A head chef is the only hero that can be mounted on the field
vessel of boiling, sticky and often corrosive stew directly into the kitchen (see *11)
enemy ranks.
*10 – Human Wizard. Human spellcasters (usually dressed in
The hotpot has a maximum range of 30cm and generates a grey) can often be found visiting Halfling communities sampling
random amount of hits. At range of 0-20cm it has 2D6 attacks ale, cheese, salted-pork and pipeweed. In times of need they
and at 21-30cm it has 1D6 attacks. Due to the added stress of instinctively rally to their friends’ aid. Human wizards use the
firing at the shorter range (including when firing at chargers – Empire spells.
which the hotpot is permitted to do), there is a chance of
something going wrong. If a double is rolled consult the table *11 – Tree-Herder. The Tree-herder is an ancient Treeman,
below: obeyed and revered by all forest folk. Only one Treeman in any
forest can be the Tree-herder and as such only one can be
Double 1 – Whatever mechanism the hot-pot crew is using included in a Halfling army no matter how large in points the
catastrophically fails. The vessel flies directly upwards and army is. The Tree-herder receives a -2 cumulative command
empties its contents over the hapless crew. No attacks are caused penalty when ordering Ogres (he has no food to offer).
and the hot-pot is removed from play.
Any unit joined by the Tree-herder causes terror. In addition the
Double 2 – The crew have excitedly added an ingredient to the Tree-herder can cast the “Tree Singing” spell as below:
stew which makes in dangerously unstable and corrosive. The
vessel partially melts before it is fired splashing stew over the 4+ to cast - Range 30cm: This spell can be cast on any wooded
crew and renders the firing mechanism inoperative. This turn the terrain and move it up to 2D6 in any direction (the caster does
hot-pot causes 4+2D6 attacks but the hot-pot is also destroyed. not need to move the trees the full distance if they don’t want
to). Friendly, non-Ogre units of which all stands are at least
Double 3 – Drawn by the smell of the stew, a sneaky Ogre has partially in the wood can be moved along with the trees but
deserted his regiment and before he can be stopped, he drinks a cannot be moved into contact with the enemy. Enemy units in
significant amount of the stew from the supporting chuck-wagon. the wood remain where they are while the wood moves. Any
Six attacks are caused this turn, but because of the shortage of piece of wooded terrain may only be affected by this spell once
“ammunition” all future shooting causes half the damage – i.e. per phase. The wood cannot be moved over enemy units or
1D6 at short range, 1D3 at long range. Please note that this terrain features other than a road or a hill.
means that the hot-pot cannot misfire again after this result.
*12 – Field Kitchen. Only a head chef can be mounted on a
Double 4 – The Halfling whose job it is to keep the fire alight field kitchen. The field kitchen adds an additional +1 attacks to
under the main cauldron has taken a break for second breakfast. any unit it joins.
The fire needs to be restarted and the stew brought back up to
temperature. The hot-pot cannot fire this turn but is otherwise Once per game, a head chef can increase his command value to
unaffected. 9 while ordering troops within his 60cm command radius as he
steers his chuck wagon laden with delicious ham and cider stew
Double 5 – The trixy Halflings have brought up a small through the ranks, encouraging the troops to redouble their
detachment of beekeepers in support of the artillery. After a efforts. The Halfling player must declare he is using this bonus
sustained bombardment of sweet and sticky boiling stew, the at the start of the command phase before any orders are issued
beekeepers use slings to hurl wasp and hornets’ nests at the and before any units are moved by initiative.
target. Attracted by the stew the wasps and hornets go into a
stinging frenzy. Ten attacks are inflicted this turn – otherwise the
hot-pot and its crew are unaffected.

Double 6 – In a panic that the enemy is actually going to get


their hands on the crew’s cheese stash, the Halflings load the
main vat of stew onto the mechanism and fire the whole lot at
once at the target. 12+D6 hits are inflicted on the target unit
this turn. The hot-pot unit is not destroyed, but because they

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