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==Heroes== ===Named Heroes=== *'''Aeron Cadwallader:''' An upgraded Muster Captain on foot, for +30 pts you swap to Very Inspiring, +1/+1 Nerve, and Aura (Nimble - Infantry only). His value is base on how much you want Nimble on your infantry for that free 90 degree pivot. Ravenous. *'''Greedyguts:''' Nasty piece of work here, CS(1), Mighty, Dread, Wild Charge (D3), Lifeleech (3), and Individual. Sort of a berserker-like character with his 8 attacks at 3+, 4+ defence, and no wavering value. Has Ravenous too so we could be looking at a 14"-16" threat on his charges with Sauceror support. Note that he lacks Spellward so you could ally in some wizard to bump him to CS(2) etc. Ravenous. *'''Ally McSween:''' An assassin hero with Duelist, Inspiring (Self), Scout, Stealthy, CS(1), Spellward, and Individual. She has a 12" Piercing (1) 4+ range attack, but considering her speed is 6" and her next special rule is potent, you probably won't use this much unless you really wanna hit something 13" away on a 5+. Her very special Master Thief rule allows her to use what ever artefact an enemy in combat has when attacking, the caveat is one-use only items can't be used. Oddly she lacks Pathfinder which is typical for these kinds of heroes. Ravenous. ===Generic Heroes=== *'''Sauceror:''' The lynchpin of the Halfling list. Her condiment-based buffs help make up for the lack of support from magic. Even when allying Halflings into another faction, take a Sauceror as halflings are intentionally inefficient without her support. She gets either Rally, or auras for Wild Charge, Lifeleech, or Brutal. Multiples of the same aura do not stack, but a ravenous unit can be affected by all three at the same time. Ravenous. *'''Sergeant:''' Basic 55pt Inspiring hero, can be upgraded for 25pts to get [1] Aura (Elite (Melee) - Infantry only), to help out Stalwarts and Braves. Has CS(1), Nimble, can buy a bow, and either a mount or Scout. Ravenous. *'''Engineer:''' Arguably the second most important hero in the Halfling army, depending on how many Tinker units you have. Has Inspiring and only 1 melee attack but 4 decent shots with his 18" Piercing (1) carbine. Can swap the carbine for a 24" Piercing (2) long rifle with 3 shots. Upgrades include Radiance of Life(Tinker only), Aura (Wild Charge (+1), Tinker only), and giving one Core unit in the army the Tinker keyword and Iron Resolve rule. Fairly obvious you wanna stick one of these in your list if you're looking at the Tinker units. Only catch is he lacks Ravenous which means no Rally boost from a Sauceror. Tinker.
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