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Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list) - Σελίδα 2 08abe9eb-c1f8-4f8a-abdf-72add18a9837_zps28329c39
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 Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list)

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reaper84
talazorn
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talazorn
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talazorn


Αριθμός μηνυμάτων : 1653
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Currently Playing : warhammer fantasy
Registration date : 06/10/2008

Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list) - Σελίδα 2 Empty
ΔημοσίευσηΘέμα: Απ: Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list)   Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list) - Σελίδα 2 I_icon_minitimeΔευ 05 Ιαν 2009, 18:08

Λοιπόν μου ήρθε έμπνευση και πρόσθεσα κι άλλους κανόνες:
1) οι chefs μπουούν να ιππεύουν τους ogre σωματοφύλακές τους πλέον
2) Cauldron of Food (κατ αντιστοιχία με τα dark elves rabbit lol! ) για να ταίζεις σχεδόν όλο το στρατό
3) ballista σαν special choice (BS 4 bolt thrower ΑΛΛΑ δεν εχει 1-2, κανει 60 πόντους και έχει για πλήρωμα 2 χάλφλιγκ με Τ2... οι ορκ βάζουν με ίδιους πόντους 2 chukka που μαζί είναι σε όλα καλύτερα...)
4) Διάφορες άλλες μικροαλλαγές και προσθήκες

Θα ξαναποστάρω όλους τους κανόνες σύντομα
Επιστροφή στην κορυφή Πήγαινε κάτω
talazorn
Spamlord
Spamlord
talazorn


Αριθμός μηνυμάτων : 1653
Ηλικία : 34
Τόπος : Πειραιάς
Currently Playing : warhammer fantasy
Registration date : 06/10/2008

Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list) - Σελίδα 2 Empty
ΔημοσίευσηΘέμα: Απ: Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list)   Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list) - Σελίδα 2 I_icon_minitimeΔευ 05 Ιαν 2009, 18:21

CHARACTERS-LORDS

JOHNNY FOUR LEAVES 0-1
Points: 200
M WS BS S T W I A Ld
Johnny 4 5 5 3 3 3 7 3 9
WARGEAR: Black Dagger, Four Leaf Clover.
OPTIONS:
• May ride a pony for +10 points.
SPECIAL RULES: Shorty’s Dodge, Outstanding Luck

HORATIO THE MASTER CHEF 0-1
Points: 260
M WS BS S T W I A Ld
Horatio 4 2 3 2 3 3 4 1 8
WARGEAR: Light armour, Clove of Garlic, Onion of Protection, Halfling Cooking Book, Carrot
OPTIONS:
• May choose to cook River Fish (+ 1 BS), Spinach with Rice (+1 S), Hot Soup (+1 T), Chilly Peppers (+2 I), Roasted Crab (+1 A) or Secret Pie (Immune to Psychology).
SPECIAL RULES: Gastronomy, There is Plenty of Food, Finish the Plate, Irresistible Smell, Red Hot Chilly Peppers, Take a Muffin.

SHERBERT VAN HALFLING 0-1
Points: 144
M WS BS S T W I A Ld
Van Halfling 4 5 5 3 3 2 6 3 9
WARGEAR: Poisoned hand weapon, two cloves of garlic, the piercer, holy arrows, witch hunter’s cape, fancy hat.
SPECIAL RULES: Shorty’s Dodge, Immune to Psychology, Hates Undead/ Chaos (mortals, demons and beastmen)/ Skaven/ Wizards, Poisoned Attacks (hand weapon), Lonesome Hunter

TREEMAN
Points: 285
M WS BS S T W I A Ld
Treeman 5 5 0 6 6 6 2 5 8
SPECIAL RULES: Scaly Skin 3+, Stubborn, Terror, Large Target, Flammable, Forest Spirit, Strangle-Roots.

Choosing Characters
Army Points Value Max. Total Max. Lords Max. Heroes
Less than 2,000 6 0 6
2,000 or more 8 1 8
3,000 or more 10 2 10
4,000 or more 12 3 12
Each +1,000 +2 +1 +4
Choosing Troops
Army Points Value Core Special Rare
Less than 2,000 2+ 0-3 0-1
2,000 or more 3+ 0-4 0-2
3,000 or more 4+ 0-5 0-3
4,000 or more 5+ 0-6 0-4
Each +1,000 +1 +0-1 +0-1

MOUNTS:
M WS BS S T W I A Ld Special Rules
Pony 7 2 - 3 3 1 4 1 2
Cauldron of Food - - - - 7 3 - - - Mass Gastronomy, Battle Feeding, Improved Morale Boost, Cauldron, Stubborn
Assistant Cook 4 2 3 2 3 1 4 1 7


CHARACTERS-HEROES

CHEF
Points: 50
M WS BS S T W I A Ld
Cook 4 2 3 2 3 2 4 1 7
WARGEAR: Hand weapon.
OPTIONS:
• May be equipped with an additional weapon for +2 points.
• May choose magic items from the Common or Halflings magic items lists,
with a maximum total value of 50 points.
• May cook River Fish (+ 1 BS), Spinach with Rice (+1 S), Hot Soup (+1 T)
or Chilly Peppers (+2 I).
• May buy a Halfling Cooking Book to be allowed to cook Roasted Crab (+1 A) instead of another meal for +50 points.
• One cook may have a Cauldron of Food for +100 points. The cauldron uses up one of your hero slots.
• If the chef does not have a cauldron of food, he may ride an ogre purchased as a hero from this section. If this option is used, the ogre counts as a monstrous mount in all aspects and loses his character status.
SPECIAL RULES: Gastronomy.

OGRE
Points: Varies*
M WS BS S T W I A Ld
Crusher 6 3 2 4 4 3 2 4 7
Gutlord 6 3 2 4 4 3 2 4 8
Thunderfist 6 3 3 4 4 3 2 4 7
You cannot have more ogres than cooks in your army.
WARGEAR: Crusher carries an ogre club. Gutlord wears heavy armour and carries a great weapon. Thunderfist carries a leadbelcher cannon and wears light armour.
OPTIONS:
• Crusher may carry an additional weapon for +5 pts or an ironfist for +6 pts
• Crusher may wear light armour for +3 pts.
SPECIAL RULES: Fear, Ogre Club, Leadbelcher Cannon, Ogre Bodyguard.

LUCKSTER
Points: 60
M WS BS S T W I A Ld
Luckster 4 4 5 3 3 2 6 2 8
WARGEAR: Hand weapon.
OPTIONS:
• May be equipped with a shortbow for +5 points or a sling for +6 points or a bow for +7 points.
• May be equipped with a shield for +2 points and/or light armour for +2 points.
• May be equipped with a great weapon or an additional weapon for +4 points.
• May be mounted on a pony for +8 points.
• May choose magic items from the Common or Halflings magic items lists, with a maximum total value of 50 points.
• One luckster may be upgraded to giantslayer for +50 points.
SPECIAL RULES: Fortune, Magic Disruptor, Shorty’s Dodge, 6+ ward save.

BATTLE STANDARD BEARER
One Luckster may carry the Battle Standard for +25 points. The battle standard bearer cannot be the army’s general even if he has the highest Leadership value in the army. The battle standard bearer can have any magic banner (no points limit) but if he carries a magic banner he cannot carry any other magic items.






CORE UNITS

HALFLING MILITIA 2+
Points/Model: 2 Unit Size: 20+
M WS BS S T W I A Ld
Militia 4 2 3 2 2 1 4 1 7
Captain 4 2 3 2 2 1 4 2 7
WARGEAR: Hand Weapons, spears, shields, light armour.
OPTIONS:
• May swap their spears and shields and light armour for shortbows at no additional cost.
• May swap their spears, shields and light armour for slings at +1 point per model.
• One militia may be upgraded to a captain for +6 points.
• One militia may be upgraded to a standard bearer for +6 points.
• One militia may be upgraded to a musician for +3 points.
• The unit may carry up to two cloves of garlic for +5 points each.
SPECIAL RULES: Woodsmen.

ADVENTURERS
Points/Model: 6 Unit Size: 10+
M WS BS S T W I A Ld
Adventurer 4 2 4 2 2 1 5 1 8
Wanderer 4 2 5 2 2 1 5 1 8
WARGEAR: Hand weapons, bows.
OPTIONS:
• May swap their bows for light armour, spears and shields at no additional cost.
• One adventurer may be upgraded to a wanderer for +8 points.
• One adventurer may be upgraded to a standard bearer for +8 points.
• One adventurer may be upgraded to a musician for +4 points.
• The unit may carry up to two cloves of garlic for +10 points each.
SPECIAL RULES: Woodsmen.

BELLIES 0-1
Points/Model: 6 Unit Size: 10+
M WS BS S T W I A Ld
Belly 4 2 3 2 3 1 4 1 7
Glutton 4 2 3 2 3 1 4 2 7
WARGEAR: Hand weapons, shields, light armour.
OPTIONS:
• One belly may be upgraded to a glutton for +8 points.
• One belly may be upgraded to a standard bearer for +8 points.
• One belly may be upgraded to a musician for +4 points.
• The unit may carry up to two cloves of garlic for +10 points each.
SPECIAL RULES: Gluttony, Woodsmen.
















SPECIAL UNITS

SUPPLY WAGON
Points/Model: 60 Unit Size: 1
M WS BS S T W I A Ld
Driver - 2 3 2 - - 4 1 7
Pony 7 2 - 3 - - 4 1 -
Wagon - - - 4 4 3 - - -
You may take 1-2 supply wagons for one special choice.
Crew: 1 Driver Drawn by: 1 pony
ARMOUR SAVE: 6+
WARGEAR: The driver carries a whip (counts as hand weapon).
SPECIAL RULES: Chariot, Morale Boost, Stubborn.

LUMPING CROOP’S FIGHTING COCKS 0-1
Points: 90 Unit Size: 6-20
M WS BS S T W I A Ld
Fighting Cock 4 2 4 2 3 1 5 1 8
Ned Hamfist 4 2 5 2 3 1 5 2 8
Lumping Croop 4 3 5 3 3 2 6 2 9
The regiment includes Lumping Croop, who acts as a unit champion, Ned Hamfist (the standard bearer) and a horn blower.
WARGEAR: Hand weapons, bows. Lumping Croop is equipped with hand weapon, bow, shield, light armour.
OPTIONS: You may buy additional fighting cocks at the cost of +7 points per model, up to a maximum of 20 models.
SPECIAL RULES: Skirmishers.

HOT POT
Points/Model: 50 Unit Size: 1
M WS BS S T W I A Ld
Halfling 4 2 4 2 2 1 5 1 7
Hot Pot - - - - 4 2 - - -
Crew: 3 Halflings
WARGEAR: Hand weapons.
SPECIAL RULES: Hot Pot.

BALLISTA
Points/Model: 60 Unit Size: 1
M WS BS S T W I A Ld
Halfling 4 2 4 2 2 1 5 1 7
Ballista - - - - 4 2 - - -
Crew: 2 Halflings
WARGEAR: Hand weapons.
SPECIAL RULES: Bolt Thrower.














RARE UNITS

RUNNERS
Points/Model: 10 Unit Size: 5+
M WS BS S T W I A Ld
Runner 5 3 4 2 2 1 5 1 8
Ranger 5 3 4 2 2 1 5 2 8
WARGEAR: Two hand weapons, light armour, bows
OPTIONS:
The unit may carry up to two cloves of garlic for +15 points each.
One runner may be upgraded to a ranger for +5 points.
SPECIAL RULES: Skirmishers, Scouts, Shorty’s Dodge.

FIGHTERS 0-1
Points/Model: 11 Unit Size: 10+
M WS BS S T W I A Ld
Fighter 4 3 4 3 3 1 5 1 8
Veteran 4 3 4 3 3 1 5 2 8
WARGEAR: Hand weapons, shields, light armour.
OPTIONS:
• One fighter may be upgraded to a veteran for +12 points.
• One fighter may be upgraded to a standard bearer for +12 points.
• One fighter may be upgraded to a musician for +6 points.
• The unit may carry up to two cloves of garlic for +15 points each.
• The standard bearer may carry a magical standard with a point cost up to 25 points.
SPECIAL RULES: Woodsmen, Stubborn, Shorty’s Dodge, Swarmfighting.
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Currently Playing : Diablo 3 beta, MTG.
Registration date : 29/08/2008

Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list) - Σελίδα 2 Empty
ΔημοσίευσηΘέμα: Απ: Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list)   Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list) - Σελίδα 2 I_icon_minitimeΔευ 05 Ιαν 2009, 18:32

7 heroes kai 1 lord stous 2000p? poly bary mou fainete.
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talazorn
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Αριθμός μηνυμάτων : 1653
Ηλικία : 34
Τόπος : Πειραιάς
Currently Playing : warhammer fantasy
Registration date : 06/10/2008

Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list) - Σελίδα 2 Empty
ΔημοσίευσηΘέμα: Απ: Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list)   Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list) - Σελίδα 2 I_icon_minitimeΔευ 05 Ιαν 2009, 18:38

HALFLING ARMY RULES:
Woodsmen: This unit can move over woods terrain with no movement penalty. This also applies to any characters that may have joined the unit.
Clove of garlic: Some units in the halfling army list can purchase cloves of garlic. One clove grants the unit Magic Resistance (1) and two cloves Magic Resistance (2). Cloves of garlic are also known for their ability to disturb vampires because of their smell. All units with the vampire special rule will always strike last if they are in combat with a unit that has at least one clove of garlic, unless they have the ability to always strike first (in which case they will strike first).
Shorty’s Dodge: Halflings are small and agile creatures, even if they are immensely overweight. If they are also well trained for battle, even goblins or other small creatures find it hard to land a blow on these annoying brats! As a result, all close combat attacks against halflings with that ability suffer a -1 to hit penalty.

UNITS

TREEMAN
Halflings are in touch with nature and even though it is unusual, it is not unheard for them to join forces with treemen. Not few a times have a tall and majestic forest spirit fought alongside cheerful short fellows in an alliance to turn back mutual foes, and there is nothing that stops them from doing it again.
M WS BS S T W I A Ld
Treeman 5 5 0 6 6 6 2 5 8

SPECIAL RULES:
Scaly Skin 3+, Stubborn, Terror, Large Target, Flammable, Forest Spirit, Strangle Roots

CHEF
M WS BS S T W I A Ld
Chef 4 2 2 2 3 2 4 1 7
Halfling cooks are the best in the world, and Johnny has some of the most talented halfling chefs in his retinue. Their food can cause extraordinary effects to those eating them, especially considering the halflings’ voracious appetite.

SPECIAL RULES
Gastronomy:
Choose one of the gastronomy bonuses below to be applied to the cook, the unit he has joined, and any other characters that have joined the unit. This bonus is applied to the profile of all models affected, takes place at the start of the battle and lasts until the end of the battle (the cooks are considered to have fed the entire regiment a little while before the battle starts).
The meals prepared by halfling cooks are enormous, and able to satisfy even the halflings’ voracious appetite. There is simply no room in the stomach of a halfling for two meals. Apart from that, cooks are very antagonistic and would never even consider eating food prepared by one of their competitors. They simply think their meal is the best. Thus, if two or more cooks join the same unit, each one of them grants their own gastronomy bonuses to themselves. Then choose one of the cooking bonuses to be applied to the unit. Any other characters that may have joined the unit need not choose the same bonus as the unit.
Note that the special effects of food cooked by the chefs only apply to halflings.
Gastronomy Bonuses, added to the profile:
• +1 Ballistic Skill (River Fish)
• OR +1 Strength (Spinach with Rice)
• OR +1 Toughness (Hot Soup)
• OR +2 Initiative (Chilly Peppers)
• OR +1 Attack (Roasted Crab). The last option is only permitted for chefs who have the Halfling Cooking Book.

CAULDRON OF FOOD
M WS BS S T W I A Ld
Cauldron of Food - - - - 7 3 - - -
Assistant Cook 4 2 3 2 3 1 4 1 7
When defending, Johnny has been known to take a measure of last resort: large scale cuisine. Cooking large amounts of food and using assistant cooks is known to decrease the food’s quality, a great crime to all halflings. However, when the need is great, Johnny employs the use of huge food pots to provide nourishment to a large portion of his army.

SPECIAL RULES
Mass Gastronomy: The chef that has the cauldron of food does not grant his gastronomy bonus to the unit he joins. Instead he grants his bonus to D3+1 halfling units that have not been joined by a cook just after setup. He must grant the same bonus to all those units. The cauldron crew is also counted as having the same gastronomy bonus, as they are testing the food themselves.
It takes a lot of time to feed multiple regiments and therefore the enemy gains the initiative. If you field a cauldron of food, the enemy can choose to take the first or second turn. If fighting against a brettonian army that chose to pray for the blessing of the lady, roll for who goes first using the normal modifiers.
Battle Feeding: Any model joined in the cauldron regains one wound at the start of every one of your turns. Obviously this only applies to wounded models, not dead models! This ability can be used if the cauldron’s crew is fleeing or dead.
Improved Morale Boost: All halfling units within 12” can re-roll all failed psychology tests as well as failed rally tests. This ability can be used if the cauldron’s crew is fleeing or dead.
Cauldron: The Cauldron of Food is an option for chefs and must be joined by chefs when taken. It also has a crew of two assistant cooks. The cauldron cannot be moved at all during the battle and is counted as a war machine in all aspects and thus has unit strength equal to its crew. However, do not remove the cauldron even if the crew is dead, because Battle Feeding and Improved Morale Boost rules still apply.
Stubborn

OGRE
M WS BS S T W I A Ld
Ogre 6 3 3 4 4 3 2 3 7/8
Halflings are gluttonous creatures, but there is another race who also values food: ogres. When halflings come across small groups of ogres, they tend to negotiate with them. The ogres’ leverage is brute strength, while halflings’ being gastronomy. So it is not rare for a halfling chef to have an ogre bodyguard, whom he pays with his cooking.

SPECIAL RULES
Fear, Ogre Club, Leadbelcher Cannon, Iron Fist
Ogre Bodyguard:
Any halfling army with one or more chefs may include one or more ogres. You may take one ogre bull, irongut or leadbelcher for every chef you have (this means you cannot have more ogres than chefs in your army). The ogres may be armoured with any normal equipment that they may have, although they must be upgraded to champions (they cannot purchase magic items). Every upgrade to the ogre is paid in points as normal, as are his standard points. Although he counts as a character in all aspects for a halfling army, an ogre can never be the army’s general, even if he has the highest leadership in the army.
Make it clear to your opponent what chef each ogre protects. The chef’s ogre bodyguard must join the same unit he joins and is not affected by any gastronomy bonuses whatsoever. A chef is also allowed to climb on the back of an ogre, mounting him. If an ogre is used this way the ogre will lose his character status and will count as a monstrous mount in all aspects. In this case he counts as automatically passing the monster reaction test he would normally have to take if the chef mounted on him is killed.

LUCKSTER
M WS BS S T W I A Ld
Luckster 4 4 5 3 3 2 6 2 8
Johnny was not alone in his first journeys. A band of “adventuring wierdos” came with him, and even though only a handful returned, they were the fittest to survive. That is, the luckiest. Those “veterans” are now high ranked officers of Johnny’s army.

SPECIAL RULES
Giantslayer: Some lucksters have been confronted with wild beasts and monsters more than once. Using their agility, their small size and more importantly their luck, few of them managed to defeat them. These brave halflings are known as giantslayers.
When a giantslayer wounds a monster (in the close combat phase or the shooting phase, with mundane or magical weapons), each wound is multiplied into D3 wounds. In addition, all monsters use their Initiative in place of their Weapon Skill when fighting a giantslayer.
Fortune: Lucksters can re-roll a To Hit, To Wound, armour save or ward save roll once per battle.
Magic Disruptor: The presence of a Luckster on the battlefield adds one dispel dice to your pool.
Shorty’s Dodge, 6+ ward save

JOHNNY FOUR-LEAVES
M WS BS S T W I A Ld
Johnny 4 5 5 3 3 3 7 3 9
Pony 7 2 - 3 3 1 4 1 2
Johnny is an extremely lucky halfling with an unresting spirit and a never-ending thirst for adventures in distant lands. After great achievements (for a halfling) he returned to the peaceful land of the Moot to gather an army of halflings to lead them to the same great achievements (or so he claims). Unexpectedly, many halflings responded to his call, inspired by the glory he earned. Now he is some sort of a general, leading an army of considerable numbers but lacking true mettle.

EQUIPMENT
Johnny wears light armour and carries the black dagger and a four leaf clover.

MAGIC ITEMS
Black Dagger (Magic Weapon):
This small dagger has a deadly blade of black steel. Its origin is unknown. Johnny claims he found it in one of his adventures, although he probably stole it from an evil captain, possibly a dark elf.
+1 Strength, Killing Blow
Four Leaf Clover (Talisman):
This is a clover that has four leaves instead of three, a sign of excellent luck. Johnny found it when he was a kid and this is what kept him alive so far.
Talisman; 4+ ward save.

SPECIAL RULES
Shorty’s Dodge
Outstanding Luck: Johnny can re-roll one To Hit, To Wound, armour save or ward save roll once per turn.

SHERBERT VAN HALFLING
M WS BS S T W I A Ld
Van Halfling 4 5 5 3 3 2 6 3 9
Sherbert never shared common interests with the other halflings. He was always serious and never cared much about food. Other halflings thought he was strange and generally avoided him, because of his grim looks and his books about wars and the Empire. When Sherbert reached adulthood, he took up arms (and some food from his parents, who could not let him go without supplies) and travelled to the empire. After a lot of adventures and he became famous to all halflings. He earned the title of Van Halfling amongst the empire, but nobody knows whether it was to honor him or to mock him. Some warrior priests sided with him in his quest to uphold their faith and burn the witches and blessed his weapons. His most challenging adventures were in Mordheim, where he fought the skaven and formed a short-lived alliance with the dark elves, a purely trading relationship that ended as soon as Sherbert went back to the Moot to join Johnny’s army as a second-in-command.

EQUIPMENT
Van Halfling carries a poisoned hand weapon, two cloves of garlic, the piercer, holy arrows and wears the witch hunter’s cape and his fancy hat.

MAGIC ITEMS
The Piercer (Magic Weapon):
This handbow is definitely of dark elf origin. Van Halfling exchanged this magnificent weapon in Mordheim in exchange with some pieces of warpstone he found.
Missile weapon; 8” range, Strength 4, no shooting penalty for movement or long range, can always stand and shoot, 3x multiple shots, allows no armour saves;
Witch Hunter’s Cape (Magic Armour):
This dark colored cape helps the witch hunter to meld with the shadows and his surroundings.
Light armour; shooting attacks against Van Halfling suffer a -1 to-hit penalty.
Fancy Hat (Talisman):
This huge hat is too big for the halfling, and as a result it provides protection, both as armour and as a distraction. Opponents think Sherbert far taller than he is, and when they hit his hat and pierce it through the halfling remains unharmed.
Adds one to Van Halfling’s armour save and grants a 5+ ward save.
Holy Arrows (Enchanted Item):
These arrows are plunged in holy water and are the terror of all evil.
The piercer’s shots count as magical. In addition, Van Halfling gains the killing blow ability when shooting with the piercer against all undead/ chaos (mortals, demons or beastmen)/ skaven/ wizard models if they have unit strength 2 or lower.

SPECIAL RULES
Shorty’s Dodge, Immune to Psychology, Hate Undead/ Chaos (mortals, demons or beastmen)/ Skaven/ Wizards, Poisoned Attacks (hand weapon)
Lonesome Hunter: Horatio does not really share a lot with his folk, being a true adventurer and a witch hunter. He can never be the army general, even if he has the highest leadership in the army. In addition, he must always be set up as a scout, but can be set up closer than 10”, as long as he is inside a terrain that provides some sort of cover.

HORATIO THE MASTER CHEF
M WS BS S T W I A Ld
Horatio 4 2 3 2 3 3 4 1 8
Horatio’s reputation is legendary among the halflings, and even extends beyond their circle to the Empire and the Old World. He is considered the best chef in the world and his cuisine is admired and envied amongst the great halfling cooks. Although his arrogance and praise-seeking are widely known, his trademark is his secret pie, a very obscure and delicious recipe. Every chef has tried to discover it, but failed, not being able to find the secret ingredient. Horatio is also notorious for his quickness in cooking and the variety of materials he uses, from the necessary garlic to onions and carrots. His sweets are also otherworldly and tempting beyond description.

EQUIPMENT
Hand Weapon, 1 Clove of Garlic, Halfling Cooking Book, Onion of Protection, Carrot.

MAGIC ITEMS
Onion of Protection (Talisman):
This onion has some sort of enchantment that protects its eater from harm. Horatio must eat the outer shell every once in a while to keep the magic working, and thus its protective powers slowly fade away.
During the first turn, Horatio has a (X+1)+ ward save. X equals the number of the turn of the battle. Remember that a ward save always fails on a 1. This means that in during the first turn, his ward save is 2+, in the second turn it is 3+ and so on. After the fifth turn, Horatio has no ward save.
Carrot (Enchanted Item):
See the halfling army book for details.

SPECIAL RULES
Gastronomy
Secret Pie: Horatio has an extra gastronomy bonus option (the secret pie), which gives the special rule: immune to psychology to the unit and any characters that take this gastronomy bonus.
There is Plenty of Food: Horatio can confer a gastronomy bonus to the unit he has joined and to another unit, which is not joined by a cook. You must choose the same gastronomy bonus for both units. You cannot give a gastronomy bonus to a unit of bellies that has also taken a gastronomy bonus from a cauldron of food.
Finish the Plate: Choose a character that has already been given a gastronomy bonus by Horatio. If the character passes a toughness test, confer to this character a gastronomy bonus (but not the same as the one he already has). If the character fails the test, he suffers a -1 penalty to his W and M characteristics (but he still gains the bonus). This ability cannot be combined with Stomach Stamina Potion.
Irresistible Smell: After who plays first has been determined, choose any enemy unit. That unit must move 2D6" towards Horatio. Warmachine crews leave their war machine. Units immune to psychology are immune to this effect.
Red Hot Chilly Peppers: All hot pots in the army get magical flaming attacks.
Take a Muffin! In order to attack Horatio each opponent must pass a leadership test. If they fail they lose all attacks they have allocated on Horatio.
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Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list) - Σελίδα 2 Empty
ΔημοσίευσηΘέμα: Απ: Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list)   Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list) - Σελίδα 2 I_icon_minitimeΔευ 05 Ιαν 2009, 18:38

MOBS

HALFLING MILITIA
M WS BS S T W I A Ld
Militia 4 2 3 2 2 1 4 1 7
Champion 4 2 3 2 2 1 4 2 7
Johnny tried to take with him the strongest halflings there were but many people wanted to join them and he was so flattered that he couldn't say no. After all, he needed as big an army as he could assemble, and everyone starts from somewhere. Thus his army includes more than few halflings who have never fought a battle before, even though Johnny firmly believes that he taught them the basics of warfare.

SPECIAL RULES
Woodsmen

ADVENTURERS
M WS BS S T W I A Ld
Adventurer 4 2 4 2 2 1 5 1 8
Champion 4 2 5 2 2 1 5 1 8
Although halflings aren’t warlike people, there are some adventurers amongst them, even before Johnny. These are usually used in his army as expert bowmen.

SPECIAL RULES:
Woodsmen

BELLIES
M WS BS S T W I A Ld
Belly 4 2 3 2 3 1 4 1 7
Glutton 4 2 3 2 3 1 4 2 7
Halflings are known for their love for food, but some of them are considered gluttonous even by the standards of this race. These obese halflings are known as bellies, for their bellies are huge. Some of them joined the forces of Johnny, who values them because of their protective layer of fat which makes them valuable defenders.

SPECIAL RULES
Gluttony: A unit of bellies can be granted two gastronomy bonuses instead of the usual maximum of one bonus. Thus, if two or more cooks join a unit of bellies, two gastronomy bonuses will be applied to the unit instead of just one. The two gastronomy bonuses could also come from any other source, such as a cook and the cauldron of food or a cook and Horatio’s “There is Plenty of Food” ability or the cauldron of food and “There is Plenty of Food”. They cannot be affected by the same gastronomy bonus twice. Note that this is an exception to the normal gastronomy rules and does not apply to any characters that may have joined this unit, who must still choose one of the bonuses.
Woodsmen

SUPPLY WAGON
M WS BS S T W I A Ld
Driver - 2 3 2 - - 4 1 7
Pony 7 2 - 3 - - 4 1 -
Wagon - - - 4 4 3 - - -
An army of great numbers needs a lot of supplies, especially if it consists of halflings. In most armies, supply wagons are not usually anywhere near battle. Johnny however, decided that the wagons should be near soldiers, because this way the halflings would be braver. This way the troops will think twice before retreating, because if they do, they will leave their precious food behind!

SPECIAL RULES:
Chariot, Stubborn
Morale Boost: All halfling units within 6” can re-roll all failed psychology tests as well as failed rally tests. This ability cannot be used if the wagon is fleeing.

LUMPING CROOP’S FIGHTING COCKS 0-1
M WS BS S T W I A Ld
Fighting Cock 4 2 4 2 3 1 5 1 8
Ned Hamfist 4 2 5 2 3 1 5 2 8
Lumping Croop 4 3 5 3 3 2 6 2 9
Lumping Croop is a friend of Johnny and his mercenaries sometimes join his army to help them. He usually asks Johnny for more than the usual money to honor their long-term friendship and Johnny always does so.

SPECIAL RULES
Skirmishers

HOT POT
M WS BS S T W I A Ld
Halfling 4 2 4 2 2 1 5 1 7
Hot Pot - - - - 4 2 - - -
Another advantage of bringing the refined halfling chefs with the army is the access to the Hot Pot, a weird catapult-like device which uses a cauldron full of hot soup as a projectile. This improvised tool of artillery is only used in the direst of circumstances (it’s not easy to persuade a halfling to give up his food!).

SPECIAL RULES
Hot Pot: Treat the Hot Pot as a stone thrower from the rulebook with the following changes. The Hot Pot has a maximum range of 36”. Hits are resolved at Strength 3, with no armour save allowed. The model under the hole of the template suffers a Strength 6 hit, with no armour save allowed, which causes D3 wounds.

BALLISTA
M WS BS S T W I A Ld
Halfling 4 2 4 2 2 1 5 1 7
Ballista - - - - 4 2 - - -
After a few battles, some of which Johnny won purely by chance, he found out that there was an excess of food. It became clear that his army had suffered a lot of casualties, as food never remains for long in a halfling community. Johnny came up with the idea that he needed to employ something stronger and purchased a few dwarf-made bolt throwers.

SPECIAL RULES
Bolt Thrower

RUNNERS
M WS BS S T W I A Ld
Runner 5 3 4 2 2 1 5 1 8
Champion 5 3 5 2 2 1 5 1 8
The runners that bring messages from one halfling village to another are a very useful addition to Johnny’s army, serving as scouts and watchers.

SPECIAL RULES
Skirmishers, Scouts, Shorty’s Dodge

FIGHTERS 0-1
M WS BS S T W I A Ld
Fighter 4 3 4 3 3 1 5 1 8
Champion 4 3 4 3 3 1 5 2 8
Except lucksters, some other halflings have also survived during the long journey of Johnny Four-Leaves. Those strong and tough halflings (comparing to their race) have also become experienced warriors and serve as Johnny’s personal bodyguards.

SPECIAL RULES
Woodsmen, Stubborn, Shorty’s Dodge
Swarmfighting
: The unit can fight in two ranks, as if it was armed with spears, but can always use this rule, even if they have charged or they are fighting against a unit in their flanks or rear. If they are engaged in their front they do not lose the extra hand weapon and shield bonus to their armour save because of this rule.
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Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list) - Σελίδα 2 Empty
ΔημοσίευσηΘέμα: Απ: Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list)   Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list) - Σελίδα 2 I_icon_minitimeΔευ 05 Ιαν 2009, 18:43

Πάρτε και τα μαγικά αντικείμενα, τα οποία είναι πιο φτηνά από τους άλλους στρατούς γι' αυτό το λόγο.

MAGIC ITEMS

MAGIC WEAPONS

SLING OF JUSTICE: 50 points
This sling was made by Tommy Giantslayer, who slew a mighty giant with a single stone from this sling.
Sling; Strength 10.

RABBIT SLAYER: 40 points
This dagger is said to belong to a halfling hero from another world.
All hits from this weapon wound automatically.

TALBOT’S FORK: 30 points
This fork once belonged to the mighty (and extremely fat) halfling mayor named Talbot, who saved his city from a goblin invasion.
The bearer of this weapon gains the Killing Blow ability against models with unit strength of 3 or less (but not war machines or chariots).

LONGDAGGER: 25 points
A sharp, slender knife that shines and seems to improve the wielder’s fencing technique.
The wielder gains +1 WS and the Shorty’s Dodge ability, if he doesn’t already have it.

FRYING PAN OF STUNNING: 15 points
A heavy frying pan which is used as an emergency weapon from halfling cooks, in addition to any knife they may have.
Chefs Only
Additional weapon. If an enemy model suffers one or more wounds (before saves) inflicted by the bearer, it may make no more Attacks in that combat engagement. If the victim is mounted or rides a chariot, then only the rider/monster suffers this effect.

LUCKY’S DIRK: 5 points
An unusual magic is bound into this blade, growing stronger the more magical items there are nearby.
If the bearer strikes an enemy character carrying one or more magic items, his hits are at +1 Strength for each magic item.

MAGIC ARMOUR

VEST OF PROTECTION: 50 points
This black vest has the uncanny ability to deflect blows that hit it like a very soft pillow.
Light armour; all shooting and close combat attacks directed against the bearer suffer a -1 To Hit penalty that stacks with Shorty’s Dodge.

SERVING DISK: 25 points
This wooden disk is normally used to serve the food and is very tough, so but in times of war it is used as a shield.
Shield; ignore the first hit you suffer in the shooting or the close combat phase.

FEATHERED HAT: 10 points
A blue hat with a large white feather pinned on it this item summarizes halfling taste for clothing. Strangely enough, its surface is hard and can stop upcoming blows.
Improves the wearer’s armour save by one (wearer gains a 6+ armour save if he has none).
TALISMANS

RABBIT FOOT: 50 points
Provides the bearer with protection from all combat blows.
All attacks directed at the bearer count as having Strength 4, unless their Strength would normally be less. Use the new Strength to calculate armour saves.

RING OF THE BRAVE: 45 points
This ring can save the life of its bearer as long as he has courage in his heart.
If the bearer suffers a wound he can roll a leadership test at -1 penalty. If it succeeds, the wound is saved. The bearer cannot use the general’s leadership for this test. This test counts as a ward save in all aspects and replaces the default 6+ ward save of the luckster, if the item is given to a luckster.

HORSESHOE OF LUCK: 20 points
All horseshoes are said to bring good luck, but this one seems to do it for real.
Grants the bearer 5+ ward save.

ENCHANTED ITEMS

BOB’S BOOTS: 50 points
Those red boots have the ability to make the wearer and everyone around him fleet of foot.
The wearer and any unit he is with roll an additional dice when pursuing or fleeing.

TURNING SPOON: 25 points
It is mentioned in halflings’ tradition that a halfling adventurer once used this spoon to scare undead off. It seemed to work.
All undead units must pass a leadership test to charge the bearer (or the unit he is with). If they fail they cannot move in the remaining moves section, exactly as if they had failed a fear check when attempting to charge a fear causing enemy.

WARRIOR’S BELT: 25 points
This belt was without doubt taken from a goblin hero’s corpse.
Grants the wearer +1 Attack on his profile.

STOMACH STAMINA POTION: 20 points
This potion is treasured by the halflings and anyone who has a vial is deeply envied, as their stomach can hold two enormous and delicious meals.
Lucksters Only
The bearer gains the gluttony ability.

BAT’S BONE: 15 points
Another halfling-enchanted lucky charm that works!
One use only
The bearer has the ability to re-roll one To Hit, To Wound, armour save or ward save roll. This ability stacks with the Fortune ability of Lucksters. This ability is only useful once per game.

CARROT: 5 points
When a halfling cook finds trouble, he may throw back one of his precious boiled carrots. This specific vegetable is extremely hard to find, but once anyone sees it they feel an urge to pick it up and bite it, forgetting about the running cook.
Chefs Only, One use only
If the bearer, or the unit he is with, breaks from combat, any opponent who wishes to pursue must pass a leadership test. If they fail, they cannot pursue. This does not affect opponents with frenzy or hatred. If an opponent chooses to restrain pursuit, then their leadership tests automatically counts as successful. This ability is only useful once per game.

MAGIC STANDARDS

SAUSAGE STANDARD: 80 points
This “banner” is a very long stick which pierces an enormous cooked sausage that gives off a very strong smell. Johnny says the sausage is dragon’s meat, although every man, elf and dwarf in the world vigorously disagrees.
All halflings in the unit re-roll failed rolls to wound.

TALBOT’S STANDARD: 60 points
This standard is a symbol of victory for the halflings that inspires them to fight with bravery and self-sacrifice.
All halflings in the unit (including characters) are stubborn.

BOOT BANNER: 25 points
The boot is a mark of a game amongst the halflings. It urges the halflings to run as fast as they can towards an ending point, like a racing game.
One use only
When the unit carrying this banner charges an enemy unit, it may add +D6 to its charging movement. Do not calculate this increase if the charge is failed. This ability is only useful once per game.
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Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list) - Σελίδα 2 Empty
ΔημοσίευσηΘέμα: Απ: Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list)   Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list) - Σελίδα 2 I_icon_minitimeΔευ 05 Ιαν 2009, 18:54

Δεν είναι βαρύ οι 8 χαρακτήρες, όλα είναι προσεγμένα... αφού οι ήρωες είναι τρισάθλιοι! χειρότεροι από γκόμπλιν. Και στα all goblin armies παλιά επιτρέπονταν μέχρι 6 χαρακτήρες αντί για μέχρι 4.

Σκέψου ότι ο fighting character των χαλφλιγκ ποτέ δεν έχει hitting power, αφού έχει 2 επιθέσεις, S3, T3, WS4... οκ έχει -1 στο to-hit, αλλά αυτό σημαίνει ότι θα τον βαράνε στα 4άρια συνήθως... παίρνει και ένα +1 η στο strength ή στο toughness ή στις attacks από κάποιον μάγειρα αλλά δεν μπορεί να πάρει πάνω από 1 τέτοιο μπόνους. Και παίρνει κάποια πολύ καλά αντικείμενα αλλά ποτέ δεν βαράει καλά, μόνο προστατεύεται καλά.

Επίσης για να φτάσουν σε ένα ΣΧΕΤΙΚΑ φυσιολογικό statline πρέπει όλες οι μονάδες να έχουν μέσα έναν μάγειρα ή με το cauldron of food να τραφούν μία φορά. Που και πάλι τα stats του empire δεν θα τα έχουν. Και θα έχεις ξοδέψει πόντους γι' αυτό. Για να το κάνεις αυτό πρέπει να έχεις πολλούς μάγειρες. Τα 4 slot δεν σου φτάνουν με τίποτα, αφού την αντιμαγεία στη δίνουν οι "πολεμιστές" χαρακτήρες. Άρα πρέπει να έχεις περισσότερους χαρακτήρες. Και στο gnoblar army οι χαρακτήρες ήταν 1-2 choice, όπως και στα παλιά orcs and goblins αν έβαζες μόνο goblin χαρακτήρες μπορούσες να βάλεις μέχρι 6 (και τότε δεν είχαν τα ωραία goblin only items που έχουν τώρα)
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ΔημοσίευσηΘέμα: Απ: Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list)   Ο Στρατός Χάλφλιγκ που έφτιαξα (home rules για fun list) - Σελίδα 2 I_icon_minitimeΤετ 07 Ιαν 2009, 07:19

lol i like it Razz

I will try it for sure some day with Elhion !
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