Halflings are dispersed throughout the lands of larger folk and usually dont
trouble themselves overmuch with the going-ons of their larger neighbors. However
some Halflings have an adventuring or entreprenurial bent, particularly veterans
who have served in the Empirial armies for a short stint. Some few have found their
way to Mordheim, lured by the promise of fat rewards and dreams of a comfort filled
retirement to some sleepy Halfling village.
Starting Funds
The warband starts with 500 gc to spend as it wishes following unit numbers and
weapons restrictions.
Choice of Warriors
A Halfling Adventurers band must include a minimum of 3 models, and can have
a maximum of 20 models including 5 Heros and 1 leader. A starting warband must be
lead by a Burgomeister, but should he be killed they may not acquire another; a
new leader will step forth from amongst the members of the band.
Halfling Maximum Profile
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
4
|
5
|
7
|
3
|
3
|
4
|
7
|
4
|
10
|
Recruitment
Halflings are fewer in numbers than many of the other groups staking their claims
in Mordheim. To represent this, it is harder for them to recruit replacements than
other warbands. When a Halfling warband wishes to employ new members a Hero of the
band must look for other Halflings in the area, in a similar manner to and
instead of looking for rare goods. Use the following chart for finding new recruits:
Halfling Recruitment Chart
|
Troop Type
|
Roll Needed
|
Master Chef
|
10
|
Sniper
|
9
|
Scout
|
6
|
Sharpshooters
|
8
|
Halfling Adventurers
|
5
|
Note that Heroes looking for new recruits cannot do anything else in the campaign
phase, such as look for rare goods or dramatis Personae.
|
Hirelings
The following Hired Swords will work for the Halflings:
- Pit Fighter
- Warlock
- Freelancer
- Troll Slayer
- Elf Ranger
Dramatis Personae
Of the Dramatis Personae listed in the Mordheim rulebook, Johann the Knife and
Aenur will work for a Halfling band. Player created and future supplemental Personae
will have to be adjudicated on a case by case basis as appropriate to their background.
In general all non-evil/chaotic people will work for Halflings unless they are dedicated
to a specific cause or group (like Bertha Bestraufrung). Of the Dramatis Personae
presented on this site, the following will work for a Halfling band:
Heroes
Burgomeister
|
The Warband must be lead by a Burgomeister when starting
|
Master Chef
|
The Warband may include up to 1 Master Chef
|
Sniper
|
The Warband may include up to 2 Snipers
|
Scout
|
The Warband may include up to 2 Scouts
|
Henchmen
Sharpshooter
|
The Warband may include up to 5 Sharpshooters
|
Adventurer
|
The Warband may include any number of Halfling Adventurers
|
Special Abilities
Tiny
|
Halflings are very small and therefore may not use 2-Handed Weapons of any sort,
but benefit from an additional -1 applied to the BS of any model targeting them
at range.
|
Halfling Windage
|
Halflings are accomplished archers and are able to compensate for the weak draw
of their smaller bows by aiming high and using prevailing winds; therefore, their
short bows use the same profile as normal bows.
|
Halfling Adventurers Equipment List
|
Item
|
Cost
|
Hand to hand weapons
|
Cutlery (Dagger (first free))
|
2
|
Tenderizers and Rolling Pins (Hammer)
|
3
|
Butcher Knives, Hatchets and Cleavers (Axe)
|
5
|
Sword
|
10
|
Spear
|
10
|
Missile Weapons
|
Sling
|
3
|
Short Bows
|
5
|
Throwing Knives
|
15
|
Pistol/Brace
|
15/30
|
Dueling Pistol/Brace
|
30/60
|
Crossbow Pistol
|
35
|
Handgun
|
35
|
Armor (Heros Only)
|
Buckler
|
5
|
Helmet
|
10
|
Light Armor
|
20
|
The Halflings favor Kitchen tools and implements as weapons as they serve a dual
purpose and are readily available. As to Armor, the small statured Halflings can
only wear light armor. However, most detest the restricting properties or Armor
and therefore abstain from wearing any. Therefore, only Heroes may wear Light Armor
but all Halflings may wear a Helmet. Should a Hero ever find Ithilmar Armor, he
may wear that as well.
Special Equipment
The Halfling Hot Pot: The Halfling Master Chefs often
experiment with new recipes in their search for good food. However occasionally
an experiment will not measure up to their demanding palates and must be disposed
of. This is usually accomplished by putting the offending pot of food in a giant
sling and launching it as far away as possible. If launched into the midst of a
group of enemies, the hot concoction often excites quite a stir.
Halfling Hot Pot
|
24" R, nominate target. If hit the target suffers a single S5 hit. Special:
Splash Damage: All other models within 3" of the target must
roll under their Toughness or lose their next turn while rapidly trying to get the
burning hot food off of their skin and clothes. Models that Feel No Pain such as
Zombies are unaffected by Splash Damage. Requires a Master Chef and any two other
Halfling models to operate. Move or Fire. Takes a Turn to set up in a new position.
|
5 gc per pot
|
Only a Master Chef can have and use (with the aid of two helpers) Hot Pots.
|
A Hot Pot is expended for each shot. As many pots as desired may be cooked up
(i.e. bought) before each battle but any pots not used in the battle are not retained
so budget accordingly.
|
Starting Experience
Experience and Skills
|
Hero
|
Skill Categories
|
Starting XP
|
Burgomiester
|
Shooting, Speed, Stealth, Halfling
|
20
|
Master Chef
|
Shooting, Speed, Halfling
|
8
|
Snipers
|
Shooting, Speed, Stealth, Halfling
|
8
|
Scouts
|
Shooting, Speed, Halfling
|
0
|
Special Skills
Halfling Heroes have access to the Halfling
Skill List.
Heroes
Type
|
Number
|
Cost
|
Burgomeister
|
1
|
45
|
The Burgomeister is the leader of the band; he usually has delusions of self-importance
and often sports lamb chop side burns in an effort to make himself look more important.
The Burgomeister usually has some small piece of property somewhere, but wants to
make some quick money so that he can afford to pay someone else to do all of the
work on it for him.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
3
|
5
|
2
|
3
|
1
|
5
|
1
|
9
|
As Armor
|
Weapons and Armor: the Burgomeister may be equipped as desired
from the Halfling Adventurers Equipment List
|
Special Ability: Leader. All warriors
in the band within 6" of the Burgomeister may use his Leadership value for
Leadership tests.
|
Type
|
Number
|
Cost
|
Master Chef
|
0-1
|
40
|
The other races have the occasional good cook, but none surpass the Halflings
Master Chefs. They can make a gourmet meal from scraps and have you begging for
more. Wherever Halflings go, they want a Master Chef in tow.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
3
|
4
|
2
|
2
|
1
|
4
|
1
|
9
|
As Armor
|
Weapons and Armor: The Master Chef may be equipped as desired
from the Halfling Adventurers Equipment List
|
Special Ability: Legendary Cook:.The
Master Chef is such a famous cook that people consider the opportunity to eat his
food well worth almost any service. While the band has a Master Chef, all Hired Swords
will work for 1/2 of their normal upkeep rounding down. Thus the Ogre Bodygaurd
costs 15gc to upkeep, the Pit Fighter 7gc, and the Elf Ranger 10gc (20gc if the
band also has a Dwarf working for them), etc. This effect does not apply to Dramatis
Personae, only Hired Swords
|
Special Ability: HotPot: A warband
with the Master Chef may use the Halfling Hotpot rules described under special equipment.
Note that since the band may only have 1 Master Chef, only 1 Hot Pot Launcher may
be operational at a time.
|
Restriction: Too Busy To Lead: Even
though they are often the true power behind the throne so to speak, the Master Chef
can never be the Leader of the warband. If the current Leader dies and the Master
Chef has the highest Leadership, the Hero with the next highest Leadership becomes
the Leader instead. If there are no other surviving Heroes, the player may chose a single
warrior from the warband that has or is tied for the highest Leadership and promote
them to Hero status exactly as if they gained a "Lad's Got Talent" raise; this new
Hero becomes the Leader.
|
Type
|
Number
|
Cost
|
Snipers
|
0-2
|
30
|
The best shots in the land, except maybe an Elf or three. These crack shots can
hit the nose of a fly at 30 paces.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
2
|
5
|
2
|
2
|
1
|
4
|
1
|
8
|
-
|
Weapons and Armor: Snipers may be armed from the Halfling Adventurers
Equipment List as Heroes
|
Special Ability: Find Weakness: Halflings
have keen eyesight and an uncanny sence of accuracy; additionally they are able
to find chinks in armor and other vulnerable points on any foe. Some Halflings have
trained themselves to take advantage of these natural talents to become lethal marksmen.
They always wound their target on a natural roll of a '6' to wound when using ranged
weapons regardless of relative Strength and Toughness and it always counts as a
critical wound even if they would normally require a 6 to wound or not be able to
wound at all. This only applies to normal ranged attacks.
|
Type
|
Number
|
Cost
|
Scouts
|
0-2
|
15
|
Usually veterans of the Empirial armies, these Halflings have been around a bit
but still have a lot to learn.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
2
|
4
|
2
|
2
|
1
|
4
|
1
|
8
|
As Armor
|
Weapons and Armor: Scouts may be equipped as desired from the
Halfling Adventurers Equipment List
|
Henchmen
Type
|
Number
|
Cost
|
Sharpshooters
|
0-5
|
25
|
Sharpshooters are Halflings that are particularly keen of eye and sure of aim.
They form an impressive group of archers and are worthy of respect.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
2
|
5
|
2
|
2
|
1
|
4
|
1
|
8
|
As Armor
|
Weapons and Armor: Sharpshooters may be equipped as desired
from the Halfling Adventurers Equipment List excluding Armor
|
Special Ability: Find Weakness: Halflings
have keen eyesight and an uncanny sence of accuracy; additionally they are able
to find chinks in armor and other vulnerable points on any foe. Some Halflings have
trained themselves to take advantage of these natural talents to become lethal marksmen.
They always wound their target on a natural roll of a '6' to wound when using ranged
weapons regardless of relative Strength and Toughness and it always counts as a
critical wound even if they would normally require a 6 to wound or not be able to
wound at all. This only applies to normal ranged attacks.
|
Type
|
Number
|
Cost
|
Halfling Adventurers
|
0-19
|
15
|
Halfling Adventurers are the backbone of any band, and represent the average
Halfling adventurer
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
2
|
4
|
2
|
2
|
1
|
4
|
1
|
8
|
As Armor
|
Weapons and Armor: Halfling Adventurers may be equipped as desired
from the Halfling Adventurers Equipment List excluding Armor
|
Playing a Halfling Force
A Halfling Adventurers band has several obvious disadvantages, but these are
balanced by some significant advantages. The Halflings are obviously a shooting
force, with almost no HtH capability at all. Additionally, they are extemely wimpy
physically. However, they are the best shots in the game when taken as a force,
and are very cheap, with a high model limit and high leadership.
Pros of the Halfling force
-
Excellent shots. The Snipers and Sharpshooters allow a starting band to hit consistantly
at range even if the opponent makes heavy use of cover.
-
The Halfling Special Skills. A very solid mix of skills allowing them to become
very good at avoiding the enemy and being sneaky. BTW, the Smiled Upon Fate refers
to the old WHFRPG wherein Halflings got the most Fate Points, allowing them to avoid
death more often than other races.
-
Very cheap Hirelings. With the Master Chef the Halflings can feasibly have every
type of standard hireling, allowing the band to fill in its gaps and get very large.
It also makes the force interesting from a modeling perspective as more models are
available to choose from.
-
High Leadership. The Halflings are used to being the smallest guys around and
are less easily intimidated than might be readily apparant. They are as stalwart
as Dwarves, and more numerous.
-
Cheap units. The Halfling units are very cheap, allowing a large and well equipped
band to be assembled.
-
Large unit max. Everything counts in large amounts.
Cons of the Halfling force
-
Weedy. The Halflings are unquestionably the wimpiest guys around. Physically
they rival an unruly pack of cub scouts for ferocity. Just about any other unit
in the game could waltz through a group of Halflings in HtH and do fairly well.
-
Difficult Recruitment. The Halflings will have trouble growing, preventing them
from building up too fast and making it a little more diffucult for them to hit
max size.
-
Limited HtH options. They have fewer weapons, nothing that gives Strength bonuses,
no access to Strength Skills, a starting Strength of 2 and a max Strength of 3.
In short, they cant wound diddly in HtH.
-
Not taken seriously. This is actually both an advantage and a disadvantage at
the same time. On the up side your foes will likely underestimate your force. On
the down side they will mock you fiercely behind your back and sometimes even to
your face.
The Method behind the Madness
The Halflings are a fun and humorous force to play. They are most effective early
in a campaign before opponents get too many Toughness raises as their attacks are
all below a Strength 4. However, a Halfling band that finds a good balance between
accurate shooters and outsourced HtH fighters can scale very effectively.
The typical Halfling band is most effective when they can set up on or near an
objective in a postion with nice clean lines of fire and a lack of occluded approaches.
They favor open space where they can see the bad guys coming, in other words. In
tight confines or situations that require high mobility they suffer and in any situation
where the enemy overruns their position the Halflings are in deep trouble.
It is technically possible to make a Halfling force without a Master Chef. It
is also possible to walk uphill barefoot on broken glass while lit on fire. However,
neither courses of action are adviseable. That's all we're going to say about that.
The Find Weakness Skill from the Halfling list is easily overlooked, but a very
significant ability for Hero archers, particularly as a campaign ramps up and Toughness
and Wound ratings hike up. It's also why the Sniper Hero and Sharpshooter Henchmen
types are key, since they start with it.
Wise and frugal management of Hirelings, taking advantage of the combination
of the Master Chef's cost reduction ability and the wide range of Hired Swords willing
to work for the congenial Halflings will be an important factor in the hands of
a canny player.
|