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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

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Page 1: Warhammer Armies Halflings of the Moot

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 EquipmentNimble: 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 HalflingsHalfling 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 LdThane 4 4 6 4 4 3 6 3 9

Captain 4 4 5 3 4 2 6 2 9SPECIAL RULES

Nimble

Page 2: Warhammer Armies Halflings of the Moot

Halfling EldersIn 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 LdElder 4 3 4 3 3 2 4 2 9

SPECIAL RULESNimble, Magical Resistance (1)Venerable: Any unit that the Elder joins gains +1 to their combat resolution.

Halfling Master ThievesSome 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 LdMaster Thief 4 5 5 3 4 2 6 2 9

SPECIAL RULESNimble, 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 FieldwardensThe 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 LdFieldwarden 4 3 4 2 2 1 5 1 8

Mootguardian 4 3 5 2 2 1 5 1 8SPECIAL RULES

Nimble

Page 3: Warhammer Armies Halflings of the Moot

Halfling FightersHalflings 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 LdHalfling 4 2 4 2 2 1 5 1 8Tracker 4 2 5 2 2 1 5 1 8

SPECIAL RULESNimble

Brash YouthsFilled 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 LdBrash Youth 4 3 4 2 2 1 5 1 8

Weirdo 4 3 4 2 2 1 5 2 8SPECIAL RULES

Nimble

Halfling RangersSome 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 LdRanger 4 2 4 2 2 1 5 1 8Hunter 4 2 5 2 2 1 5 1 8

SPECIAL RULESNimble, Skirmishers

Halfling RoadwardensSome 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 LdRoadwarden 4 3 4 2 2 1 5 1 8Mootwatcher 4 3 5 2 2 1 5 1 8

Pony 6 2 - 3 3 1 3 1 5

Page 4: Warhammer Armies Halflings of the Moot

Halfling SheriffsAlthough 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 LdSheriff 4 2 4 2 3 1 5 1 8Deputy 4 2 5 2 3 1 5 1 8

SPECIAL RULESNimble

Halfling FootpadsSome 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 LdFootpad 4 3 4 2 3 1 5 1 8

Cat Burglar 4 3 4 2 3 1 5 2 8SPECIAL RULES

Nimble, That Looks Nice…

Halfling ButchersRespected 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 LdButcher 4 4 4 3 3 1 5 1 8Taster 4 4 4 3 3 1 5 2 8

SPECIAL RULESNimble

Page 5: Warhammer Armies Halflings of the Moot

Halfling BakersPerhaps 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 LdBaker 4 2 4 3 3 1 5 1 8

Connoisseur 4 2 5 3 3 1 5 1 8SPECIAL RULES

Nimble, SkirmishersEQUIPMENT

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 WeaponStove 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 MakersAlthough 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 LdCandlestick

Maker4 4 4 3 3 1 5 1 8

Artesian 4 4 5 3 3 1 5 2 8SPECIAL RULES

Nimble, Flaming Attacks (Shooting and Close Combat)

Halfling RougesThe 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 LdRouge 4 4 4 3 3 1 5 1 8Thief 4 4 4 3 3 1 5 2 8

SPECIAL RULESNimble, Scouts, Skirmishers, That Looks Nice…

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Halfling ScarecrowsPerhaps 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 LdScarecrow 4 2 4 2 2 1 5 1 8

SPECIAL RULESNimbleWait, 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 WagonWhenever 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 LdSupply Wagon

- - - 4 5 3 - - -

Halfling - 2 4 2 - - 5 2 8Pony 6 2 - 3 - - 3 1 -

SPECIAL RULESChariot, 5+ Armour SaveBolster Moral: All friendly units within 6” of the Supply Wagon gain +1 to their Combat Resolution.

Page 7: Warhammer Armies Halflings of the Moot

Army ListLORDS

-Halfling Thane 80 PointsProfile M WS BS S T W I A LdThane 4 4 6 4 4 3 6 3 9

HEROES

-Halfling Captain* 50 PointsProfile M WS BS S T W I A Ld

Captain 4 4 5 3 4 2 6 2 9

Unit Size:-1Equipment:-Hand WeaponSpecial Rules:-Nimble

Unit Size:-1Equipment:-Hand WeaponSpecial Rules:-Nimble

OPTIONSWeapon (one choice only)-Spear 4 points-Quarterstaff 6 pointsRanged Weapon (one choice only)-Longbow 10 points-Crossbow 10 pointsArmour-Light Armour 4 points- (or) Heavy Armour 6 points-Shield 3 pointsMount (one choice only)-Pony 7 points-Barded Pony 13 points-Supply Wagon 60 points(Replacing the Halfling)Any Magic Items up to 100 points

OPTIONSWeapon (one choice only)-Spear 3 points-Quarterstaff 4 pointsRanged Weapon (one choice only)-Longbow 10 points-Crossbow 10 pointsArmour-Light Armour 3 points- (or) Heavy Armour 4 points-Shield 2 pointsMount (one choice only)-Pony 7 points-Barded Pony 13 pointsAny Magic Items up to 50 points

Page 8: Warhammer Armies Halflings of the Moot

-Halfling Eldar* 70 PointsProfile M WS BS S T W I A LdEldar 4 3 4 3 3 2 4 2 9

-Halfling Master Thief 70 PointsProfile M WS BS S T W I A LdThane 4 5 5 4 4 2 6 2 9

CORE

Unit Size:-1Equipment:-Hand WeaponSpecial Rules:-Nimble-Magical Resistance (1)-Venerable

Unit Size:-1Equipment:-Two Hand Weapons-Light Armour-Throwing KnivesSpecial Rules:-Nimble-That Looks Nice…-Dashing Fugitives

OPTIONSArmour-Light Armour 3 points- (or) Heavy Armour 4 points-Shield 2 pointsMount (one choice only)-Pony 7 points-Barded Pony 13 pointsAny Magic Items up to 50 points

OPTIONSAny Magic Items up to 50 points

*ARMY BATTLE STANDARDOne 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.

Page 9: Warhammer Armies Halflings of the Moot

-Halfling Fighters 6 Points Per ModelProfile M WS BS S T W I A Ld

Halfling 4 2 4 2 2 1 5 1 8Tracker 4 2 5 2 2 1 5 1 8

-Halfling Fieldwardens 8 Points Per ModelProfile M WS BS S T W I A Ld

Fieldwarden 4 3 4 2 2 1 5 1 8Mootguardian 4 3 5 2 2 1 5 1 8

-Halfling Brash Youths 6 Points Per ModelProfile M WS BS S T W I A Ld

Brash Youth 4 3 4 2 2 1 5 1 8

Unit Size:-10+Equipment:-Hand Weapon-BowSpecial Rules:-Nimble

Unit Size:-10+Equipment:-Hand Weapon-SlingSpecial Rules:-Nimble

OPTIONS-The entire unit may replace theirbows with spears, shieldsand light armour free.

-Upgrade one Halfling to a Musician 5 Points-Upgrade one Halfling to a Standard Bearer 10 points-Promote one Halfling to a Tracker 10 points

OPTIONS-Upgrade one Fieldwarden to a Musician 5 Points-Upgrade one Fieldwarden to a Standard Bearer 10 points-Promote one Fieldwarden to a Mootguardian 10 points

Page 10: Warhammer Armies Halflings of the Moot

Weirdo 4 3 4 2 2 1 5 2 8

-Halfling Rangers 8 Points Per ModelProfile M WS BS S T W I A LdRanger 4 2 4 2 2 1 5 1 8Hunter 4 2 5 2 2 1 5 1 8

-Halfling Scarecrows 9 Points Per ModelProfile M WS BS S T W I A Ld

Scarecrow 4 2 4 2 2 1 5 1 8

SPECIAL

-Halfling Roadwardens 14 Points Per Model

Unit Size:-10+Equipment:-Hand Weapon-QuarterstaffSpecial Rules:-Nimble

Unit Size:-5-20Equipment:-Hand Weapon-LongbowSpecial Rules:-Nimble-Skirmishers

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

OPTIONS-The entire unit may take Light Armour 1 point/model

-Upgrade one Brash Youth to a Musician 5 Points-Upgrade one Brash Youth to a Standard Bearer 10 points-Promote one Brash Youth to a Weirdo 10 points

OPTIONS-Promote one Ranger to a Hunter 5 points

Page 11: Warhammer Armies Halflings of the Moot

Profile M WS BS S T W I A LdRoadwarden 4 3 4 2 2 1 5 1 8Mootwatcher 4 3 5 2 2 1 5 1 8

Pony 6 2 - 3 3 1 3 1 5

-Halfling Footpads 9 Points Per ModelProfile M WS BS S T W I A Ld

Footpad 4 3 4 2 2 1 5 1 8Cat Burglar 4 3 4 2 2 1 5 2 8

-Halfling Sheriffs 11 Points Per ModelProfile M WS BS S T W I A LdSheriff 4 3 4 2 3 1 5 1 8

Unit Size:-5+Equipment:-Hand Weapon-Crossbow

Unit Size:-10+Equipment:-Two Hand Weapons-Throwing KnivesSpecial Rules:-Nimble-That Looks Nice…

OPTIONS-The entire unit may take Light Armour 1 point/model

-Upgrade one Roadwarden to a Musician 6 Points-Upgrade one Roadwarden to a Standard Bearer 12 points-Promote one Roadwarden to a Mootwatcher 12 points

OPTIONS-Promote one Footpad to a Cat Burglar 10 points

Page 12: Warhammer Armies Halflings of the Moot

Deputy 4 3 5 2 3 1 5 1 8

-Halfling Butchers 11 Points Per ModelProfile M WS BS S T W I A Ld

Butcher 4 4 4 3 3 1 5 1 8Taster 4 4 4 3 3 1 5 2 8

-Halfling Bakers 11 Points Per ModelProfile M WS BS S T W I A LdBaker 4 2 4 3 3 1 5 1 8

Connoisseur 4 2 5 3 3 1 5 2 8

RARE

-Halfling Candlestick Makers 13 Points Per Model

Unit Size:-10-30Equipment:-Hand Weapon-Light Armour-BowSpecial Rules:-Nimble

Unit Size:-5-20Equipment:-Hand Weapon-Light ArmourSpecial Rules:-Nimble

Unit Size:-5-20Equipment:-Hand Weapon-Kiln Bombs-Light ArmourSpecial Rules:-Nimble-Skirmishers

OPTIONS-The entire unit may take Shields 1 point/model

-Upgrade one Sheriff to a Musician 6 Points-Upgrade one Sheriff to a Standard Bearer 12 points -May take a Magic Banner worth up to 50 points-Promote one Sheriff to a Deputy 12 points

OPTIONS-The entire unit may take Great Weapons 2 points/model

-Upgrade one Butcher to a Musician 6 Points-Upgrade one Butcher to a Standard Bearer 12 points-Promote one Butcher to a Weirdo 12 points

OPTIONS-Promote one Baker to a Connoisseur 10 points -A Connoisseur may replace their Kiln Bombs a Stove Gun 15 points

Page 13: Warhammer Armies Halflings of the Moot

Profile M WS BS S T W I A LdCandlestick

Maker4 4 4 3 3 1 5 1 8

Artesian 4 4 4 3 3 1 5 2 8

-Halfling Rouges 14 Points Per ModelProfile M WS BS S T W I A LdRouge 4 4 4 3 3 1 5 1 8Thief 4 4 4 3 3 1 5 2 8

-Halfling Supply Wagon 60 PointsProfile M WS BS S T W I A LdSupply - - - 4 5 3 - - -

Unit Size:-5-20Equipment:-Two Hand Weapons-Light Armour-BowSpecial Rules:-Nimble-Flaming Attacks

Unit Size:-5-20Equipment:-Two Hand Weapons-Light Armour-Throwing KnivesSpecial Rules:-Nimble-Skirmishers-Scouts-That Looks Nice…

OPTIONS-Upgrade one Candlestick Maker to a Musician 6 Points-Upgrade one Candlestick Maker to a Standard Bearer 12 points-Promote one Candlestick maker to an Artesian 12 points

OPTIONS-Promote one Rouge to a Thief 12 points

Page 14: Warhammer Armies Halflings of the Moot

WagonHalfling - 2 4 2 - - 5 1 8

Pony 6 2 - 3 - - 3 1 -

-Halfling Hot Pot 50 Points Per ModelProfile M WS BS S T W I A LdHot Pot - - - - 4 2 - - -Halfling 4 2 4 2 2 1 5 1 8

MAGIC WEAPONS

Unit Size:-1Crew:-1 HalflingEquipment:-Hand Weapon-SpearMount:-1 Pony

Unit Size:-Hot Pot-3 HalflingsEquipment:-Hand WeaponSpecial Rules:-Nimble (Crew only)

Armour Save:-5+Special Rules:-Chariot-Bolster Moral

Page 15: Warhammer Armies Halflings of the Moot

Spear of Justice 40 PointsCarried 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 PointsOnce 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 PointsOld 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 PointsIncreasingly 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 PointsA 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 PointsPerhaps 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 PointsGiven 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.

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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 PointsAlthough 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 PointsThe 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 PointsThe 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 PointsWoven 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 PointsSaid 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 PointsDespite 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

Page 17: Warhammer Armies Halflings of the Moot

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 PointsMost 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 PointsWhen 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.