Source: Warhammer Armies Project: Unofficial 9th Edition

Army List: Halflings
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Halflings

Based on PDF Version 1.13, Last Modified: 2024 January 16 @ 15:28

Army Special Rules

This section of the book describes all the different units used in a Halfling army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring 'army special rules' that apply to several Halfling units, and these are detailed here.

Enemies attacking Infantry models with this special rule suffer -1 To Hit in close combat.

Units with this special rule are Stubborn so long as they are at least partially within their Deployment Zone.

When this army attempts to dispel, they have a +2 bonus to all dispel attempts. Note that, if this army is fighting alongside a Wizard for whatever reason, this bonus is lost.

Models with this upgrade gains the Fight in Extra Ranks (1) special rule.

Models with this special rule may take up two Talismans and/or Enchanted Items rather than just one of each.

Lords

Moot Elder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Moot Elder4563337410

Troop Type: Infantry (Character, Halfling)

Hand weapon.

  • May take an additional hand weapon (+3 pts), spear (+4 pts), flail (+8 pts) or great weapon (+8 pts).

  • May take a shortbow (+5 pts), sling (+5 pts) or throwing weapons (+5 pts).

  • May wear light armour (+3 pts) or medium armour (+9 pts).

  • May take a buckler (+1,5 pts) or a shield (+3 pts).

  • May be mounted on a Farm Animal (+15 pts), Giant Swan (+21 pts) or Ogre Bodyguard (+30 pts).

  • May take Magic Items up to a total of 100 pts.

Duck & Weave, Homesteaders, Trinkets

Heroes

Sheriff. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 pts

MWSBSSTWIALd
Sheriff446332739

Troop Type: Infantry (Character, Halfling)

Hand weapon.

  • May take an additional hand weapon (+2 pts), spear (+3 pts), flail (+6 pts) or great weapon (+6 pts).

  • May take a shortbow (+5 pts), sling (+5 pts) or throwing weapons (+5 pts).

  • May wear light armour (+2 pts).

  • May take a buckler (+1 pt) or a shield (+2 pts).

  • May be mounted on a Farm Animal (+10 pts) or Giant Swan (+14 pts).

  • May take Magic Items up to a total of 50 pts.

  • One Sheriff in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 pts.

Duck & Weave, Homesteaders, Trinkets

Master Chef. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts

MWSBSSTWIALd
Master Chef434332629

Troop Type: Infantry (Character, Halfling)

Hand weapon.

  • May take an additional hand weapon (+2 pts) or great weapon (+6 pts).

  • May take a shortbow (+5 pts), sling (+5 pts) or throwing weapons (+5 pts).

  • May wear light armour (+2 pts).

  • May take a buckler (+1 pt).

  • May be mounted on a Chuck Wagon (+70 pts).

  • May take Magic Items up to a total of 50 pts.

Duck & Weave, Homesteaders, Special Spices, Trinkets

At the start of the Halfling player's turn the Master Chef may use one of the following Spices which affect the unit they are with. Note that each unit can only be affected by one Spice at a time, any additional Spices have no effect.

  • Chili Pepper: The unit immediately moves forward using the Random Movement (2D6) special rule.

  • Rosemary: The unit gains Immunity (Psychology) until the start of their next turn.

  • Coriander: The unit may re-roll failed rolls To Wound in close combat until the start of their next turn.

  • Cumin: The unit adds +1 to their Toughness until the start of their next turn.

Herbalist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts

MWSBSSTWIALd
Herbalist424222518

Troop Type: Infantry (Character, Halfling)

Hand weapon.

  • May take Magic Items up to a total of 50 pts.

Duck & Weave, Herbs, Homesteaders, Pacifist, Trinkets

At the start of the Halfling player's turn the Herbalist may use one of the following Herbs which affect the unit they are with. Note that each unit can only be affected by one Herb at a time, any additional Herbs have no effect.

  • Heal-All: The unit gains Regeneration (6+) special rule until the start of their next turn.

  • Graveroot: The unit gains the Poisoned Attacks special rule until the start of their next turn.

  • Spellwort: The unit gains the Magic Resistance (2) special rule until the start of their next turn.

  • Vigvort: The unit gains the Always Strikes First special rule until the start of their next turn.

A Herbalist may be placed in the middle of the second rank of any unit they join.

Master Thief. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts

MWSBSSTWIALd
Master Thief446332839

Troop Type: Infantry (Character, Halfling)

Hand weapon.

  • May take an additional hand weapon (+2 pts).

  • May take a shortbow (+5 pts), sling (+5 pts) or throwing weapons (+5 pts).

  • May wear light armour (+2 pts).

  • May take a shield (+2 pts).

  • May take Magic Items up to a total of 50 pts.

Deft Hands, Dodge (5+), Duck & Weave, Hidden, Homesteaders, Light-fingered, Snatch and Grab, Trinkets

Models with this special rule may re-roll the result on the Light-fingered chart.

Whenever a model with this special rule is in base contact with an enemy character who is not a Monster they may attempt to steal a Talisman, Arcane Item or Enchanted Item (excluding mounts) at the start of each Close Combat round. Roll a D6 for each item they wish to steal and consult the chart below:

D6

Result

1

The model is caught and killed outright.

2

The model is chased back and may not attack this round.

3-4

The model is not noticed but fails to steal anything.

5

The model succeeds in stealing a random magic item.

6

The model succeeds in stealing a magic item of their choice.

Each stolen Magic Item is removed from play. Each stolen item is worth 25 Victory Points.

Before Break Tests are taken, models with this special rule may choose to leave combat willingly. They will flee from the enemy as normal, but will rally automatically and may not be pursued. In addition, they do not cause Panic to friendly units while doing so.

Mounts

Farm Animal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Farm Animal720331313

Halflings use a wide variety of mounts such as ponies, pigs, goats, hounds, and giant roosters. For gameplay purposes, these go under the umbrella term Farm Animal.

Troop Type: War Beast (Animal)

Giant Swan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Giant Swan230331415

Troop Type: War Beast (Animal)

Fly (9)

Ogre Bodyguard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Ogre Bodyguard630443247

A model mounted on an Ogre Bodyguard follows the rules for Monstrous Infantry.

Troop Type: Monstrous Infantry (Ogre)

Hand weapon.

Impact Hits (1)

Core Units

Rabble. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3.5 pts per model

MWSBSSTWIALd
Halfing424221518
Rabble Rouser424221528

Unit Size: 20+

Troop Type: Infantry (Halfling)

Hand weapon, throwing weapon.

  • May take flails (+1 pt/model).

  • May take Piggyback Riders (+10 pts).

  • May upgrade one Halfling to a Rabble Rouser (+10 pts).

  • May upgrade one Halfling to a Musician (+10 pts).

  • May upgrade one Halfling to a Standard Bearer (+10 pts).

Duck & Weave, Homesteaders

Militia Spearmen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3.5 pts per model

MWSBSSTWIALd
Spearman424221518
Constable424221528

Unit Size: 20+

Troop Type: Infantry (Halfling)

Spear.

  • May take shields (+½ pt/model).

  • May take Piggyback Riders (+10 pts).

  • May upgrade one Spearman to a Constable (+10 pts).

  • May upgrade one Spearman to a Musician (+10 pts).

  • May upgrade one Spearman to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Duck & Weave, Homesteaders

Militia Swordsmen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3.5 pts per model

MWSBSSTWIALd
Swordsman424221518
Constable424221528

Unit Size: 20+

Troop Type: Infantry (Halfling)

Hand weapon.

  • May take Piggyback Riders (+10 pts).

  • May upgrade one Swordsman to a Constable (+10 pts).

  • May upgrade one Swordsman to a Musician (+10 pts).

  • May upgrade one Swordsman to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Duck & Weave, Homesteaders

Militia Archers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Archer424221518
Constable424221528

Unit Size: 10+

Troop Type: Infantry (Halfling)

Hand weapon, shortbow.

  • May upgrade one Archer to a Constable (+10 pts).

  • May upgrade one Archer to a Musician (+10 pts).

  • May upgrade one Archer to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Duck & Weave, Homesteaders

Fieldwardens. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Fieldwarden424221518
Fieldmarshal425221518

Unit Size: 10+

Troop Type: Infantry (Halfling)

Hand weapon, sling.

  • May upgrade one Fieldwarden to a Fieldmarshal (+10 pts).

  • May upgrade one Fieldwarden to a Musician (+10 pts).

  • May upgrade one Fieldwarden to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Duck & Weave, Homesteaders, Skirmishers

Hobilars. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Hobilar424221518
Roadwarden424221528
Farm Animal720331313

Unit Size: 5+

Troop Type: Cavalry (Halfling)

Hand weapon, shield.

  • May take spears (+1 pt/model) or replace shields with shortbows (+2 pts/model).

  • May take light armour (+1 pt/model).

  • May upgrade one Hobilar to a Road Warden (+10 pts).

  • May upgrade one Hobilar to a Musician (+10 pts).

  • May upgrade one Hobilar to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Fast Cavalry, Homesteaders

Special Units

Deputies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3.5 pts per model

MWSBSSTWIALd
Deputy434221518
Chief Deputy434221528

Unit Size: 20+

Troop Type: Infantry (Halfling)

Hand weapon.

  • May take Piggyback Riders (+10 pts).

  • May take spears (+½ pt/model) or polearms (+1 pt/model).

  • May take light armour (+½ pt/model).

  • May take shields (+½ pt/model).

  • May upgrade one Deputy to a Chief Deputy (+10 pts).

  • May upgrade one Deputy to a Musician (+10 pts).

  • May upgrade one Deputy to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Duck & Weave, Homesteaders

Housewives. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Housewife424231518
Matron424231528

Unit Size: 20+

Troop Type: Infantry (Halfling)

Hand weapon.

  • May take Piggyback Riders (+10 pts).

  • May upgrade one Housewife to a Matron (+10 pts).

  • May upgrade one Housewife to a Musician (+10 pts).

  • May upgrade one Housewife to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Duck & Weave, Hatred, Homesteaders

Gamekeepers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 pts per model

MWSBSSTWIALd
Gamekeeper435221518
Headkeeper435221528

Unit Size: 5+

Troop Type: Infantry (Halfling)

Hand weapon, shortbow.

  • May upgrade one Gamekeeper to a Headkeeper (+10 pts).

  • May upgrade one Gamekeeper to a Musician (+10 pts).

Duck & Weave, Homesteaders, Scouts, Skirmishers

Thieves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 pts per model

MWSBSSTWIALd
Thief434221618
Footpad434221628

Unit Size: 5+

Troop Type: Infantry (Halfling)

Hand weapon.

  • May take additional hand weapons (+1 pt/model).

  • May take throwing weapons (+1 pt/model), shortbows (+2 pts/model) or slings (+2 pts/model).

  • May upgrade one Thief to a Footpad (+10 pts).

Ambushers, Dodge (6+), Duck & Weave, Homesteaders, Light-fingered, Snatch and Grab

Whenever a model with this special rule is in base contact with an enemy character who is not a Monster they may attempt to steal a Talisman, Arcane Item or Enchanted Item (excluding mounts) at the start of each Close Combat round. Roll a D6 for each item they wish to steal and consult the chart below:

D6

Result

1

The model is caught and killed outright.

2

The model is chased back and may not attack this round.

3-4

The model is not noticed but fails to steal anything.

5

The model succeeds in stealing a random magic item.

6

The model succeeds in stealing a magic item of their choice.

Each stolen Magic Item is removed from play. Each stolen item is worth 25 Victory Points.

Before Break Tests are taken, models with this special rule may choose to leave combat willingly. They will flee from the enemy as normal, but will rally automatically and may not be pursued. In addition, they do not cause Panic to friendly units while doing so.

Beekeepers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Beekeeper424221518

Unit Size: 5+

Troop Type: Infantry (Halfling)

Hand weapon, Beehives.

Beehives have a range of 6" and the Quick to Fire special rule. Each Beehive that hit inflicts 2D6 Strength 1 hits. If the target unit is Hit, it must then take a Panic test at the end of the Shooting phase.

Duck & Weave, Homesteaders, Skirmishers

Swan Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 pts per model

MWSBSSTWIALd
Swan Rider424221618
Swan Tamer424221628
Giant Swan230331415

Unit Size: 3+

Troop Type: Cavalry (Halfling)

Hand weapon.

  • May take spears (+1 pt/model) or shortbows (+2 pts/model).

  • May take shields (+1 pt/model).

  • May take light armour (+1 pt/model).

  • May upgrade one Swan Rider to a Swan Tamer (+10 pts).

  • May upgrade one Swan Rider to a Musician (+10 pts).

  • May upgrade one Swan Rider to a Standard Bearer (+10 pts).

Fast Cavalry, Fly (9), Homesteaders

Reaper. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts per model

MWSBSSTWIALd
Reaper7--543---
Farmer-242--518
Farm Animal-20331315

Unit Size: 1 Reaper, 2 Farmers & 2 Farm Animals.

Troop Type: Chariot (Armour Save 6+, Halfling)

Hand weapon.

Homesteaders

Chuck Wagon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts per model

MWSBSSTWIALd
Chuck Wagon7--443---
Cook-242--518
Farm Animal-20331315

A Master Chef mounted on a Chuck Wagon handing out Field Provisions may add their Special Spices to the effect.

Unit Size: 1 Chuck Wagon, 3 Cooks & 2 Farm Animals.

Troop Type: Chariot (Armour Save 6+, Halfling)

Hand weapon.

Field Provisions, Homesteaders, Irresistible Aroma

At the start of any of your turns, the Chuck Wagon may provide provisions to one non-fleeing friendly Halfling or Ogre unit within 6". If they do so, roll a D6 and consult the table below to see what effect it has. Note that each unit can only be affected by one Field Provision at a time, any additional Field Provisions have no effect.

D6

Result

1

Stale Rations: The unit suffer -1 to its Leadership but gains the Hatred special rule until the start of your next turn.

2

Rich Stew: The unit suffer -1 to its Movement value but gains the Stubborn special rule until the start of your next turn.

3

Sugary Sweets: The unit gains the Frenzy special rule until the start of your next turn.

4

Spicy Chicken: The unit gains the Strength Bonus (1) special rule until the start of your next turn.

5

Oxtail Soup: The unit gains +1 Combat Resolution until the start of your next turn.

6

Chef's Special: You may choose which of the options above that apply to the unit.

All friendly fleeing Halfling units within 12" of a Chuck Wagon roll 3D6 for their Rally tests and discard the highest result.

Moot Ogres. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 pts per model

MWSBSSTWIALd
Ogre632443237
Brute632443247

Unit Size: 3+

Troop Type: Monstrous Infantry (Ogre)

Hand weapon.

  • May take bucklers (+1½ pts/model), additional hand weapons (+3 pts/model), great weapons (+6 pts/model) or polearms (+6 pts/model).

  • May take light armour (+3 pts per model).

  • May upgrade one Ogre to a Brute (+10 pts).

  • May upgrade one Ogre to a Musician (+10 pts).

  • May upgrade one Ogre to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Impact Hits (1)

Rare Units

Hot Pot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts per model

MWSBSSTWIALd
Hot Pot----5---
Crew424221518

Unit Size: 1 Hot Pot & 3 Crew.

Troop Type: War Machine (Stone Thrower, Halfling)

Hand weapon.

Homesteaders, Hot Pot

A Hot Pot has a range of 36", Strength 3(6), Ignores Armour Saves and Multiple Wounds (D3) special rules.

Fireworks Cart. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts per model

MWSBSSTWIALd
Fireworks Cart----5---
Crew424221518

Unit Size: 1 Fireworks Cart & 3 Crew.

Troop Type: War Machine (Stone Thrower, Halfling)

Hand weapon.

Fireworks, Homesteaders

Fireworks uses the large 5" template, has a range of 48", Strength 3 and the Flaming Attacks special rule. If a misfire is rolled, roll a D6 and immediately consult the Black Powder Misfire Chart.

Shearer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts per model

MWSBSSTWIALd
Shearer7--554---
Farmer-242--518
Farm Animal-20331315

Unit Size: 1 Shearer, 3 Farmers & 2 Farm Animals.

Troop Type: Chariot (Armour Save 6+, Halfling)

Hand weapon.

Homesteaders

Moot Treemen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts per model

MWSBSSTWIALd
Moot Treeman540453238

Unit Size: 3+

Troop Type: Monstrous Infantry (Forest Spirit)

Hand weapon.

Flammable, Forest Spirit, Natural Armour (4+), Stubborn

Treemen have the Forest Strider, Magical Attacks and Immunity (Psychology) special rules. In addition, they have a Ward Save (5+) which becomes a Ward Save (6+) against Magical Attacks. They cannot be joined by any characters.

0-1 'Kathleen' Half Tank. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts

MWSBSSTWIALd
Half Tank*--566---
Crew-242--318

Unit Size: 1 Halftank and 1 Crew.

Troop Type: Chariot (Armour Save 2+, Halfling)

Animated Construct, Fear, Nearly Irresistible Force, Random Movement (3D6), The Soup Cannon, Unbreakable

In any turn that the Halftank does not charge, it inflicts D3 Impact Hits.

The Soup Cannon fires using the rules for Fire Throwers. It has Strength 2, Ignores Armour Saves and Slow to Fire special rules. If the Soup Cannon rolls a misfire The Halftank loses D3 Wounds with no saves allowed.

Special Characters - Lords

Hisme Stoutheart Elector Count/Elder of the Moot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .180 pts

MWSBSSTWIALd
Hisme Stoutheart4573337410

Hisme Stoutheart must be the Army General.

Troop Type: Infantry (Special Character, Halfling)

Hand weapon.

  • May wear light armour (+3 pts) or medium armour (+9 pts).

  • May be mounted on a Farm Animal (+15 pts).

Magic Items / Abilities: Goblin Slayer, Buckler of the Red Rooster, Brooch of Stoutheart, Hisme's Book of Sage Advice

The wielder gains +1 Strength and +1 Attack if they are in base contact with one or more enemies with Toughness 3 or lower.

Buckler. The bearer ignores the first Hit suffered each close combat phase.

The wearer of this talisman gains a Ward Save (5+). In addition, they may re-roll failed Ward saves from this item.

At the start of each of your turns, roll a D6 and consult the table below:

D6

Result

1-2

Any unit the bearer is with may re-roll 1's To Hit in close combat.

3-4

Any unit the bearer is with may re-roll 1's To Wound in close combat.

5-6

Any unit the bearer is with gains +1 to their combat resolution.

Duck & Weave, Forest Strider, Homesteaders

Nicholas Warfoot Defender of the Moot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .180 pts

MWSBSSTWIALd
Nicholas Warfoot4673337410

Troop Type: Infantry (Special Character, Halfling)

Hand weapon, medium armour.

  • May be mounted on a Farm Animal (+15 pts).

Magic Items / Abilities: Glammyding, The Warfoot's Crest, Aladora’s Necklace, Potion of War

This sword gives Nicholas +1 Strength and the Multiple Wounds (2) and Armour Piercing (1) special rules.

Shield. The bearer gains an additional 6+ armour save and the Magic Resistance (1) special rule.

Aladora’s Necklace gives the wearer a Ward Save (5+). Once per battle, at the start of any close combat phase, the amulet can emit a blinding flash of light which prevents all attacks from targeting the wearer for the duration of the turn.

One use only. The potion may be drunk at the start of any phase. The potion imbues the imbiber with +2 Strength and +1 Toughness for the remainder of the turn.

Duck & Weave, Forest Strider, Homesteaders

Clegg the Indomitable Master Thief. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts

MWSBSSTWIALd
Clegg457333839

Troop Type: Infantry (Special Character, Halfling)

Hand weapon.

Magic Items / Abilities: Magic 'Swag' Bag

The Magic 'Swag' Bag allows Clegg to take away any of the enemy's magical items from them for one turn so he can possibly use them himself. At the start of any Halfling turn, nominate one enemy character and take a random magic item from them. If that model does not have a magic item, pick a new character until you find one with a magic item. Clegg may use whichever magic item is picked until the start of his next turn. After this it has to be thrown away as Clegg gets bored with it and the magic item magically appears back to the original character. Any magic item can be drawn out of the 'Swag' Bag, but special items that only work for specific characters cannot be used even though they may be picked. Note that each magic item may only be picked once per game.

Deft Hands, Dodge (5+), Duck & Weave, Forest Strider, Hidden, Homesteaders, Light-fingered, Snatch and Grab

Models with this special rule may re-roll the result on the Light-fingered chart.

Whenever a model with this special rule is in base contact with an enemy character who is not a Monster they may attempt to steal a Talisman, Arcane Item or Enchanted Item (excluding mounts) at the start of each Close Combat round. Roll a D6 for each item they wish to steal and consult the chart below:

D6

Result

1

The model is caught and killed outright.

2

The model is chased back and may not attack this round.

3-4

The model is not noticed but fails to steal anything.

5

The model succeeds in stealing a random magic item.

6

The model succeeds in stealing a magic item of their choice.

Each stolen Magic Item is removed from play. Each stolen item is worth 25 Victory Points.

Before Break Tests are taken, models with this special rule may choose to leave combat willingly. They will flee from the enemy as normal, but will rally automatically and may not be pursued. In addition, they do not cause Panic to friendly units while doing so.

Special Characters - Heroes

Gabbo Flugbend Halfling Adventurer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 pts

MWSBSSTWIALd
Gabbo457332739
Greywing (Pegasus)830443427

Troop Type: Cavalry (Special Character, Halfling)

Hand weapon, shortbow, Mesh Net, Animal Traps.

Gabbo and Greywing have the Always Strikes First special rule when fighting War Beasts, Monstrous Infantry, Monstrous Cavalry and Monstrous Beasts.

At the beginning of the combat phase, Gabbo may attempt to net one enemy model. The targeted model must pass an Initiative test or counts as having Weapon Skill 1 for the rest of the turn.

Magic Items / Abilities: The Hunting Spear, Gromril Shirt, Elven Way Cloak

Spear. All attacks made with this weapon have +1 Strength and ignores Natural Armour saves.

Medium armour. The Gromril Shirt gives the wearer the Magic Resistance (2) special rule.

All enemy Attacks suffer a -1 penalty To Hit the wearer of the Way Cloak.

Fly (9), Forest Strider, Homesteaders

Ogglethorpe Bulnhelm Travelling Master Chef. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts

MWSBSSTWIALd
Ogglethorpe Bulnhelm444332629

Troop Type: Infantry (Special Character, Halfling, Master Chef)

Hand weapon.

  • May be mounted on a Chuck Wagon (+70 pts).

Magic Items / Abilities: Champion Chef’s Cleaver, Magic Drumstick

All attacks made with this weapon always Wound on at least a 4+ and have the Armour Piercing (2) special rule.

One use only. The Drumstick may be eaten at the beginning of any turn; it gives the eater +1 to his Weapon Skill, +1 to his Strength and +1 to his Attacks for the rest of the turn.

Duck & Weave, Fireroot Pepper, Forest Strider, Homesteaders, Special Spices

Instead of fighting normally, Ogglethorpe may make a special attack. If this Hits, the target suffer Multiple Wounds (D3) with no saves allowed. This has no effect on Animated Constructs, Daemons, Forest Spirit or Vampires.

At the start of the Halfling player's turn the Master Chef may use one of the following Spices which affect the unit they are with. Note that each unit can only be affected by one Spice at a time, any additional Spices have no effect.

  • Chili Pepper: The unit immediately moves forward using the Random Movement (2D6) special rule.

  • Rosemary: The unit gains Immunity (Psychology) until the start of their next turn.

  • Coriander: The unit may re-roll failed rolls To Wound in close combat until the start of their next turn.

  • Cumin: The unit adds +1 to their Toughness until the start of their next turn.

Jolly Bolbottom Innkeeper of the Sow's Ear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts

MWSBSSTWIALd
Jolly Bolbottom436332729

Troop Type: Infantry (Special Character, Halfling)

Hand weapon.

Magic Items / Abilities: Antique Handgun, Dram of Invigoration

This weapon has a range of 36", Strength 5 and may re-roll failed rolls To Hit.

One use only. The dram may be drunk at the start of any phase, instantly restoring one Wound lost previously during the battle.

Duck & Weave, Forest Strider, Homesteaders, Quick Draw

Whenever Jolly fires his Antique Handgun, he has the Multiple Shots (D3) special rule.

Magic Items

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Halflings. These may be used in addition to the magic items found in the Warhammer rulebook.

Magic Weapons

Great weapon. The Reaper Scythe grants the wielder the Killing Blow rule, as well as one extra attack for each enemy infantry model in base contact.

The wielder treats their Strength to be equal to that of their Initiative in close combat.

Shortbow. All shots with this bow have Strength 4 and the Multiple Shots (4) special rule, regardless if the model has moved or not.

Master Chef only. The wielder gains +1 Strength. In your Magic Phase, the Master Chef may attempt to heal one Wound lost previously during the game on themselves or another friendly Character in base contact. Roll a D6; on a 4+ the Wound is restored.

All attacks made with this weapon may re-roll to Wound. In addition, if a 6 is rolled on the To Wound roll, the target may not Attack this round of close combat.

Spear. A model carrying the Spear of Justice gains +1 to their Weapon Skill, Strength and Initiative characteristics.

Sling. Any shots fired with this weapon have the Heroic Killing Blow rule.

Flail. Roll a D6 at start of each close combat the Bladderwhack is used. On a 6, all attacks made by it will be resolved at Strength 10 with the Multiple Wounds (D6) special rule.

Shortbow. The Bow of Corngold gives the wielder the Sniper special rule.

Spear. On the To Hit roll of a 6, the target is reduced to Weapon Skill 1 for the duration of the close combat round.

Great weapon. Attacks made with this weapon have the Multiple Wounds (D3) special rule.

Magic Armour

Shield. The Wheatshield confers the Regeneration (5+) special rule to its wielder. If the bearer is reduced to his final Wound, this is increased to Regeneration (3+) instead as long as he remains at 1 Wound.

Medium armour. The Oakgnarl confers +1 Toughness upon the wearer. However, the wearer also becomes Flammable.

Light armour. All enemy attacks targeting the wearer must re-roll successful rolls To Wound.

Master Chef only. The Cooking Pot Helm confers a 6+ armour save. In addition, the wearer gains the Immunity (Killing Blow) special rule.

Buckler. The wielder may re-roll failed Parry saves.

Talismans

The wearer gains a Ward Save (2+). However, every time the wearer successfully passes his Ward save, one friendly model in base contact immediately suffers the Wound instead, with no saves of any kind allowed. If there are no eligible models to redirect the Wound onto, then this save may not be taken.

The bearer can only be Hit on the roll of a 6 in close combat. This has no effect on Attacks that Hit automatically.

When an enemy spell has been cast, a model with this item can use it instead of attempting to dispel the spell by using dispel dice. This gives them 6 free dispel dice to attempt to dispel the spell, which cannot be combined with any other dispel dice (Ultimate Power applies as normal). This may also be used to dispel spells are that Remains in Play. After it has been used, roll a D6. On a 4+, you may use the item again as described above.

This item may be used when attempting to dispel an enemy spell. The first time it is used, you may add +3 Dispel dice to the dispel roll. The second time you may add +2 dice. The third time you may add +1 dice. After it has been used three times during the battle, the item has run out of power and has no further affect.

The wearer may re-roll 1's To Hit and To Wound in close combat and with missile attacks.

One use only. The wearer may use this item at the start of any of their turns. Once they do so, they cannot be directly targeted by any kind of attack until the start of their next turn. However, no friendly unit may use their Leadership during this time.

Whenever an enemy spell is cast at the bearer or any unit they are with, roll a D6. On a 6, the spell is automatically dispelled.

One use only. The Halfling player may reroll any dice roll directly affecting the bearer of the Lucky Charm.

Enchanted Items

Bound Spell, power level 8. This item contains both The Enfeebling Foe and The Withering spells from the Lore of Shadow. However, you may only attempt to cast one of these spells once per Magic phase.

The bearer may use this item at the start of each round of close combat they are involved in. Roll a D6 and consult the chart below to see what effect it has:

D6

Result

1

The bearer immediately suffers a wound, with no saves of any kind allowed.

2-3

No effect.

4

The bearer gains +1 Strength and +1 Toughness.

5

The bearer gains +1 Attacks, Weapon Skill and Initiative.

6

The bearer immediately emits a Strength 5 Breath Weapon attack with the Ignores Armour Saves rule and then loses any statistics bonuses previously gained from this item.

Bound Spell, power level 5. This is an augment spell that targets the wearer and any unit they are with. All enemy missile attacks must re-roll successful rolls to Hit against this unit until the start of your next Magic phase.

Bound Spell, power level 3. This is a hex spell with a range of 24". The target unit cannot make use any kind of Ward save until the start of your next Magic phase.

Bound Spell, power level 7. This item contains the Regrowth spell from the Lore of Life.

At the start of the game, roll a D6 and consult the table below to see what effect the Magic Arrows have on any shortbows carried by the bearer and any unit they are with the remainder of the game:

D6

Result

1

All shots gain the Armour Piercing (1) special rule.

2

Any enemy unit suffering 1 or more casualties must take a Panic test.

3

The unit ignores all Shooting Modifiers that are not caused by magic items or spells.

4

The unit may fire Multiple Shots even if they have moved this turn.

5

All shots gain the Poisoned Attacks special rule.

6

You may choose any one of the results above.

Master Chef only. The bearer and any unit they are with gains the Armour Piercing (1) special rule.

One use only. When used, all enemy models in base contact with the bearer of the black pepper spray must re-roll all successful rolls to Hit in close combat, and suffer a -1 penalty on all their close combat rolls to Wound.

One use only. Bound Spell, Power Level 4. This is a hex spell with a range of 24" that targets a single character, even if within a unit. Until the start of your next Magic phase, the target has all their characteristics reduced to 1 and may not channel, cast spells, use any equipment, magic items or special rules they might have.

Master Thief only. The bearer may roll 2D6 on the Light-fingered chart and choose the highest result.

The model gains the Inspiring Presence ability with a 6" range (or +6" if worn by the Army General). However, the character may never refuse a challenge.

Bound Spell, Power Level 5. The Thingimabob contains the Signature spell from one of the eight Lores of Battle Magic. Roll a D6 at the start of the game and consult the table below to see which:

D6

Result

1

Your opponent chooses the Lore of Magic.

2-5

Randomly determine the Lore of Magic.

6

You may choose the Lore of Magic.

The bearer may take an additional 50 points of Magic Items.

Master Thief only. If the wearer of this glove is fighting in a challenge, their opponent must take an Initiative test at the start of each close combat phase. If failed, they may only use their hand weapon this round.

Magic Standards

The unit carrying this standard and all friendly units within 12" may roll 3D6 for their Break tests and discard the lowest result.

The unit carrying this standard generate +1 Dispel dice for every point of rank bonus they currently have.

The unit carrying this standard gains +1 Strength and the Frenzy special rule.

The unit carrying this standard add +1 to its Toughness and the Stupidity special rule.

The unit carrying this standard gains the Regeneration (6+) special rule.

Cavalry only. The unit carrying this standard may re-roll 1's for their Movement distance when charging and pursuing.

Housewives only. Roll a D6 at the start of every round of close combat after the first. On a 4+, all Housewives in the unit may re-roll failedTo Hit rolls this round as well.

Both the unit carrying this standard and any units in base contact must re-roll successful rolls To Hit in the first round of close combat.

Reference Chart

Unit Name

Troop Type

Line of Sight

Unit Strength

Base Size (mm)

Beekeepers

Swarm

1

1

40x40

Chuck Wagon

Chariot

2

4

50x100

Clegg the Indomitable

Infantry

1

1

20x20

Deputies

Infantry

1

1

20x20

Farm Animal

Warbeast

1

1

25x50

Fieldwardens

Infantry

1

1

20x20

Fireworks Cart

War Machine

1

3

20x20 or 80

Gabbo Flugbend

Cavalry

2

2

40x40

Gamekeepers

Infantry

1

1

20x20

Giant Swan

Warbeast

1

1

40x40

Hisme Stoutheart

Infantry

1

1

20x20

Hobilars

Cavalry

2

2

25x25 or 25x50

Hot Pot

War Machine

1

3

20x20 or 80

Housewives

Infantry

1

1

20x20

Jolly Bolbottom

Infantry

1

1

20x20

Kathleen' Halftank

Chariot

2

6

50x100

Master Chef

Infantry

1

1

20x20

Master Thief

Infantry

1

1

20x20

Militia Archers

Infantry

1

1

20x20

Militia Spearmen

Infantry

1

1

20x20

Militia Swordsmen

Infantry

1

1

20x20

Moot Elder

Infantry

1

1

20x20

Moot Ogres

Monstrous Infantry

2

1

40x40

Nicholas Warfoot

Infantry

1

1

20x20

Ogglethorpe Bulnhelm

Infantry

1

1

20x20

Ogre Bodyguard

Monstrous Infantry

2

3

20x20

Rabble

Infantry

1

1

20x20

Reaper

Chariot

2

4

50x100

Shearer

Chariot

2

4

50x100

Sheriff

Infantry

1

1

20x20

Swan Riders

Cavalry

2

2

40x40

Thieves

Infantry

1

1

20x20

Treemen

Monstrous Infantry

2

3

40x40