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==Army Units== ===Lords & Heroes=== ====Special Characters==== *'''Hisme Stoutheart:''' Elector Count of the Moot. Gains +1S and A for each toughness 3 or low in b2b contact, ignore the first hit suffer, and a rerollable word save. Also comes with a book that gives a random buff that you can give to a unit at the start of the game: Re-roll 1's to Hit for missiles or CC, or +1 to combat resolution. *'''Nicholas Warfoot:''' The Halfling Champion. Has all the Bells and whistles to bump an average human lord human into an adequately named character. He gives his unit Stubborn and nearby units +1 to Combat Resolution. His Necklace not only provides a ward with but also makes him invincible for one CC round. Has a Potion that bumps his strength up to a 6 for a turn. *'''Clegg The Indomitable:''' A master-master thief with the ability to Steal items off a Character or Champion until your next turn. If you pick a character with no Items, move to the next person. He also forces his challengers to make I test or lose their weapons. If Nippon Dragon Pearl lest you have a Clash of Galmarizes, Clegg can grab it out of Franze's hand. *'''[[Halfling#Notable Halflings| Gabbo Flugbend]]:''' an embodiment of a late-middle game d&d PC. Rides on a Monsterous Pegasus, Strikes first against beasts and has a net. Could Acts as a single entity flying harasser. *'''Ogglethorpe Bulnhelm:''' a halfling Chelf that can come with a Hot Pot and can improve its strength by +1. in combat, he can either increase is combat ability for a turn and then dice his opponent with his enchanted cleaver, or make a single WS roll to deal d3 wounds the ignore saves. *'''Jolly Bolbottom:''' An Innkeeper with an A Mastercrafted Antique rifle. His gimmick is being a cheap name to encourage an archer unit while having a robust long-range attack. ====Generic Characters==== *'''Elder:''' one of the cheapest Lord options, goblin warlord cheap. They prefer to have magic ranged weapons especially if they exist more than one. Can comfortably afford multiple geared up Hero. *'''GrandEnchanter/Enchanter:''' Weak spellcasters, with the lord option essentially being a wizard level 2 upgrade. They can only Channel on a 5+ but get Dicpele Dice on a +3. They Can take Fire, Beasts, Heavens, Light, Life or Shadow. *'''Sheriff:''' lesser Elder/Goblin warboss. Can standard banner barrier. Like goblins, are spammable with magic bling. *'''Master Chef:'''An army wide supporter. Pick an effect and then Roll a scatter dice, and all Halflings 12+2d6" are affected until the start of the next turn. Keep them in the center to make sure that some of your armies will be affected. **'''Chilipepper:''' Random move 2d6. **'''Rosemary:''' give Stubborn. **'''Coriander:''' Re-roll hits in close combat **'''Cumin:''' +1 toughness *'''Master Thief:''' a Heroic version of a thief, Gaining hidden, being able to steal d3 items a once while being more likely to succeed. ====Mounts==== *'''Pony:''' a horse but worse, especially with it being M 7 instead of 8. *'''Battle Ram:''' a battle pony with average WS, Hill strider, and a Charge bonus. For heroes that want a mount with a little more damage potential. ===Core Units=== *'''Militia:''' Cheap as A goblin but not as durable or armored. They can work as chaff, and their elf-like Agility can kill some [[State Troops]] to minimize their retaliation or be used as a mass Short Bow/Throwing Weapons unit (range is more likely to hurt the enemy). Unlike other chaff units, Throwing weapons can work very well on Militia because of their higher ballistic skill. *'''Vigilante Guard:''' Militia with better WS(so an average human) and Shields. Should be your Go to for a frontline holding unit, buy Light Armour. Take Halberds for a more tolerable Strength of 3. Give them Bows and armor to make cheap [[Lothren Sea Guard]]. *'''Fieldwardens:''' Skirmish halflings with slings. Take for a core unit with a ranged weapon that has an AP value. *'''Hobilars:''' have the characteristics of a melee Goblin Wolf Rider. They do take a Dangerous Terrain test on a charge roll of 1. ===Special Units=== *'''Rangers:''' Short bowmen Scouts with Forest Strider. Lets them turn one, be in a conformable Multishot range, and can use Feightned flight to keep shooting the next turn they were charged at. *'''Housewives:''' A dedicated Halfling Melee unit, Gains Frenzy then a nearby model dies and can take a Beaner that gives Hatred and the chance to re-roll hits and wounds. *'''Bee Swarms:''' a Pack unit. During the Shooting phase, the Beekeepers can throw the Swarm unit 8" into base contact with the enemy. After which they will become a randomly moving Hazard that will fight anything that comes into contact with it. If they run back into a beekeeper, they become A Normal swarm unit. Bees are Weak Creatures, but they are hard to hit and make many attacks. Effective at Chaffing and killing other Chaff. *'''Thieves:''' A means of dealing with Heroic super combatants. At the start of combat, they have a 1/3 chance to steal a magic Item and gives you 25 Victory points for stealing them. They Are Not great for fighting, but they can do some damage and then they can sudo-flee from a fight without being followed before they take a Break Test. *'''Pantry Guard:''' Shieldless Vigilante Guard that could take Great weapons (anything with Strength 5 or more is rare for Halflings). They also can Take a Cart which acts like a Battle Standard Bearer. If the wagon is destroyed, all units have Hatred against the enemy unit that killed it. *'''Lords of The Harvest:''' Halfling Backstabber, they duel-wields that can fight in 3 ranks and have a +1 to hit (giving them a better chance at wounding Archion than a trained unit of professional empire soldiers.). *'''Hound Riders:''' The shooter Gobline Wolf Riders. They also can re-roll Pursuing roll. *'''Swan Riders:''' Gobline wolf Riders on Birds. Swans are violent and Scarry creatures: Hatred and Devastating Charge. *'''Ram Raiders:''' Hafling Knights. Mounts have a Charge Bonus. Let you bring the pain to that unit of Halburs that standing their ground. *'''Shearer:''' A Farming chariot, they can be accompanied by Sheep Dog. They also have stubborn while binging in the Deployments Zone. ===Rare Units=== *'''Reaper:''' 90pts. A Bigger Shearer that deals +2 more impact hits and the animals that draw it have +1 more strength. *'''Moot Ogres:''' 70pts. They're Ogres, you know how to use them, Gives the needed bulk and damage a Halfling Arm can't deliver. *'''Hot Pot:''' A weaker Stone Thrower that Ignore Armor Saves(a model in the center will take a S6 hit). Will Clear up humans and Goblins as they rely on their armour saves rather than Toughness. *'''0-1 Kathleen Halftank:''' 175pts. A halfling Steam Tank, Scaled-down, more straightforward rules, and has a Soup Flame Thrower that Ignore Armour saves.
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