Monday, July 27, 2015

Fimir Army Profile

* I own nothing seen below. Credit goes to owners of Games Workshop and the equally awesome people who did the rest of the pictures. I would also like to thank the makers of the Fimir Army book, without which much of this would not be possible. If I forgot about someone then credit goes to you. 


INTRO - From out of the Mists they come...

The Fimir is a race of cyclopean monsters that dwell within swampy moorlands throughout the Old World as well as the fetid quagmires of mythical Albion. Large beak-like snouts protrude from their oblong heads filled with pointy teeth and a single, malevolent eye rests in the center of their grotesque faces. They are creatures of foul demeanor, and sinister practitioners of evil. Many innocents have been sacrificed on their alters or in dark rituals, their souls fed to great and terrible daemons and their blood used to divine the Fimir race's future.

As a whole the Fimir despise all other life, and those that interlope into their swampy realms or settle too close to their borders are viciously attacked by Fimir warbands. Moving through the swamp with the ease man moves on dry land, they emerge from the clinging mist. They are brutal in the destruction of their enemies, razing entire villages in their efforts. But the warbands of the Fimir are not limited to warriors of flesh and blood. Daemons are often summoned to increase the suffering of their victims, while plague spreading creatures of nightmares taint the very land with their touch. Though a very secretive race, do not make the mistake of believing the Fimir weak, or it will be the last thing you ever do...

"We are younger than humankind, but closer to our gods. We are less numerous than humankind, but understand our place in the world more clearly. We may never be greater than humankind, but we will endure at least as long. You know virtually nothing about us, but we know all we need to know about you."

-Unnamed Meargh 



LORE OF THE SWAMP

Swirling Mists: The Fimir creates a dense fog around his allies, covering them from the vision of the foe. Has a range of 300 Meters (984 feet), but can be upgraded to 1 Kilometer (3280 feet). This fog is incredibly thick, making the Fimir within almost invisible. The Fimir, meanwhile, are completely unaffected by the Fog.

Summon Daemons: The Fimir draws upon the power of their daemonic bonds, summoning more daemon allies to do their bidding. Fimir are most prone to summoning Moor Hounds, Swamp Daemons, and Nuckelavees (ranked in order of difficulty), but they can summon others.

Quagmire: Fimir contaminate nearby water sources and turn them into quagmires of disgusting fungus. The ground beneath the enemies' feet becomes wet and boggy, and they begin to sink. Units trying to march through these bogs will find themseleves moving painfully slow (while the Fimir will not). Water sources struck by this spell become polluted and hazardous to drink. Has a range of 100 meters (328 feet).

Fog of Death: A mysterious mist of writhing, twisting death burst forth from the ground to attack the Firmir's enemies. This spell forms semi-permeable tentacles that come from the ground. Trying to attack them with physical attacks is pointless, as they pass right through. However, they can be destroyed by magic or magical weapons.


Poison Mist: The Fimir exhales a large cloud of toxic mist. The touch of it causes skin to blister and burn, while those who inhale soon find themselves choking on their own blood. Has a range of 50 meters (164 feet). The poison is magical in nature.

Unseen Lurker: The Fimir take advantage of the fog that surrounds them to approach their enemies in silence, suddenly striking from nowhere. This spell silences any noise the Fimir may make, and increases their speed very briefly. It has a range of 50 meters (164 feet).

Daemonic Possession: The Fimir invokes the daemon that lies within every Fimir. The Fimir under the influence of this spell become fearsome, infused with magic and supernaturally resilient. Can be used on any friendly Fimir in a 25 meter (82 feet) radius.

The Eye of Balor: Red beams of burning light emits from the caster's eye, destroying everything in his field of vision. Works by line-of-sight, and its power can be increased with more magic, to the point where even large monsters can be affected. 



RECON 

Fimir will use the mists to hide their movements, allowing them to spy on their enemies easier. They can move beneath the water silently and unseen, allowing for further exploration. They will take prisoners, and if need be will torture them for information. They can use magic to either spy on the enemy, or summon daemons to help them in their efforts. If it is not possible to use mists or fog to hide their movements, they will send Shearl or other low ranking Fimir to scout ahead, as they are considered expendable. 

PRIMARY UNITS
Shearl
Mobility: 4
Training: 2
Max Range: Melee
Preferred Range: Melee 

Shearl are the lowest caste in Fimir society. They are smaller in stature than the Warrior castes and generally perish in battle (whether in battle with non-Fimir or when a clan splits up). Even though the Shearl are true-blood Fimir, they are primarily servants and laborers rather than skilled warriors. When the Fimir go to battle they are usually accompanied by a Shearl baggage train and some may be drafted in to fight. Their lives are not highly prized but large units are a useful distraction, allowing the Fimm to draw close to the enemy undetected.

Offense: Sharp sticks, heavy rocks, whatever they can get their hands on. Sometimes no weapon at all, and the Shearl will fight with claws and teeth.

Defense: None, the Shearl goes to battle in a loincloth.

Additional Factors:
-Shearls are naturally cowardly, and will flee from battle the moment things stop going their way. Their fleeing does not panic other units (except maybe other Shearl), as they are the dregs of society.

-Shearls are cold-blooded.

-Swamp -Strider: Shearls are used to living in swamps, thus are not at all impeded when fighting or marching through that type of terrain.



Fimm Warriors
Mobility: 4
Training: 4
Max Range: Melee
Preferred Range: Melee

These are the majority of warrior Fimir, and usually form the bulk of a Fimir force.They are the lowest level of the warrior caste. Less numerous than the Shearl, the Fimm are powerful warriors with tails ending in large bone clubs. They live to fight and can tear a man apart. 

Fimm Warrior castes are at the forefront of Fimir raids and the defense of their strongholds. The Fimm forms the backbone of all Fimir broods and are the hulking, one-eyed monsters that Men recognize as true Fimir.

Offense: Fimm have tusks that can be used to gore, hands that end in claws, and tails that end in heavy clubs. They also carry maces and axes into battle. Such is there strength that weapons a human would need two hands to use, a Fimm can use with one.

Defense: Bronze armor plates will be tied to them, though some of the tougher Fimm warriors will nail the plates to their body to show off. Those that have proven themselves in combat will be given a bellyshield, a large disk of pure bronze that is tied to their bellies. This shield only protects the front, not the back or the sides.

Additional Factors: 
-They only have one eye.

-A Fimm Warrior will absolutely fight dirty in battle. In fact, fighting 'honorably' is seen as a mark of stupidity.  


-Swamp Strider: See Shearl 


Boglars
Mobility: 3
Training: 1-2
Max Range: Melee
Preferred Range: Melee 

Also known as Marsh-Gnoblars or Swamp Goblins, Boglars are a breed of Gnoblars that live in marshes, bogs and swamps. Boglars look like any other Gnoblar though their skin is a greenish-grey and they have beady yellow eyes. They spend much of their time catching frogs, fish and other amphibious or reptilian critters, dissecting them with broken sticks and eating them alive. 

Cruel, evil and cowardly they trap small fish and animals for food and torture. The Fimir use Boglars as cannon fodder, intimidating them into battle with threats.

Offense: Sharp sticks, rocks, whatever they've been given (or not, as the Fimir don't really care about the Boglar). Sometimes they are simply driven in the direction of the enemy, and have to make due with their hands and teeth, throwing themselves at the enemy with terrified abandon.

Defense: None, Boglars go in tattered clothes, or in the buff. 

Special: Waterbirth: If a Boglar is immersed in water for a time, they will start to reproduce. The spawn (which look like frog-spawn) quickly grow into full grown Boglar. This allows the Boglar to take staggering losses in battle, but maintain there number as a species. Some Fimir will have Boglars chained underwater, just constantly producing new Boglar for combat.

Additional Factors: 
-Boglars are extremely sensitive to sunlight and bright light in general, only emerging from their swampy lairs at dusk.

-Beneath Contempt: No Fimir cares what happens to a Boglar. Fimir don't lead Boglar either, simply forcing them in the direction of the enemy. 


-Swamp Strider: See Shearl  


LINE-BREAKERS

Fianna Fimm
Mobility: 3
Training: 4
Max Range: Melee
Preferred Range: Melee

The Fianna are a breed of Fimm warriors, almost identical to their brothers, except they are the size of an Ogre. They smash into the enemy and cleave them apart with their axes, while lashing out with tails that can crush a fully armored knight.

Offense: See description, but really any weapon will do. Considering their size, their weapons are all scaled up.

Defense: Thick scaly skin. Those that have proven themselves in combat will be given a bellyshield, a large disk of pure bronze that is tied to their bellies. This shield only protects the front, not the back or the sides.

Special: Mistmor: Fianna Fimm Warriors that are the size of trolls and just as strong. Mindlessly obedient, they are used to protect the nobles of the Fimir, and helping to build settlements by using their strength to move boulders. They are very rare.

Additional Factors: 
-As they grow older, some Fianna can grow even larger then an ogre.

-The Fianna lead groups of other Fimir. They will personally target the largest enemies.

-Swamp-Strider: See Shearl 



Marsh Reavers
Mobility: 4 (Rider), 6 (Bog Beast)
Training: 4
Max Range: Melee (Rider), 10-15 feet (Bog Beast)
Preferred Range: Melee (Both) 

Marsh Reaver is the name the Fimir give to their cavalry. Some Fimm Warriors go to war on the backs of Bog Beasts, daemonic servant creatures from the deep places of Albion that carry their Fimir masters into battle on their backs. The reasons for this are obvious since the beasts give the Fimir some much needed speed to their troops.

The ferocity of the creature, with its great talons and massive shark-like teeth, makes the Bog Beast a formidable cavalry mount. The Marsh Reavers act like shock troops, running down anyone who stands in their way and letting their mounts feasts of the flesh of the fallen.


Offense: The Fimir will have maces & axes. Due to riding on the back of the Bog Beast, he will not be able to make use of his tail in combat. 

The Bog Beast has talons that can disembowel a man with a single swipe. It has teeth as long as a man's forearm. The Bog Beast is also incredibly poisonous, so those that survive a bite or scratch will soon be keeling over anyway.

Defense: The Fimir will have chainmail, possibly a bellyshield. The Bog Beast will have thick scaly skin. Some Fimir will nail bronze plates to their Bog Beast to make them more durable (this is dangerous to do, and usually a task given to slaves or Shearl).

Additional Factors: 
-Excellent Jumpers: Bog Beasts are able to leap between 10-15 feet.

-Swamp-Strider: See Shearl 



Fomorians
Mobility: 2
Training: 1
Max Range: Thrown Boulders 
Preferred Range: Melee 

Fomorians are hideously ugly and deformed ogre-like creatures that dwell in caves beneath the ground. The Formorians live in a brutal and unenlightened society built on unadulterated principles of survival of the fittest. When they are not on the warpath raiding the settlements of other races, Formorians are usually slaughtering one another. The weak are tyrannized and enslaved by the strong in the various petty chiefdoms of the Fomorians, and those that are not any use as slaves are eaten by the warriors.

Some Fomorians can be convinced to fight with the Fimir, but this relationship usually ends as soon as the Fomorians got what they needed – which is mostly a fresh meal.


Offense: As they are to stupid to use tools, they use only their bare hands. But as they are strong enough to toss boulders about, that's usually enough.

Defense: None. However, it is so dumb it rarely realizes when it's been hurt, and totally ignores pain. It has incredibly thick muscles, so it can take a bit of damage.

Additional Factors: 
-Deformed: Formorians are often malformed creatures. Most common deformations include misplaced limbs, misshapen limbs, misplaced facial features, hunchbacked, bulging body parts, drooping flesh, body parts too big or too small, flapping ears, huge snout, large feet on short legs. Large warts and other growths are scattered across their bodies.

-The sight of a Formorian can cause fear due to their horrid appearance, as well as their brutality in battle. 



RAPID RELIEF
Moor Hounds
Mobility: 5
Training: 2
Max Range: Leap
Preferred Range: Teeth 

Moor Hounds are one of the most common Daemons summoned by the Fimir. Resembling huge black dogs with fungus and swamp plants growing in their fur, they strike fear into the hearts of travelers foolish enough to cross them. They are commonly used when raiding villages that have dogs - the Moor Hounds enter the village and attempts to subdue the dogs so they do not bark and alert people when the Fimir enter the village. The Moor Hounds may lead the dogs away from the village or even turn them against the villagers when the Fimir attack.

Offense: Teeth (But as they are summoned demon dogs, their attacks count as magical).

Defense: None

Additional Factors: 
-Used to target dogs when Fimir go raiding.

-Can turn normal dogs against their masters.

-If the Fimir that summoned them is killed, the Hounds disappear

-Moor Hounds can run much faster then any earthly dog, able to keep pace with horses without effort. 



Swamp Daemons
Mobility: 4
Training: 4
Max Range: Lunging
Preferred Range: Melee

It is not unusual to find Daemons among Fimir war and raiding parties. Such entities are not summoned casually, but only when the Fimir genuinely need additional support, either because the enemy is too numerous or powerful or the Fimir too few. Daemons come in many forms. Swamp Daemons have very broad and muscular bodies, long arms and short legs both set with a row of sharp claws, a strange three-eyed head with a large mouth set with razor sharp teeth, olive or dark brown and thick skin that is spiked all over and a long tail. In fact, the Fimir seem to resemble them a lot. Mudlings are smaller, about the same size as a Dwarf. They are vaguely humanoid-shaped, with a skin that constantly seems to be dripping with mud and slime.

Offense: Teeth like dragons. Their mouths are home to a myriad of of bacteria, both normal and magical. Those that manage to survive a bite from a Swamp Daemon will soon find his wound infected with a myriad of illnesses. Their hands also end in razor sharp claws.

Defense: Hard skin, especially around their head. It almost feels like a crab shell, despite not looking like one.

Additional Factors: 
-Creature of the Lagoon!: Swamp Daemons can slink beneath the surface of a swamp unseen, sneaking up on their prey. A slight churning is the only warning an opponent gets before this monster bursts up to feed.

-Swamp Daemons are often used to guard the borders of the swamps where the Fimir reside.  


-Swamp Strider: See Shearl  


SHOCK & AWE
Fenbeasts
Mobility: 2
Training: 2
Max Range: Melee
Preferred Range: Melee 

Fenbeasts are magical constructs, formed from the mud and detritus of the marshes and animated by the mystic arts. They are incredibly strong, for Fenbeasts draw their power from the ground beneath their shambling feet. Fenbeasts are not living creatures in any true sense and, as such, do not feel pain and have no concept of fear. So hardy is a Fenbeast that is can withstand the strike from a cannonball, reforming its sodden flesh around the wound and even regrowing limbs, should the need arise.

Offense: Massive limbs and incredibly strength, the Fenbeast can swat a man like a fly, shattering limbs with no real effort.

Defense: No armor, but the creature doesn't really need it. It's limbs are thick, but made of swamp materials. Swords and arrows sink into its muddy body, or else pass through it entirely. Any real damage (such as a cannonball), can be undone in a matter of moments. 

Special: Rotweed Flies: Vicious flies that live in the swamp, they will continue to live and thrive even as those material shift to form a Fenbeast. When the creature is attacked, the Flies will hone in on the attacker and swarm them. The attacker will find themselves surrounded by a buzzing, biting cloud of insects. 

Touch of the Grave: Fenbeasts leech the life out of the area around them. Plants wither and trees rot at their passing. Those fighting them feel an unnatural chill, and while they don't stop regeneration, it does seem to slow in their presence. Wizards that use the Lore of Life will find that, whenever they cast a spell, the Fenbeast grows stronger as it feeds off the parts of that wind of magic.

Additional Factors: 
-Fenbeasts are powerful, but there is a reason why they don't see wide use. They require a lot of magic to summon, and must be constantly maintained. If deprived of magic, even for a short while, the Fenbeast will soon begin to loose consistency, crumbling into mud and rot.

-Bloodmarsh: Fenbeasts made from this particular marsh are much wilder, more frenzied opponents.

-Fenbeasts are not very smart, and are typically uncreative opponents.  


-Swamp Strider: See Shearl  


Nuckelavees
Mobility: 7
Training: 6
Max Range: Melee
Preferred Range: Melee

Among the cruelest and most monstrous of the Daemons summoned by the Fimir, Nuckelavees ride forth from black waters to wreak bloody vengeance upon those who despoil nature. Horrifying, fleshless amalgams of man and horse, these monstrous avengers embody every wound and wickedness suffered by the wilds, their bodies loosing trails of gore and the pounds of their webbed hooves beating an inescapable threnody for all who earn their ire. Once they emerge from their refuges beneath cool waves or rivers, only destruction satisfies their merciless crusades, either that of their victims or their own.

Fimir shamans can, with some difficulty, summon and bind these creatures to their will. Many enemies of the Fimir have thought they had the creatures bested, only for this monster to burst from a river or lake, and carve a grisly slaughter through their ranks.

Offense: A massive claymore, while its horse body attacks with hooves. It is strong enough that it can slice a man in half, or kick his head clean off his shoulders. 

Defense: Thick muscles, and powerful regeneration allows it to regrow lost limbs in moments. Only a constant barrage of attacks can overwhelm it. Alternatively, fire can slow or halt the regenerative process. 

Special: Mortasheen: A powerful wasting illness, Nuckelavees are carriers for this deadly plague. Wherever they go, they spread it, and those that catch it quickly die. It is so virulent that it can potentially wipe out entire islands' populations.

Additional Factors: 
-Despite the monsters’ obsession with defending natural waterways and the life therein, their interest seems to end at the shoreline. Nuckelavees have no interest in or apparent love for terrestrial beasts, especially those tamed and kept by the objects of their anger. Horses, cattle, and other livestock often prove the first casualties of a Nuckelavee’s rampage, with those that aren’t left slaughtered in gory tableaus being infected with mortasheen and inevitably passing it on to their owners.

-A Nuckelavee on a mission is implacable. They will not be swayed by words, steel, or magic.

-A Summoned Nuckelavee must have a water source to arrive from.

-Druids and Priest of Nature deities can supposedly ward these creatures off, but this has a varied success rate.  


-Swamp Strider: See Shearl  

Daemonmaniacs
Mobility: 4
Training: 3
Max Range: Melee
Preferred Range: Melee 

Fimir Daemonomaniacs are the product of a powerful daemon being successfully bound within the body of a Fimir of the warrior caste. They have been demonically changed by the Mearghs to destroy any foes and strike terror into the hearts of those who oppose them. The possessed Fimir grows to over 30 feet tall and may mutate to have one or both of its hands end in a long blade while their giant tails lash about, crushing whole files of troops.

Offense: Giant blades for hands, and a massive spiked tail. If both of their hands aren't blades, they will have a weapon befitting their size (typically an axe or a mace).

Defense: Bronze plates nailed to their body, and the durability of a daemon.

Additional Factors: 
-The process of creating a Daemonmaniac is a long one, and sometimes the body of the Fimir cannot take so much magical energy being infused with it. When this happens, the warrior dies an excruciating death, and no monster is created.

-The process that makes them tends to leave the Daemonmaniac a little insane. As such, they don't so much march along side the Fimir as they are guided and pointed in the direction of the enemy.  


-Swamp Strider: See Shearl  


Eye Oculus of Balor
Mobility: 1
Training: None (It's an alter)
Max Range: Artillery
Preferred Range: Artillery 

The Eye Oculus is a massive, mobile alter, made from a combination of rotting wood and craggy, mud- rock, pulled forth by two Fiana Warriors. Atop the great sanctum rests the diamond-chamber of the Great Eye of Balor. When opened, Balor’s Gaze shines forth upon the enemies of the Fimir, burning them to a crisp in an instant.

Offense: Gaze of the Great Eye: When activated, the Diamond channels the power of Balor's gaze, and sends out a powerful beam of pure energy that reduces all struck by it to ash.

Defense: It's two Fiana Warriors act as guards. Otherwise, it's made from wood and mud-rock.

Additional Factors: 
-Always Watching: Fimir near the alter of Oculus fight harder and longer, knowing that Balor will see if they panic and flee. 



Athach
Mobility: 2
Training: 3
Max Range: Artillery (Thrown Boulders)
Preferred Range: Melee

An Athach is a twisted kind of giant, cruel and thuggish. It lives to bring misery, ruin, and terror to weaker creatures. An individual may be nearly any human color, though its arms are often a darker color or even grayish. Its upper fangs are long, extending from its mouth like those of a ferocious beast, and it constantly drools a weakness-inducing poison.

Offense: Strength befitting a giant. Large fangs that drip poison. In battle they carry a morning star in each hand, and wave them about indiscriminately. For range, they will hurl rocks.

Defense: Thick skin, and armor made of leather or bone.

Additional Factors: 
-Athachs love causing fear and misery. They will go out of their way to make their prey suffer before killing them.

-They have been known to destroy a farmer's crops, desecrate graves, or deface monuments, all for sheer entertainment.

-Athachs dislike other giants (or monsters of comparable size), and will flee from them unless they are certain they can win (perhaps the number of Athach outnumber the enemy giant, or the giant has been severely weakened).



I'm sorry sir, but the D&D profile is next door.

Eye Tyrant
Mobility: 6
Training: 7
Max Range: Line-Of-Sight
Preferred Range: ^^

Eye Tyrants are Daemonic solitary creatures, usually found in desolate regions, ruins, or large cave complexes. They feed on small animals of all sorts, and are not adverse to supplementing their diet with larger prey (such as humans or orcs). Some will enslave tribes of goblins and their ilk, using the threat of their impressive magical powers to dominate a tribe and force its members to do the Eye Tyrant's bidding. 

Eye Tyrants can sometimes be found working with the Fimir, either believing themselves to be the one in charge, or being bound to a Dirach or Meargh who might have summoned them.

Offense: Eye Tyrants are able to generate a number of magical powers via their eyes. Each eye can create a beam of magical energy. Each different eye has its own distinct beam, and each of these energy beams has a different effect.

-Death Eye: This eye fires a beam of pure energy that kills those it hits.

-Fire Eye: Fires a beam of fire.

-Ice Eye: Fire a beam of ice that freezes those it hits.

-Teleport Eye: Those hit by the energy of this eye are teleported in a random direction. 



Defense: An Eye Tyrant's body is covered in thick scaly plates.

Additional Factors: 
-The primary driving force behind a Eye Tyrant's actions is one of greed. Eye Tyrants are highly avaricious, and will often attack a small group of individuals in order to obtain whatever valuables they may have. Of course, the Eye Tyrant is not a stupid creature, and will avoid any group that is obviously beyond its ability to handle.

-Eye Tyrants can fly.

-Eye Tyrants are highly resistant to mind trickery.  



SPECIALIST SUPPORT

Meargh
Mobility: 3
Training: 7
Max Range: Battlefield
Preferred Range: Battlefield 

Known as "Witch-Hags", Meargh are revered female Fimir who rule the Fimir clans. In fact, they are the only female Fimir. Fimir clans never have more than a single Meargh, who are always present if the Fimir are defending their stronghold.

Meargh are the unchallenged leaders of Fimir clans, and even the mighty bellows of Fimm Nobles are softened to mere whispers when directed to the Meargh of even a rival clan. No true-blood Fimir would willingly allow physical harm to ever come to any Meargh, and would gladly sacrifice their lives to protect her. This is the only time one will ever witness the concept of sacrifice from a Fimm.


Offense: A large staff and a ceremonial dagger. They are also powerful magic users, able to use any spell from the Lore of the Swamp. They are very fond of the Poison Mist and Summon Daemons Spells. They are also capable of necromancy, though this is very rare, generally reserved for the summoning and binding of Fir Bolg (see later in this section). 

Defense: Powerful magic, and every Fimir would lay down their lives to protect one.

Additional Factors: 
-There is only one Meargh per clan. Meargh don't tend to enjoy the company of other Meargh. The only two exceptions would be when they are training their successor, or when multiple Fimir clans are banded together towards a common cause. Even then, they won't spend more time with other Meargh then necessary.

-The older a Meargh get, the more powerful their magic gets. And Meargh can live for millennium.  


-Swamp Strider: See Shearl  


Dirarch
Mobility: 4
Training: 6
Max Range: Battlefield
Preferred Range: Battlefield 

Known to the human tribes as ‘Demon-Fiends’, the Dirach spellcasting is second only to the Meargh’s among Fimir, they shape the very weather of the marshes to aid their foul cause. Even among the Fimir they are regarded with fear. As strong as they are powerful in magic, they tower above their smaller cousins and regard the human tribesmen with disdain.

It is not unusual for a Fimir raiding party to be accompanied by a Dirach. Not only does this assure the raiders of strong magical support, but the presence of these beings is usually enough to keep the Fimir in line, preventing most scheming or fleeing in the face of adversity.


Offense: A staff and a large ceremonial dagger. They are also capable of using magic from the Lore of the Swamp. They are also capable of necromancy, though this is very rare, generally reserved for the summoning and binding of Fir Bolg (see later in this section).

Defense: Dirach never wear armor, though they may wear a decorative torque around their arms or neck. They limit themselves to robes, loincloths, or kilts. They protect themselves with powerful magic, and as they are much bigger then most Fimir, they are harder to kill even without it.

Special: Daemon Friend: All Dirach have a special bond with an individual Daemon with who they hold long conversations about the origin of the Fimir race, to who they go if they are in need of council or just to amuse themselves with riddles or other word games. If the Dirach goes to war, these Daemon friends are a useful ally. Once per battle, the Dirach can ask his Daemon friend for aid. He can ask for one of the following things:

-He can ask the Daemon to carry him through the skies, giving him the brief power of flight.

-The Daemon can increase their magical ability for a short time. Even the most powerful spells become child's play in that moment, and the odds of a miscast are at their lowest.

-When the need is most dire, the Daemon can lend its strength and durability to the Dirach, but only for a very brief time.


Additional Factors: 
-Feared, even by other Fimir.

-They keep the Fimir's more devious nature from sabotaging their battles.

-They tend to keep themselves apart from the politics of the Fimir, preferring to focus on the more important issue of the survival of the Fimir race. The Dirach are most frequently the individuals directing Fimir raids to acquire captives for breeding or sacrifice, without their firm grip on the clan the Fimm would probably doom themselves to extinction.  


-Swamp Strider: See Shearl  


Fimm Nobles
Mobility: 4
Training: 6
Max Range: Melee
Preferred Range: Melee 

The highest ranking (read: strongest) member of the Noble caste usually leads the Fimir army in the field, whether it is a battle to hold back the enemy from approaching the Fimir stronghold or in a raid seeking victims for the Meargh's foul sorcery. The Nobles have tails with rows of bony spikes and a sharp cleaver-like blade at the end. Their skin is either a dark buff or brown color, or a dark olive green.

The largest and strongest Fimir nobles are the Fimm Warlords. Huge, Powerful and utterly evil they often lead the strongholds armies against their foes. Fimm Warlords are almost unstoppable in combat and seek to utterly crush their opponents. The lesser Fimm leaders each control an aspect of the stronghold and act as captains in its armies.


Offense: Heavy Axes or Maces, though often they go into combat with one in each hand. Their tails end in long blades that are as sharp as a sword.

Defense: A belly-shield. After proving themselves as a mighty warrior, the Fimm Noble wears the Belly shield. It is a large disk made of bronze (other metals tend to rust in the marsh), tied around the Noble's front, and wraps around to protect their sides. They wear bronze helmets, sometimes with horns.

Additional Factors: 
-The nobles of the Fimm caste are usually selected on the basis of might in combat but the most intelligent Fimm are able to work their way up to Warlord by devious cunning and backstabbing.

-Nobles answer to no one, save perhaps the Meargh. They act as the battlefield commanders for the Fimir armies.  


-Swamp Strider: See Shearl  


Fir Bolg
Mobility: 2 (8 in natural form)
Training: 9
Max Range: Varies
Preferred Range: Varies

Rare is the battle where the Fir Bolg are called to arms, for rare is the Meargh or Dirarch mad, desperate, and powerful enough to both summon and bind them to service. The Fir Bolg are the dead hosts of Albion, doomed to eternally wander the land. Some have preserved their ancient flesh by feeding on the living, but most are spectral, and must bind themselves to skeletons from the graves and battlefields of Albion, in order to once more walk the ground above.  

When the Fir Bolg march to war they are a terrible and awesome sight. They have no fear of destruction – skeletons are only temporary carriages, to which sundry spiritual fragments have temporarily been bound. They are relentless in battle, and know neither fear nor panic. The mortals they face, however, come to know these all to well…

Offense: Whatever weapon the body they inhabit had in life. These may range from massive claymore or axes, to scythes, to bows and arrows. The Fir Bolg can tap into the latent memories of the bodies they inhabit, and use the weapon as well as the body once did in life. In their natural form they are less then a ghost, and have no weapon.

Defense: Whatever armor the body they inhabit wore. In their natural form they are less then ghosts. Physical attacks pass right through them, though they can be hurt by magic (especially holy magic).

Special: Possession: A Fir Bolg's natural form is less then a spirit. However, they can possess any dead body they come across (unless the body is warded against such things), and drive it into battle. If the body is destroyed, the Fir Bolg simply leaves the remains behind and finds a new body to pilot. 


Necromancy: Fir Bolg can raise the dead from the battlefield. A single Fir Bolg can only raise a few dead at a time, but this is a skill they are innately good at, and multiple Fir Bolg working together can quickly turn the tide against the living. Fimir are able to control these newly reanimated dead through their control of the Fir Bolg.

Additional Factors: 
-Fir Bolg have no fear of death, and throw themselves into combat with reckless abandon.

-Fir Bolg hate all living creatures, Fimir included. If they break free of their magical bindings, they will quickly turn on their former masters. Thus, Fimir will never summon them to battle unless absolutely necessary, and even then they are weary of keeping them about very long. The first thing the Fimir will do after a battle (even before looting begins) is banish the Fir Bolg (and any more bodies they may have raised) back to whatever underworld they were summoned from.  


-Holy magic and icons are especially deadly to the Fir Bolg. It can drive them from the bodies they possess, and burn their spiritual forms. 


HEROES & LEADERS

Balor, the Eye of Doom
Mobility: 2
Training: 8
Max Range: Line of Sight (for a Giant)
Preferred Range: Line of Sight

It said by some that the Fimir worship a powerful god known as Balor, or the Eye of Doom. Balor is believed to be a gigantic Fimir or humanoid Cyclops with an eye so large that six Fimir are needed to lift his enormous eyelid. When that eye is open, all whom Balor gazes upon die. This is only partly true. Balor is not a god, but he is a powerful Daemon Prince, believed by the Fimir to be in the service of Fimúl the Mud God.

Fimir legends claim Balor was once a Fimm Noble in a time long, long before the birth of even the oldest living Meargh. His prowess in battle was extraordinary and the Fimm tell many confusing stories about his achievements, mostly involving the slaughter of countless warriors of other races and his siring of many Fimir children, but one tells of his milking of Lisaart's poisonous fangs.

Long before he lost his vigor, Balor volunteered for sacrifice and in doing so became a Daemon Prince at the will of Fimúl the Mud God. Some Fimir claim direct descent from Balor, especially the Fimm Nobles; theoretically a member of any caste could legitimately do so, but it would be hard to prove as only Balor himself could say for sure, and he's not very talkative.

Apart from his immense size and physical strength, Balor's greatest power lies in his gleaming white eye. Whilst it does not really require six Fimir to open his eyelid and his eye doesn't automatically kill all it gazes upon, Balor's eye is a terrible thing. Balor can turn this ability on and off at will by blinking - some Fimir believe Balor is most vulnerable at this point - so can speak to him directly.

The alleged need for six Fimir to open Balor's eye probably stems from the requirements of the ritual that can summon him into the world. Only the most powerful Meargh can hope to summon Balor and six Fimir must be sacrificed at the climax. Understandably, Meargh do not summon Balor just for the fun of it, only in cases of dire need (usually if her clan is facing an over-whelming enemy force) and only if there is enough time.

Offense: Axes of Balor: Balor typically goes to war wielding two massive axes. Swinging them in wide arcs, he chops off the heads of his enemies without pausing.

Defense: His body is covered in daemonic steel, allowing him to take a great deal of damage.

Special: The Eye of Balor: Balor can channel a powerful blast of energy from his eye. Men are reduced to ash before his gaze, and even large monsters find chunks getting blown off them.

Additional Factors:
-Balor is an ancient being, and not very spry. On the battlefield he moves slowly and ponderously.

-The ritual to summon Balor takes a while to complete, and requires the sacrifice of six Fimir. 




Lishaart, the Great Serpent
Mobility: 6
Training: 9
Max Range: Artillery
Preferred Range: Biting

Lisaart is another Daemon Prince who the Fimir revere as a god, although not one in same league as Maris and Fimúl. Depicted as a giant scaled serpent with a long, dragon-like head, Lisaart is worshiped by those Fimir who value cunning and speed over brute force when it comes to battle. Lisaart is a silent and deadly killer, capable of swift, precise and lethal attacks. Cunning and secrecy are also elements of Lisaart's nature, and Fimir who have particular respect for this Daemon Prince often seek to learn Lisaart's skills of camouflage and hiding, especially Dirach who have become assassins and thieves in the service of their Meargh.

Fimm Nobles who seek to decorate their helmets and avoid the wrath of the Dirach often have Lisaart as a decorative crest instead of horns; these Nobles and their Warriors can be more deadly than those who admire the unsubtle and brutish qualities of Balor. Lisaart is said to be an opponent of Chaos in general and Nurgle in particular. Lisaart constantly worms through the marsh after Nurgle, purifying the ground the disease god has contaminated. For this reason, Lisaart is also the Fimir god of healing and is often prayed to by Dirach and Meargh when creating herbal curatives or binding wounds.

The most famous Fimir tale concerning Lisaart features Balor during his mortal days. Balor caught and bound a hundred giant water beetles, and used them to tempt the great Lisaart out of hiding (the insect apparently being Lisaart's favorite food). When the serpent appeared, he quickly ensnared the Daemon. With the Daemon Prince subdued, Balor milked Lisaart's poison fangs. Impressed by Balor's cunning, Lisaart chose not to take revenge when finally released. The venom is said to have been gathered in a brass vessel and sealed with bees' wax. Fimir believe Lisaart's poison to be the most painful and fatal in the entire world. However, Lisaart's role as healer and purifier means the venom is also believed to possess incredible curative powers, although the stories are unclear as to how it can both hurt and heal. Nevertheless, this powerful duality makes the brass vessel and its contents a legendary Fimir artifact, though no Fimir knows where it presently resides, if it ever truly existed in the first place.

The Fimir offer prayers and offerings (usually giant insects killed and thrown into marshy ground or estuaries) to Lisaart in order to secure good luck in matters of healing, secrecy and battle.
There is no ritual to summon Lisaart; if there ever was then it was lost long ago. However, the Fimir stories suggest that Lisaart can enter the real world at will in order to counteract activities of Nurgle and its minions when they directly threaten the Fimir. The origin of Lisaart's ties to the Fimir is unknown even to the Meargh, but it is presumed the bond was originally formed through Fimúl.

Offense: A mouth full of fangs that are sharper then a dragon's. It's bite is so poisonous that even daemons and undead can be effected. It also has a massive body (the actual size of which varies, as Lisaart can change shape at will), and can crush enemies beneath its body. It can coil around large enemies or structures and constrict them (or hold them still for a painful bite).

Acid Spit: Lisaart can also spit a toxic acid from his poison glands at artillery distances. It burns through armor, and can kill undead and daemons as easily as mortals. It takes several hours for Lisaart to build up enough poison to spit again, so this attack is used sparingly (though he will retain some residual poison in his fangs).


Defense: Scales harder then a dragon, daemonic endurance and regeneration and resistance to magic.

Special: God of Healing. Lisaart's presence will purify a land of any plagues or toxins the in the environment. Lisaart can also make his venom into a potent healing agent, able to heal someone from the brink of death to better then natural health.


Additional Factors: 
-Lisaart cares greatly for the Fimir race, and will appear to protect them. There is no ritual to summon it, Lisaart appears when it wills.

-Enemy of Nurgle: Lisaart is an enemy of the Plaguefather, and is more likely to appear to counteract his warriors. 



Kroll the Conniving
Mobility: 2 (10 for teleporting tentacles)
Training: 10
Max Range: Anywhere
Preferred Range: Whatever is needed.

As marsh and estuary dwellers, the Fimir have more experience of the terrible beasts known as bog octopuses than most other races. Many clans have competed for territory with one of them at some time or other and bog octopuses have become respected and occasionally dreaded adversaries, especially the largest of their kind. In cases of especially powerful bog octopuses, the Fimir have settled for acceptance of a tentacle-waving neighbor who is kept from moving too far by sacrifices of food (live animals or people). This lengthy experience of contact, occasional semi-worship, together with the respect and fear the octopuses inspire, have resulted in the formation of a gigantic, Daemonic creature in their image. Some Fimir believe Kroll has always existed and that natural bog octopuses are her earthly children.

Kroll is a Daemon Prince worshiped at all levels of Fimir society. The Shearl admire her nest building abilities. The Fimm are impressed by her raw strength, deadly flailing arms and armor-piercing beak - the tradition of carrying two weapons by the Fimm Nobles stems from Kroll. The Meargh and Dirach are equally impressed by the quiet intelligence and cunning of Kroll.

Kroll is as comfortable in salt water as she is in fresh water and so is respected by coastal and inland Fimir alike. Kroll is rarely summoned, but always appealed to when the Fimm go to battle one of her earthly kin. Sacrifices are also made to her when the Fimir are under pressure on multiple fronts. If the Fimir summon Kroll under such circumstances, rather than appearing in the material world as a single gigantic bog octopus, Kroll can thrust up to eight single, massive tentacles into the world to assault, hold back or threaten those different fronts no matter where they are. The victims of these attacks are unlikely to realize just what it is they are really facing!

Kroll is also called upon if the Fimir want to affect something or someone beyond their normal reach (a city, for example). Summoning Kroll involves a ritual requiring the sacrifice of one to nine living, intelligent creatures depending whether the Fimir want one or more tentacles, or the whole of Kroll with her terrible beak. Kroll's tentacles can be subtle as well as violent, able to coil around a sleeping victim's mouth before he wakes and screams, or pilfer objects from his pockets, or even put objects into his pockets. If she desired, she could also push her eggs inside an unfortunate victim. Kroll can speak, but only when partially submerged in water - her voice is a terrible, bubbling rumble. However, she can also speak psychically, her watery whispers insinuating themselves into her target's dreams, making all sorts of tempting offers, suggestions or instructions. 

Offense: Kroll can materialize her tentacles anywhere, at any size (small enough to fit in your pocket and take something, large enough to wrap around your tank and crush it). Kroll can also materialize her eggs inside a person. After a time (probably a couple of days), a Bog Octopus will grow and burst from their body. Kroll has eight tentacles, so an army can end up dealing with attacks on multiple fronts. Or, a massive tentacle may appear on the battlefield, while seven smaller ones do dirty work elsewhere.

Her beak / mouth can swallow giants!

If Kroll is summoned in her full form, she can crush things with her massive body.


Defense: Sheer size is the most potent one. She also has a slight resistance to magic based attacks.

Additional Factors:
-Kroll can only speak when partially submerged in water.

-Kroll is, despite appearances, very intelligent. It will whisper to a person in their dreams, tempting them, offering suggestions, etc.

-To summon Kroll requires 9 sacrifices. One for each tentacle, and one more for the body. Less then that will summon only tentacles (3 sacrifices = 3 tentacles). 



ARMY X-FACTORS:

Morale: 50: When battling, Fimir will go in confident, and if they win battles, that confidence may rise. Losses may hurt the morale, but never to the point of hopelessness. Basically, they're right in the middle.

Logistics: 70: Fimir don't need a whole lot, and what they do need they can supply with magic or take from others. They can even alter the land itself to fit their needs.

Espionage: 55: Scouts and spies, and the ability to use magic to view the enemy from afar. Summoned daemons can do much the same, and Kroll can look into the dreams of people. They can sabotage the environment with their magic, spreading plague and rot.

Discipline: Varies: Fimm Nobles and other die-hard Fimir warriors would have around 65. Shearls, Boglar and others low on the Fimir totem pole have around 25. Dirach are Meargh would have mid 70s.

Army Intimidation: 75: Fimir look freakish to most people, they can summon daemons, they have giants and undead. They can alter the battlefield with fog. They spread plague, their god Kroll can whisper into people's dreams. They are a strange, otherworldly opponent, and most people not prepared to face them would feel rightfully afraid.

Reinforcement Rate: Low: The Fimir don't have the kind of population that can be endlessly thrown at their enemies like the Skaven or certain Chaos Warbands can. While some species reproduce quickly, most don't, and the Fimir would have trouble supplying the necessary numbers for a protracted campaign. Thus, the Fimir will have to make do with what they've got more often then not. While there won't be zero reinforcements, they will be slow to come, and not overwhelming in numbers.

ADDITIONAL INFO:
-The Meargh are sterile. Fimir reproduction comes from kidnapping females of other races (almost always humans), and having them bare Fimir young. The Fimir born are always pure Fimir, never half-breeds. The birth mother can usually only give birth a handful of times before finally dying. 

-Fimir are more or less amphibious.

-Fimir hate direct sunlight. They will use magic to create a powerful mist to obscure the light so that they can move about more easily if necessary. Exposure doesn't kill or even really harm them, they just find it incredibly irritating, putting them in a bad mood. 

-Fimir are associated with Chaos (they certainly are on friendly terms with daemons), but don't ever seem to actively participate with other Chaos Warbands, nor worship the traditional Chaos Gods (in fact, Lisaart is an enemy of Nurgle). They tend to do their own thing as far as the will of Chaos goes. They don't fight against the other Chaos forces (usually, Lisaart's animosity to Nurgle notwithstanding), unless Chaos starts something with them first. They can be coerced into working with larger Chaos forces, if they think it will further their own goals. 

-Fimir tend to ruin the environment they occupy. They naturally bring heavy fogs and swirling mists with them. This has the effect of causing mold, mildew, and general rot to spread. Metals (save bronze) tend to rust in areas they occupy. Water sources become contaminated with sickness (unless Lisaart was recently summoned), and certain demons spread a powerful virulent plague.

-Fimir have no overall leader. They are divided into clans that are lead by Nobles, Dirarchs, and Meargh. Clans can come together towards a greater goal, but typically split up soon afterwards. 

-Fimir are quick to kidnapp people. These people are usually used as sacrifices for various dark rituals, used by Dirarchs or Meargh to see the future in their entrails, or enter a lifetime of slavery (though given the disposition of most Fimir, and the cruelty they show, those lives are very brief). Females are used to breed new Fimir.


VICTORY GAINS
Fimir will enslave any being that they can get their hands on. They are willing to hire mercenaries, but aren't above trying to manipulate others to do their bidding and then betraying them later. Those captured will either be sacrificed to the Fimir gods, or can look forward to a painful existence of servitude. Females will be used in breeding.  Lands taken over by the Fimir will be turned into swampy quagmires, shrouded in mists, full of polluted water and rot.

Halflings Army Profile

* I own nothing seen below. Credit goes to owners of Games Workshop and the equally awesome people who did the rest of the pictures. I would also like to thank the makers of the Halfling Army book, without which much of this would not be possible. If I forgot about someone then credit goes to you. 



INTRO - The Hungry Horde 

South-east of the Empire can be found the Moot, the land of the Halflings. Wishing nothing more than to eat, drink and be generally merry, the Halflings are a peaceful and pastoral people, but their bravery in defense of their homeland should not be doubted. When the time of need is great, every able Halfling muster to defend their homes against any would-be raiders trying to steal their pies!

Their armies are primarily made up of Halfling Militia, but they also bring their dangerous farm yard animals, friendly ogres, hot soup, murderous chefs, and angry wives with them, making them a small but dangerous foe to face! They may be small, but a Halfling at war can be a genuine threat, and those that don't take them seriously may not get a second chance…  




RECON

The Halflings have several dedicated scouts, both on the ground and a flying one. They are experts at using their small size to sneak around their foes, spying on them. They are also very good at using the woods to their advantage. Thieves are especially good at sabotage. Enchanters can use magic to aid the Halflings in this category. Finally, Halflings are excellent diplomats, and can throw amazing parties with spectacular food, which is very helpful in winning friends with those that may not know them yet.

PRIMARY UNITS
Militia
Mobility: 3
Training: 3
Max Range: Bow & Arrow
Preferred Range: Bow & Arrow 

Halflings are simple people. They live in balance with nature, working fields with adequate skill and using simple tools. Anything more complex than a water powered mill is unheard of. Though Halflings are an unwary lot, they are not immune to the darkness of war wrought by the enemies of Mankind, and so have formed a military militia of their own. Although they make for rather meager combat warriors, Halflings are excellent marksmen and wield a bow far superior compared to that of Men. It is due to this fearsome skill with the bow that Halflings are called upon by the Empire to provide troops for its army. But when threatened, the entire Moot can be quickly armed and very dangerous to know.

Offense: The best militia weapon is the bow and arrow. While certainly not elves, Halflings are still excellent shots, able to fire a rapid slew of well placed arrows into their foe. In place of a bow, a sling will also do in a pinch.

Of course, if the enemy gets up close, the Halfling can also use a sword, scythe, hand axe, or hoe (really, anything close to hand, typically items located around the farms).

Defense: Originally the Militia had to make due with just their every day clothes. Someone may be lucky to get leather. However, since being recognized by the Empire at large, refitted plate armor is now more readily available.


Special: The Wheatshield: "This shield is nothing more than a sheaf of wheat wrapped around some spare fencing wire, however it has become a symbol of all that is held dear in The Moot. The Wheatshield also features in the Imperial Heraldry of The Moot (although this in itself is nothing to be proud of). Imbued with the hope of its people, The Wheatshield is only wielded at the height of the harvest, when its year-old sheaf is replaced with the finest cut of the new harvest." 

Despite seeming to have no magical properties, as a symbol, it is very meaningful to the Halfling who wields it. This Halfling will fight harder, and survive more deadly blows then those without it. It should be noted that not all Halflings have this shield, and those that do will cherish it.  

Additional Factors: 
-Short & Nimble: Due to their small stature and high agility, the Halflings can easily avoid incoming blows by dodging to the side or beneath the legs of their attacker.

-Unquenchable Appetite: Halflings enjoy nothing more than to eat. On an ordinary day a Halfling eats six meals a day, and once one meal is finished they immediately look forward to the next. The Halfling Militia has no less of an appetite than the civilian folk, and in order to fight effectively, Halfling regiments need, at least, a quick snack before they get stuck in a fight.


-Bravery: Halflings may not be the best around, but they can be brave to the point of insanity when it comes to defending their homeland. They often keep fighting against all odds, even when troops from other larger breeds have already been withdrawn from combat.

-Halflings are quite intelligent fighters (though most other races call them sneaky).

-Halflings can move about in the woods unhindered.



Vigilante Guards
Mobility: 4
Training: 4
Max Range: Melee
Preferred Range: Melee 

Within the Halfling communities, as in any human community, there must be individuals who ensure the safety of the citizens. These Halflings hold the rank of Vigilante Guard, and are highly regarded by the rest of their peers. A Vigilante Guard is the closest thing to a full-time-warrior among the Halflings. The Vigilante Guard watches the many gates and roads leading into the Moot, and collect tolls on caravans passing through. They are also there to deal with any highwaymen that are spotted by the Rangers

Offense: Swords and Hammers

Defense: As they are bigger than most Halflings, they can wear heavier armor. If the VG is acting as a lawman of a village though, he'll simply wear a stylish uniform of office. 

 
Additional Factors: 
-Short & Nimble: See Militia 
-Unquenchable Appetite: See Militia 

-Unlike other Halflings, the Vigilante Guards conduct themselves with military like discipline at all times.

-When not fighting, the Guards act as the Lawmen of Halfling villages.


NO! Not the BEES! No, not the bees, Nooo!

Beekeepers & Bee Swarms
Mobility: 3 (Beekeeper), 6 (Bees)
Training: 3 (Beekeeper), 1 (Bees)
Max Range: Thrown (Beekeepers), Stinger (Bees)
Preferred Range: ^^

Honey is a treasured resource in the Moot, as it is used to make everything from ale to pie. Over time the Halflings have learned to extract honey from wild hives without disturbing the bees and always leaving enough of the honey so that they can survive. But they have also learned to make their own beehives, which is especially useful to those Halflings engaged in honey trade.

At some point, a beekeeper noticed that bees could have potential used in battle. Since then, many of these beekeepers trap swarms of these insects in bags the night before the battle when the hive is asleep. The bees are then released at the foe where they swarm and sting them something horrible. Though weak individually, a whole swarm of angry bees can cause considerable damage.


Offense: Beekeepers have a sack of bees, and a small dagger. They aren't meant to be in combat for long; just long enough to throw their sack of bees and run. The bees, of course, have stingers. These small and angry swarms will crawl all over whoever gets in their way, creeping in through cracks in armor to get at the flesh inside, and sting it!

Defense: None, for the bees. The Beekeeper will have a beekeeper suit, but for the most part they'll throw their payload and run. That's their defense.


Additional Factors: 
-Short & Nimble: See Militia 
-Unquenchable Appetite: See Militia 

-If Bee Swarms are to be used, the Beekeepers will move ahead of the main force (to minimize the chance that their side will be attacked by bees).

-Bees are somewhat unpredictable, especially when mad. Once the bees are released, there's no telling what direction they'll go.



Lords of the Harvest
Mobility: 4
Training: 2-3
Max Range: Melee
Preferred Range: Melee 

As ridiculous as it may sound, there are Halflings who are naturally brave (although they are rare indeed). These are the Lords of the Harvest, antisocial and immature young Halflings who are ever willing to charge headfirst into the fray, these young bucks whip their comrades into a frenzy, often resulting in total chaos amongst the friendly ranks. Despite the potential drawbacks, many Halfling armies tolerate these troublemakers because of the potentially beneficial effect they have upon their brothers-in-arms. Regardless of their social and military standing, all Halflings are willing to fight to defend hearth and home.

The Lords of the Harvest, as they call themselves, are gang members, often the sons of farm laborers. They are practiced swordsmen, who fight piggyback with one of them atop the other's shoulders. This not only enables them to bring more attacks to bear against the foe, but also means that there are more flailing little arms to defend against.


Offense: Swords, Axes, and Hammers. Since LotH fight piggyback style, this usually means there will be at least two weapons coming at the opponent, one high and one low.

Defense: Leather, A wooden Shield held by the one on top, or chainmail.


Additional Factors: 
-Short & Nimble: See Militia 
-Unquenchable Appetite: See Militia  

-LotH can whip friendly Halflings into a frenzy.

-LotH will fight dirty, and often go for the enemies weak spot in a fight.

-These Halflings are bizarrely brave, and will do anything to be like their childhood heroes and legends. Even missing meals! 



LINE-BREAKERS

Reaper & Shearer
Mobility: 5
Training: 3
Max Range: Melee
Preferred Range: Melee 

One of the most common professions within The Moot is farming. The nigh unlimited demand for food means that this profession is stable and profitable. Although the Halflings are often seen as lazy by ignorant foreigners, they are both stubborn and determined. These Halfling farmers are notoriously stubborn, willing to fight off the most terrifying of foes to defend their pastures. 

On the battlefield, it is easy to recognize the farmers, as they will be armed with all manner of outlandish farming tools and pitchforks, and they will stink of livestock even more than other Halflings. When the farmers go to war, they invariably bring the battle plow with them. These contraptions are as deadly as they are bizarre, drawn by a pair of bulls and dragging behind a huge bladed plow. For the most part they are designed for cutting wheat, but they are equally at home cutting off heads!

Offense: Aside from the battle-plow (which can slice through or crush those unlucky enough to be caught in their path), there are also the bulls' horns to worry about. Farmers will have pitchforks, scythes, axes, hoes, garden shears, and any other random weapon at hand.

Defense: None. The Battle-Plow are made of metal and wood, and the Farmer wears his work clothes.

Special: Sheep Dog: The loyal sheep dog often accompanies his master into battle. At his masters command he will protect the farmer, or savage his enemies. They will never run to far from their master.  

Special: The Reaper Scythe: This fearsome implement of slaughter glows with baleful energies. Where once it was a mere tool of the harvest, it was this scythe that found the neck of the Orc Warboss Grubgutz and saved many Moot dwellers from the terror's of the Orc's invasion. Since that day, the scythe has passed from wielder to wielder, unerringly seeking the throats of enemy generals and warlords.

Additional Factors: 
-Farmers don't like to be away from their fields for to long (unless a strike is going on), so for them to participate will require a battle to be important.  

-Farmers are hard working and diligent, no matter what they are doing. They are highly disciplined for Halflings, even on the battlefield. 

-Farmers are naturally very good at cultivating land. If the Halflings get there hand on some fields, they can have farmers start growing food. 



Moot Ogres
Mobility: 3
Training: 4
Max Range: Melee
Preferred Range: Melee 

Nobody knows why, but Ogres and Halflings seem to gravitate towards each other. Perhaps it's their shared love of good food, perhaps it's something else, but whatever the reason, the two races just get on. The Moot has a sizable population of Ogres, and most village elders have one or two Ogre bodyguards. Although they me seem like a bit of an odd pairing, Ogres are often lured from the hills by the opportunity to sample the local delicacies of the Moot. If Elders ever need protection then the Ogres are the ones to call upon to provide that extra bit of brute force and muscle!

When the Halflings march to war they will often bribe the local Ogres with food and promise of a good scrap to come along. They will form up with Ogres from other villages and generally have a good time eating and smashing things all the while keeping an eye on the army's Chefs. Ogres may be a little slow witted, but they are smart enough to know who makes the best food.

Offense: Large claymores, Massive Warhammers, or Clubs with spikes in them. Because they often protect important people in Moot, they get the highest quality weapons. Even when serving in war, they have good weapons, as they provide much of the muscle for the Halflings.

Defense: High Quality and Decorative Plate armor. Reasons why above.


RAPID RELIEF

Fieldwardens
Mobility: 4
Training: 4
Max Range: Sling
Preferred Range: Sling

To outsiders, the Moot looks like a safe and happy land. The extent to which that's true is due to the Fieldwardens. These Halflings patrol the borders of the Moot, keeping away threats and unwanted outsiders. They are skilled skirmishers who use their intimate knowledge of the Moot to maximum advantage. They prefer to attack from ambush, using their superior skill with missile weapons to neutralize the size advantage of their foes. Since the Moot shares a border with Sylvania, the Fieldwardens have particular expertise in dealing with the living dead. More than one horde of zombies has been brought down by a fusillade of sling stones from determined Fieldwardens. Even during times of peace these Halflings patrol their lands, slings forever ready as they stroll through field and copse.

Offense: The primary weapon of the Fieldwarden is the sling. They are highly trained with this weapon, able to hit moving targets with unerring accuracy. They can take down a zombie with a single stone! Should an enemy get to close though, they have a sword for CQC.

Defense: Chainmail when they expect trouble, leather all other times. 

Special: The Wheatshield: See Vigilante 

Additional Factors:
-Short & Nimble: See Militia
-Unquenchable Appetite: See Militia  

-Experienced against the undead.

-When not attached to a border patrol, a Fieldwarden's primary responsibility is to simply walk about the community and present a friendly and visible presence. Other times, the Fieldwarden is called upon to fill just about any job imaginable, from mending fences to helping at harvest time. 




Hobliars
Mobility: 5
Training: 3
Max Range: Melee
Preferred Range: Melee 

When tilling their fields, Halflings use rams as draft animals for their plows, and when it comes to carts use small donkeys, which is a more manageable animal. However, some of the wealthier Halflings can afford to buy a pony, and within these Halflings are a few who use them as mounts; either as a way to flaunt their wealth, or because one of the delusions of the Halfling is to become a brave knight who will come to the aid of damsels in distress and fight terrifying monsters, always in the defense of the poor and destitute. Luckily for them, not many Halflings have these ideas. These individuals are often inducted into the ranks of the Hobilars, or else are employed by Imperial tax collectors. In times of need these cadres ride out alongside their footslogging countrymen; bows in hand and a hearty breakfast in their guts!

Offense: Bow & Arrow, though it is very difficult to shoot from pony-back. Some use short swords, or spears to use in a charge.

Defense: Hobliars trust in speed to avoid most danger. However, those with delusions of knighthood (and those that can afford it) will cover themselves is refitted plate armor. Those who can't will cover themselves in pots and pans, haphazardly attempting to copy their idols. 

Additional Factors:
-Unquenchable Appetite: See Militia  

-Messengers: With great distances separating the important cities and castles of the Empire, Hobilars are an indispensable means of communication. Nobles, Merchants, and military commanders all make extensive use of Hobilars as messengers.

-Charge…? : The physique of the Halflings would advise them to not sit on anything that moves more than a rocker. Unfortunately ponies are animals that, due to their short legs, do not maintain a very steady trot. That is why the Halflings have the horseback riding style of a sack of potatoes. Although they have learned to be secured and maintain a balance on their mounts, the back of a pony is not a place where a creature with plump belly and short legs will stay on for very long. Indeed, it has been witness on a few occasions where a Hobliar lost his balance, and was forced to chase after his own mount. 



Hound Riders
Mobility: 5
Training: 4
Max Range: Bow & Arrow
Preferred Range: Bow & Arrow 

Henrick Tuffle was a proficient pony rider when his neighbor started breeding a larger guard dog called Hounds. Henrick help in the raising of the Hounds and they inherently trusted him. When an Orc raiding party entered the Moot he was not near his trusty pony, but was tending the Hounds. He knew he was needed to combat the threat so he grabbed a bow and quiver, mounted the largest Hound and traveled in the direction of need. Henrick arrived quickly and practically flew to the back side of the oncoming units and let loose a hail of bow fire. The enemy was stunned that they were being attacked in the rear, but as soon as they turned to see who was there, Henrick and the Hound had already moved and was shooting them from their flanks. The Orcs were so spooked by this "sorcery" that their line broken and ran. The Halflings that saw Henrick were all mighty impressed and wanted to see this new breed of dog. His neighbor was happy too, because it opened a new use for his Hounds.

Offense: The rider has a bow and arrow that they are experts in use. The hound has teeth and will bite enemies that get near. 

Defense: Neither dog nor rider wear armor, as they can't risk weighing themselves down. They must rely on speed to avoid harm. The dog will protect its rider if enemies get close.


Additional Factors:
-Unquenchable Appetite: See Militia  

-Often act as scouts.

-Hounds are incredibly loyal to their riders, staying with them even when doing so may cost them their life. 



Swan Riders
Mobility: 6 (Flight)
Training: 4
Max Range: Bow & Arrow
Preferred Range: Bow & Arrow 

Even since the dawn of their creation, there have always been those Halflings who've dreamt of flying. While most sensible Halflings would rather keep their feet on their ground at all times, this did not stop the odd eccentric from attempting to brave the skies. Naturally, the first of many attempts would be less than successful, as Halflings have tried everything from "gravitational brews" to simply flapping their arms really fast. It would take the mind of Hamwise Cornwood to come up with the idea of actually using the birds they were trying to mimic as mounts, a safer (although not by much!) and above all, possible means.

Even so, finding the right bird to carry the weight of a Halfling, small as they might be, wasn't all that easy. Hamwise eventually settled for the majestic swans living in the Moot's many ponds. Though this was easier said than done, for swans are fickle creatures, and possess quite the nasty temper to go with it. It took many weeks and many bites until he finally succeeded in his endeavor and managed to tame (relatively speaking) a swan that would allow him to ride it without biting his nose off.


His successs quickly spread across the Moot, and soon others were copying his methods. In time, Swam Riders became a, while not common by any means, visible presence in the Moot's forces. 

Offense: The riders will have a bow and arrow. The Swam is unarmed, but is so ornery it may attack anyway. It's wingbeats are strong enough to break unarmored bones, and it bites.

Defense: None, as neither can risk the weight. 

Additional Factors:
-Unquenchable Appetite: See Militia 

-Swans are easily angered, and will viciously attack whatever has earned their ire.  


-Uncommon


Ram Riders
Mobility: 5
Training: 4
Max Range: Melee
Preferred Range: Melee 

Merradoc grew up in the Empire and always admired the way the Knights were respected by the citizenry. He tried several times to join one of the Knightly Orders, only to be rejected. While traveling around with his cooking supplies with his trusty old goat Matilda, he came across the place of an Orc ambush. At first unsure what to do, seeing an Orc steal the armor off a fallen knight he steeled his resolve, and charged forward on Matilda, swinging his heavy iron skillet. The Orc, so shocked to see this Halfling charging at him, simply was not ready for the smash of the skillet onto his head. The Orc fell dead on the spot, and Merradoc, filled with courage (and quite a bit of ale), charged the two closest Orcs, killing them while they were still stunned from the sight of him.

The few remaining Orcs ran and started telling of a small daemon that attacked them with no mercy. Upon returning to the Moot he was laughed at by some but the rumors of his courage had already began to spread. Merradoc used his new-found notoriety to gather fellow glory seeking Halflings to his side, and they soon founded the Order of the Ram, in honor of his goat Matilda.


Offense: Heavy Skillets are the most common, with large meat tenderizers coming in second. A minority will use spears, lances, or swords, attempting to copy the Empire and Bretonnian Knights. These are in a minority. 

The Ram itself has a set of horns and a powerful charge.

Defense: Plate Armor, if they can afford it. Most rework pots and pans to fit their frame and use those. This also applies to the ram.

Additional Factors:
-Unquenchable Appetite: See Militia  

-The Ram Riders act as the heavy cavalry for the Halflings.

-Despite Halflings tendency for rudeness, the Order of the Ram try to replicate the chivalrous nature of Empire and Bretonnian Knights.  



SHOCK & AWE
Best I could find, there are no illustrations of this weapon that I could find

Hot Pot
Mobility: 2
Training: 3
Max Range: Catapult
Preferred Range: Catapult 

The Hot Pot catapult is a bizarre piece of artillery, with a history at least as peculiar. Suffice it to say, it involves a Halfling cook under Goblinoid attack, some leftovers and a rudimentary knowledge of ballistics.

Originally a desperate innovation, the Halfling Hot Pot has now become something of an institution amongst Halflings. The Hot Pot is exactly that, a pot of boiling liquid hurled at the enemy's ranks, burning, scalding and even dissolving the foe. The ingredients which make up the special stew are a closely kept secret and vary from chef to chef, although it is known that the most important and abundant ingredient is pepper. At a push boiling oil on its own will do the job, but a typical mixture has corrosive properties and is sticky so that it adheres to exposed flesh.

These contraptions are a common sight among Halfling armies. They are welcomed by the Halflings and doubly hated by their foes, and for good reason!

Whilst any normal Halfling would disagree with such a waste of good soup, it is undeniable that the results are worth it to bolster a needy battle effort.

Offense: See Description

Defense: Minimal: The base is a wooden catapult like structure. The pot itself is iron. It is guarded by Halfling warriors.

Additional:
-Slow to fire

-The contents of the Hot Pot are often sticky, adhering to flesh and armor, so those exposed will have a hard time getting the burning, melting contents off of them.


SPECIALIST SUPPORT

Elders & Sheriffs
Mobility: 3
Training: 4
Max Range: Bow & Arrow
Preferred Range: Bow & Arrow 

Halfling communities tend to be small villages, nominally headed by an Elder. A Halfling Elder is the bravest, toughest and obviously fattest Halfling in the army. Girth is as greatly respected by the Halfling people, as is skill with the bow, their principle weapon. There may be more than one Elder present at any given time, but only one will actually hold the position of "Elder", which is the general of the army. The holder of the title is the one who commands and coordinates the defense of the Moot and the guards. The small army will be usually be commanded by the leader of a village, a Mayor, or a Halfling popular with their neighbors. When the whole Moot should mobilize to repel an invasion, the Elders themselves can lead the troops.

Offense: The Bow. The prized weapon of the Halflings. While they may not be elves, a Halfling can often show up his human counterparts with this weapon. Elders are especially deadly with the weapon.

Defense: Elders will be at the back of the battlefield, away from harm. They will have chainmail armor, and a retinue of guards (usually Moot Ogres). 

Special: Variant: Sheriffs: The Sheriffs are local leaders within the Moot, often former toll guardsmen or forest rangers. Their responsibilities range from mayoral duties to policing disputes and crimes. Other Sheriffs spend most of their time in the Empire training with the men. When they return to the Moot, they function as unit commanders beneath the general, and they will elect from their close knit group his replacement when one is needed. In times of crisis the local Sheriff is responsible for organizing the local defense and insuring the evacuation of the women and children. Most of their time however, is likely spent sleeping or drinking ale near the local inn.

Special: This weapon changes hands quite often (whether through inheritance, loosing it in a bet, or flat out stealing it), but is most commonly found among Halfling Elders. The Bow of Apple Oak: This much renowned weapon is reputed to have belonged to Daergal Corngold; a notoriously foul tempered and territorial farmer with great crafting skill and a habit of opening fire upon anyone who so much as set foot in one of his fields. This ancient bow is said to have been constructed from the boughs of a great Apple Oak Tree plucked from a legendary apple orchard said to be infused with raw magic! Arrows fired from this bow are enhanced magically, allowing them to pierce armor and harm specters. 

Special: The Wheatshield: See Vigilante 

Additional Factors:
-Short & Nimble: See Militia
-Unquenchable Appetite: See Militia  

-While they may be the commanders of armies, they tend to have less experience then the commanders of other Empire armies. They are, however, experts at using the Moot's terrain to their troops' advantage.

-Commanders are not above reaching into their coffers to buy assistance from foreigners if it means saving their people and homeland.

-Commanders are well known for their rousing speeches, inspiring their troops to fight even in hard conditions. 



Enchanters
Mobility: 4
Training: 5
Max Range: Battlefield
Preferred Range: Battlefield 

Halflings are very resistant to magic and it is difficult for them to progress in the arcane arts. Nevertheless, and contrary to the Dwarves, Halflings are fascinated by everything that surrounds the wizarding world. Though their resistance makes it difficult to control magic, those that do can go on to do great things. 

The Grand Enchanters are the most powerful magic users in the Moot. By adapting some of the common spell learned at the Collages of Magic in Altdorf these magic users can be experts in the making of fireworks displays, dealing with sick livestock and animals to performing illusions for anyone who can afford their services. Although skilled in the Winds of Magic they rarely become as talented or well versed in its uses as the great mages of the other races. Enchanters are lower ranking magic users who lack the knowledge and skill of the Grand Enchanters. 

Offense: A Grand Enchanter can use the mid-level spells of a lore with little difficulty, but would struggle with the higher level spells. An Enchanter can use the minor spells of a lore with little difficulty, but struggle with mid-level spells, and couldn't perform high level spells at all. 

Whether they be Grand or Plain Enchanter, they will know the spells to ONE of the following Lores: Fire, Beasts, Heavens, Light, Life, or Shadow. 

They will also have a sword at their hip, and possibly a bow & arrow.

Defense: Thick Robes, beneath which they'll wear leather armor. Some can conjure magical shields to protect them.

Because of their resistance to magic, they are much less likely to be harmed by enemy spellfire. While they still can be, it takes more to hurt them.


Additional Factors:
-Short & Nimble: See Militia
-Unquenchable Appetite: See Militia  

-Because of their innate resistance to magic, it is harder for Grand Enchanters and Enchanters to cast spells. However, it is easier for them to dispel the spells cast by others.

-A Wizard can often earn himself a free meal and a night at an inn if he agrees to put on a show for the mesmerized Halflings.

-Halflings try to avoid becoming dependent on magic. As such, Enchanters & Grand Enchanters will carry weapons to battle, and fight like normal soldiers if they think that would serve better then magic.

-A Halfling using magic to win at contests (especially growing or baking contest) is likely to be chased out of Moot as a despicable evil and a cheat



Master Chefs
Mobility: 4
Training: 3 (in terms of combat. If it comes to training with food, easily twice as much, if not higher)
Max Range: Thrown Weaponry
Preferred Range: With their food 

In times of war, the cooks act as "morale officers", for every Halfling knows that whilst his cook lives, he will feast well after the battle. For this reason, cooks will often accompany the Halfling armies to battle, cheering on the efforts of their comrades and keeping the armies well stocked with trail rations and Halfling ale.

No Halfling army is complete without its own cook to supply it with hearty meals, interesting stories, and unparalleled war machine support. Always on the search for the best Oxtail soup recipe, the Chef will often join his brethren in battle, as that is yet another chance to try and create a culinary masterpiece. Any wise Halfling Elder will persuade a Master Chef into joining the army. The more food the Chef cooks, the better the Halflings fight!

Offense: A large cleaver or meat tenderizer. Occasionally a large rolling pin. Several knives (cutting, steak, bread), may also be thrown with deadly accuracy. In CQC they are able to use their blades with unsurpassed speed.

Defense: None, though a Chef will be protected by the Halflings around him. No Halfling would be able to live with himself if they allowed the Chef to die! They may also be protected by Moot Ogres, who love a good meal almost as much a the Halflings.

Special: Stew Pot: No self respecting chef would turn up to battle without a pot of stew! With the stew they bring the most exclusive spices there are. The result of the aroma they can conjure up inspires their fellow Halfling to stronger, if not great, deeds. Interestingly enough, different spices seem to affect Halflings in different ways. Chili-pepper makes them faster, Rosemary makes them more stubborn, Coriander improves their reflexes, and Cumin makes them tougher. Of course, there are unlimited combinations of spices a chef may utilize in battle… so long as it doesn't ruin the taste of the stew, of course.

Additional Factors:
-Short & Nimble: See Militia
-Unquenchable Appetite: See Militia 


Rangers
Mobility: 4
Training: 5
Max Range: Bow & Arrow
Preferred Range: Bow & Arrow 

Not so brave Halflings may seek to avoid the brutalities of close combat by becoming bowmen, and such is their dedication to saving their own skins that many such individuals become highly skilled, and dare it be said, dangerous soldiers. Halflings are experts of the forests and have an extraordinary ability to move quickly and without making any noise in the interior of any forest. This gives them a tremendous advantage over their enemies to fight in forests, despite their small stature. Some of the people of the Moot become even more gifted with the bow than their fellows, and so become Rangers.

Offense: The Hunting Bow, of which they are incredibly deadly. A dagger, for CQC engagements, though most rangers seek to avoid such a scenario.

Defense: Normal clothes, colored to match their surroundings. Rangers' best defense is staying far away from the enemy, or blending in with their background completely.

Additional Factors:
-Short & Nimble: See Militia
-Unquenchable Appetite: See Militia  

-Will act as scouts, and harassing enemies.

-Expert foragers.

-Highly skilled trackers


-Masters of camouflage.  


Housewives
Mobility: 4
Training: 2
Max Range: Melee
Preferred Range: Melee 

Halfling women folk are not to be messed with. They are uncannily strong, they unerringly hit the mark when there is a punch to be thrown and, due to years of child rearing and housework, are incredibly tough. Equipped with rolling pins, ladles, frying pans and other various kitchen equipment, Housewives pack quite a punch and are not the kind of people to be trifled with. Wherever there's a home and a family to protect, you can count on finding a strong housewife to defend it. The sight of one of their men folk being killed is enough to drive them into a frenzied bloodlust, so beware a woman's wrath!

Offense: See Description

Defense: None

Special: Washing Line: A Pair of housewives can hold each end of a washing line and run through a battlefield, knocking people over and getting them tangled up in the lines. 

Additional Factors:
-Short & Nimble: See Militia
-Unquenchable Appetite: See Militia  

-Seeing their husbands, children and friends getting injured is enough to fill these women with a bloody fury. In combat, they are often more vicious then the menfolk. 


Thieves
Mobility: 5
Training: 5
Max Range: Right Up Close, with their hand in your pocket
Preferred Range: ^^

Halflings are well known for their nimble feet and even nimbler fingers. While many follow their fathers and turn their dextrous skills to works of craft many also find themselves drawn towards the danger and excitement of stealing. They also find themselves very popular with certain organizations, such as the Thieves Guild and the local Watch patrol. 

As can be expected, the speed and agility of Halfling Thieves has been noted by many of those who seek their fortune delving into abandoned Dwarf Holds and performing mighty deeds in dungeons. Halflings make excellent bait for monster traps and are usually quick and lucky enough to escape once the monster has fallen for the trap. Their diminutive size allows them to be pushed through sewers, under badly fitting gates and into rat infested nooks and crannies.

Offense: Knives, but a Thief isn't meant for prolonged combat. They'll only fight if they get caught in the act… and most are skilled enough that that's not an issue.

Defense: None, as it wouldn't do to weigh a thief down with armor. Their true defense is not getting caught. 

Special: Variant: Cat Burglar: Cat Burglars see themselves as a cut above the common thieves and footpads. The Cat Burglar's art requires observation, planning, and impeccable timing. A well-executed theft may not even be detected for months, by which time the Rogue is far away. Most Cat Burglars are members of a Thieves' Guild, though some defy the odds and go it alone. Such lone wolves must elude both the law and the guild; a dangerous game to be sure.

Additional Factors:
-Short & Nimble: See Militia
-Unquenchable Appetite: See Militia  

-While it's rare to see a Thief willingly enter a combat scenario (they prefer to work outside the battlefield), those that due will cause much havoc for the enemy. Their small size, speed, and deft fingers allow them to pick the pockets of everyone they pass. Enemies find themselves missing their knives, their arrows, their enchanted amulets, etc. Of course, those that catch the Thief in the act rarely see any humor in the Thief's actions, and they'll have to leg it or be killed for their attempt. 


Master Thieves
Mobility: 5
Training: 5
Max Range: Varied
Preferred Range: With their hand inside your pockets 

For some Halflings, the relaxed and easy-going lifestyle that is commonplace in The Moot is not enough. These Halflings more often than not band together and go out into the world together as mercenaries. For some of these rogues, however, the life of a mercenary contains too many perils for a young Halfling, and so they become thieves and vagabonds within The Moot. Those Halflings who become skilled at this line of work are known as Master Thieves due to their ability to lift the wallet from a target apparently without so much as a touch. If one of these Halflings bumps into you in a tavern, check your pockets!

The elite of the Thieves Guilds the Old World over, Master Thieves 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. Although officially criminals, these burglars often find support amongst the Mootfolk, especially when good fighters are needed to defend the lands. In times of war, Master Thieves often go to battle hidden within the ranks of other Halfling units, waiting for the opportunity to rid the opponent of any magic items they may be carrying. Whilst the price of recruiting such individuals can be higher than expected, it is usually worth the trouble for the effect it has upon the enemy.


Offense: Whatever weapon the squad they are hiding in would use. Personally they may have a small dagger.

Defense: Whatever defense the squad they are hiding in would use. Personally, Master Thieves best defense is never being caught. By the time someone knows that something was stolen, they tend to be long gone.

Additional Factors:
-Short & Nimble: See Militia
-Unquenchable Appetite: See Militia  

-Master Thieves will make it a point to 'liberate' as many magical items as they can from the enemy. The more important a unit looks, the more likely they are to have the Master Thieves going through their pockets when they aren't looking. 



Pantry Guards & Chuck Wagons
Mobility: 3 (Wagon), 4 (Pantry Guard)
Training: 5 (Pantry Guard)
Max Range: Battlefield (Chuck Wagon), Melee (Pantry Guard)
Preferred Range: ^^

Halflings value their food more than anything. As a way to motivate the troops, and reward them on the spot for bravery, it is not unusual for a rations wagon to be brought forward. The smell of fine food and smoking weed radiates from the wagon, pushing all nearby Halflings to 'get it over with' so they can sit down to one of their fine meals afterwards.

Not surprisingly, the Chuck Wagon is one of the biggest attractions of the whole army. In many cases, the presence of the cart is more inspirational than the general himself. As the Halflings are aware of this, if a village should be prepared for a battle, the Mayor of that village prepares a Chuck Wagon with the best food available. It is also quite common for a Master Chef to be in charge of the cart, and for the town's inn to offer to provide all food (in order to increase their fine establishment's reputation, more than anything). The greater the Cook, the greater the effect the food has on the Halfling troops.

The Panty Guard protect the Chuck Wagon with their lives, for they take great pride in their work as chefs. And besides, should the army's supply get lost, then what is a Halfling to do after the battle? That thought alone is enough to make any Halfling fight harder than he has ever fought in his life!


Offense: The Pantry Guard are armed with cleavers and hammers, and are strong enough to cut through lighter armor, or smash a head like a melon with a single swing. The Wagon itself is pulled by a Auroch, a large wild cattle. It's long horns can be used to gore people. The Wagon can also charge into battle, rolling over and crushing people.

Defense: The Wagon is made of wood. The Aurochs have no armor. The Pantry Guard will wear some plate armor. The Wagon will be protected by the Pantry Guard foremost, and all other Halflings second, and Moot Ogres third.

Additional Factors:
-Short & Nimble: See Militia
-Unquenchable Appetite: See Militia  

-The Sight of the Wagon is highly inspirational to a Halfling. The smell of the food it contains gives them a will like iron. They will hold their ground against impossible odds, and withstand any foe to protect the wagon. To see the Wagon Destroyed will fill the Halflings with incredible hatred to whoever did the deed, and that unit is not likely to leave the battlefield alive.  


HEROES & LEADERS

'Kathleen' Half Tank
Mobility: 1
Training: 4
Max Range: Artillery 
Preferred Range: Artillery

A gift to the Halflings from the Elector Count of Averland the year 2502, in return for the Halfling's "services" during the battle against the Feastmaster tribe. The Kathleen is a war engine based upon the designs for the steam tanks that have served the empire well in recent years. The Kathleen was originally a steam tank prototype, but due to a careless (and catastrophic) miscalculation, the vehicle was constructed on the wrong scale to be of any use to any man alive, and as such any illusions of true generosity the Halflings may hold are more myth than reality. Tasked with the eventual disposal of the Kathleen, the agitated count gave it to the Halflings, his dictation to his emissary being; "Tell those half-formed, good-for-nothing runts that this is a parting gift, and to get packing or lost somewhere out of my sight".

Fortunately, the emissary in question was possessed of somewhat more of a skill with words, and after employing a little tact, the eventual message that reached The Moot was; "A gift from the most grateful Elector Count, in repayment for your assistance in those most dark of times".

Unbeknownst to that faithful emissary, he had almost certainly saved the Empire from another year of strikes and refusal of taxes…

Since that day the Kathleen has been proudly tended to by The Moot's eternally grateful inhabitants. Several useful 'additions' have been made to make it slightly more homely, including the introduction of a soup cannon in place of the original armament. The peoples of The Empire are happy to allow the Halflings to continue their illusions of heroism. After all, it is better to tolerate a bit of nativity than to suffer province-wide strikes.


Offense: The Soup Cannon: Kathleen comes equipped with a Hot Pot artillery cannon.

Defense: Heavy Steel Plates


Additional Factors: 
-Nearly Irresistible Force: Kathleen is incredibly slow to get going, even by comparison to other Steam Tanks. However, once Kathleen gets going, builds up steam, it's a practically unstoppable force. It can plow through entire regiments, smashing aside heavy units, and knocking down walls.

-Kathleen is a rallying point for the Halflings, a reminder of their contributions to the Empire. When Kathleen is in sight, Halflings will fight harder. 



Hisme Stoutheart - Elector Count / Elder of the Moot
Mobility: 4
Training: 4
Max Range: Melee
Preferred Range: Melee

Curiously, even the Elder of the Mootland, the leader of the Halflings, has earned the right to vote in the election, due to the Halflings` contribution to Imperial cuisine! He is the sole non-human Elector and spokesperson for the Moot (and by extension, all Halflings in the Empire). However, the current Elder of the Mootland, Hisme Stoutheart, is more interested in the timing of his next meal than political intrigues.

A properly fat Halfling of eleventy-one years, Hisme is the prime Elder of the Mootland in his role as mayor of Eicheschatten, the capital of Mootland. Even at this very prestigious position, he has a very relaxed opinion towards governing, instead preferring to let things sort themselves out if possible, and only intervening when absolutely necessary. And even then, situations more serious than who ate whose pie or loud neighbors are a rare sight. However, he has in the past been one of the driving forces for bettering the conditions of Halflings within the Empire. For instance, Halfling students are now admitted to Universities on sufferance, due to an obscure piece of Imperial Ordinance demanded by the Hisme many years ago. He might not be popular among the other Electors, but that doesn't stop him from voicing his demands!

When the Moot is in danger, Hisme isn't slow to act. While he may be of considerable age, he is as spry as he ever was, and nobody better dare to argue with him on that! Cladding himself in the uniform of his office, he draws his magic blade and shield, ready to protect his people from harm when needed - preferably before lunch time.


Offense: Foe Slayer: A weapon from ancient battles against the goblins, Foe Slayer is perfectly suited to slaughter hordes of enemies. The magical blades increases his physical strength, and as a magic sword it can injure ethereal foes.

Defense: Buckler of the Red Rooster: A worn buckler, passed down through family to family, its origin lost in the ages. It depicts a red rooster spreading its wings in front of the sun. This magical shield forms a barrier around Stoutheart that negates most melee attacks.

Special: Broach of Stoutheart: The courageous Hisme Stoutheart proudly displays his family heirloom by securing his cloak with this leaf-shaped broach. According to the good Elder, he has escaped many fatal attacks due to the heirloom's lucky aura.

The power of this broach makes Hisme incredibly lucky, and attempts to hit him are very likely to fail.


-Hisme's Book of Sage Advice: " The book enables its bearer to give some sound advice to his army." This enchanted book increases Hisme's intellect and wisdom while he's holding it.

Additional Factors: 
-Short & Nimble: See Militia 
-Unquenchable Appetite: See Militia    

X-FACTORS: 
Adaptive Creativity: NA

Tactics: NA; as we don't know what sort of battles he's engaged in, or how he did. 


Strategy: NA; as we don't know what sort of battles he's engaged in, or how he did.  


Intuition: 65/75: Years of experience in the political ring have given Hisme the ability to get a good read on people and situations. This increases when he uses his magical book to increase his intellect and wisdom, allowing him to better predict what will happen, and give orders for a more favorable outcome.

Audacity: 25/80: When it comes to warfare as a whole, Hisme isn't exactly chomping at the bit to put himself (or other Halflings) in danger. However, when it comes to the defense of the Halflings, and Moot in particular, Hisme can be downright courageous. 


Psychological Warfare: 45: Hisme is an excellent politician, despite having little interest in political intrigue as a whole. He can use people's assumptions about him and his race against them, and is good at getting what he wants. On the battlefield... we don't know.


Experience: 40: A very experienced politician, and a leader to the Halfling peoples, but he rarely has had to lead them in a war effort. 


Discipline: 30


Inspiration: 50: Hisme is a beloved Elder, held in high esteem by his people (though not by Elector Counts of other races). Words from him are taken more seriously, and commands from him are more readily followed.


Corruption: 20: Hisme is a very good natured person. While he can't always have his Halflings avoid the unpleasantness of war, he isn't going to be sanctioning the sort of things you'd see from Dark Elves, Skaven, or Chaos. He'd just rather get the fighting over and done with, so that everyone can go home to a good meal.



Nicholas Warfoot - Defender of the Moot
Mobility: 4
Training: 5
Max Range: Melee
Preferred Range: Melee

Every male member in the long line of the Warfoot family has served in defense of the Moot. Hence their name: Warfoot. Currently Nicholas Warfoot is the current overall commander of the military forces within the Moot. Since the oncoming Storm of Chaos, the Empire has not been able to place forces in proximity of the Moot, which has forced the Halflings to take a greater role in the defense of their homeland.

Warfoot has recently organized a small yet politically important force sent to aid to forces of the Emperor in the war to come, yet the majority of forces are kept at home in case of a break through by the forces of Chaos to the east. In these dark times, Nicholas has mobilized the people of the Moot like never before in defense of their homeland.


Offense: Warfoot's Blade: This sword has been passed down through the Warfoot family's long history of warfare. The actual origin of the blade is a long winded story which Nicholas is only too happy to tell. In it, Nicholas' Great, Great, Great Grandfather was a freelancer who ends up joining with a party of humans who quested into the tombs of in south. After a ferocious battle with some undead legions in which Nicholas' relative slew the evil liche that commanded the the host, the blade was removed from the tomb's treasure, and it has been wielded by a Warfoot ever since.

The Sword is Magical in nature, increasing Nicholas' strength, and can ignore armor.


Defense: Plate Armor (fitted for a man his size)

The Warfoot's Crest: The Warfoot's Crest is a magical shield that was taken from an Orc warlord who was slain during a smaller Waaagh! that was stopped in the Moot. Its origin before the death of this warlord is unknown, but onto the shield was painted the Warfoot's family crest and it is now passed down from father to son. It is incredibly durable, with a slight magical resistance.

Special: Aladora's Necklace: "During Nicholas' rise through the ranks he was head of a Forester Patrol which happened to stumble across a Wood Elf maiden who was under attack by a band of vile Beastmen. After driving the Beastmen off with a volley of arrow fire, the maiden gave Nicholas her necklace in thanks for her rescue. It is rumored that Nicholas and the maiden still meet in the woods on the anniversary of this day."


A defensive talisman, when an enemy attempts to attack Nicholas in close range, the necklace will emit a blinding flash of light. This will hopefully keep Nicholas safe. After the flash, it will take a long time for the necklace to recharge.

-Potion of War: The brewing of the Potion of War is a family secret that has been passed down through Warfoot Family for generations. The potion is said to give the drinker the strength of an ox and the toughness of a bear.

Additional Factors: 
-Short & Nimble: See Militia 
-Unquenchable Appetite: See Militia 

-He is incredibly stubborn, and he passes this stubbornness to his men in battle. 



Clegg the Indomitable - Master Thief
Mobility: 4
Training: 4
Max Range: Battlefield
Preferred Range: Far away from danger

Halflings feel put upon by those lanky Human gits. What with their wrongly sized tables and chairs, and it's really annoying to have to climb over door steps when you're trying to impress your next customer before you meet them at the inn!

Then one day, a well-known Halfling called Clegg decided that he had enough, as well as seeing a nice tidy profit margin, and started his band of the roughest, toughest (and about as hard as a kick in the bum with a pair of those fluffy animal slippers) Halflings in the Old World. They started out as a bunch of thieves and cut throats, but soon changed their outlook on life after they had a good scrap with a rival band of thieves and found that it gave them such a great appetite it turned into a good excuse to eat as much as possible. Clegg brought the band together, so there is no possibility the band will let him stay out of a fight. If it were up to him, he would just sit back in safety while he pockets the cash.

Offense: A dagger is the most common weapon, or perhaps a small sword.

Defense: Thick Leather armor, but Clegg would prefer not to be in a fight at all. 

Special: The Magic 'Swag Bag': "Though the origin of the 'Swag' Bag is unknown, one can safely assume it wasn't through any legal means. In any case, the 'Swag' Bag, as Clegg calls it, is a very potent item that is able to magically pull out the most powerful magic artifacts from it. Clegg has never found out where these items actually come from, but neither has he bothered too much."

When Clegg reaches into his magic bag, one random magical item belonging to the enemy will appear in his hand. Unless the item is charmed to only work for that specific person, then Clegg can use it as his own. This lasts until the moment the object leaves his hand (whether by dropping it, letting it go because he got bored, whatever), the item disappears and returns to wherever it came from. The bag will never take the same item twice. 


Dimminu's Lockpick: An enchanted item once belonging to what is widely believed to be the best Halfling Thief to ever grace the guild. When placed against a lock, be it physical or magical, it will automatically open (eat your heart out keyblade). 

The Glove of Sneaky Pinching: "This item was the product of a deranged Enchanter and a torn up Arabyan flying carpet. Not wanting to waste the material from such an ex-magical specialty, the Halfling in question used the fabric to make this glove, which still retains a memory of flight. Many an enemy champion has issued a challenge against this item's owner only to reach for their weapons and find them gone."

When faced with an opponent, Clegg can magically make one of their weapons disappear, and reappear in his gloved hand. The enemy must be within line-of-sight of Clegg, and the weapon will return to them the moment he lets go of it.


Additional Factors:
-Short & Nimble: See Militia
-Unquenchable Appetite: See Militia  

-Clegg would rather not fight in battles, preferring to steal from people without being seen.

-Clegg is a very charming Halfling and an excellent public speaker. He has riled up rowdy bar patrons to his service, and talked his way out of jail multiple times.  



Gabbo Flugbend - Halfling Adventurer
Mobility: 4 (6 on Greywing)
Training: 5
Max Range: Melee
Preferred Range: Melee

Gabbo Flugbend is the wild and adventurous son of the similarly tempered hunter, Hogbo Flugbend. Gabbo's love for hunting goes beyond any normal love and he is very rarely seen doing anything else! Being one of the so called "adventure loving weirdos" that inhabit the Moot, Gabbo longed for adventure. Being fed up chasing nothing but deer and wild rabbits, he set out on a journey to travel and seek out something more dangerous and exciting to hunt, while seeing the world as he did so.

And so Gabbo left the Moot, equipped with only a bow, his hunting spear, and his animal traps, and went into the wide world beyond. Gabbo since traveled through the Dark Forest of the Empire, visited the Dwarf Holds of the World's Edge Mountains, and even to the Wood Elf realm of Athel Loren, where he made many friends; and even more enemies in the form of Beastmen, Orcs and other, fouler beasts. Yet, through skill and cunning - and probably a bit of luck - Gabbo outwitted them all, and slew many beasts.

He fought against Trolls and Goblins at the side of Josef Bugman in the mountains, where he earned his magical Gromril Shirt for his bravery in battle, and became a personal drinking friend of the Dwarfs.

In Athel Loren, he fought with the Glade Guard against Beastmen warbands, and was gifted a magical cloak by Ariel, the Queen of the woods, herself - and, according to Gabbo, a kiss on the forehead as well.

However, it was in the Grey Mountains that his greatest adventure would lie. In Gristle Valley, he encountered a small tribe of Ogres. Having only been accosted to the friendly Ogres of the Moot, Gabbo was quite surprised to find that these Ogres appeared to have the intention of eating him! However, using his wit once more, he challenged them to a game of riddles regarding his allowed continuation to live. The Ogres, puzzled, agreed. Not being the brightest of thinkers, the Ogres gathered together trying to solve Gabbo's, to him, very simple riddles, allowing him to untie his bonds and escape upon the back of a Pegasus that has also been captured by the Ogres. Too late, they discovered that the Halfling had gotten loose, and they angrily cursed Gabbo as he flew off on his new-found mount, which he decided to call Greywing. After this incident, Gabbo figured he had had enough adventuring, and returned to the Moot. From that day on, his stories have been the highlight of many an evening at the local inn.

Gabbo is an expert at beast hunting and will often show his competency by bringing in monsters far larger than himself or his Pegasus, Greywing, to the battlefield.

Offense: The Hunting Spear: A Spear Gabbo had long before he went on his adventures, he later had it enchanted. It has been the death of many beasts, piercing their hides with ease. The magic on it allows it to penetrate any hide or armor.

Mesh Net: A net used for trapping small to medium sized animals can be used against battlefield opponents. While it won't work on giant sized enemies, smaller ones can be tangled up in the net.


Defense: Gromril Shirt: This lightweight chainmail shirt made of gromril was originally forged by a dwarf warrior, though eventually found its way to the Moot through Gabbo. Gromril is an incredibly potent magical armor. Very lightweight, it is extremely difficult to penetrate, and resistant to magic. 

Special: Animal Traps: Typically used when fighting war beasts, monstrous infantry, or monstrous beasts, Gabbo will use these bear-traps to clamp down on their legs and slow them down.

Elven Way Cloak: According to Halfling folklore, Ariel, the Elven Queen of the Wood, gave this cloak to Gabbo when his journeys took him through the forest of Athel Loren. Whether this is true or not is debatable, but what isn't is that this cloak has saved his life on more then one occasion. This cloak allows Gabbo to blend into the background when he stands still, and blurs his form when he moves. Enemies trying to hit the Halfling will have a rather difficult time of it.

Special: Mount: Greywing: A Pegasus Gabbo rescued from Ogres, Greywing is very loyal to Gabbo, and will defend him to the bitter end. The two of them working together have spelled the end for many deadly monsters.


Additional Factors:
-Short & Nimble: See Militia
-Unquenchable Appetite: See Militia  

-Gabbo is a highly skilled hunter and tracker.

-Gabbo is skilled at leading large monsters onto a battlefield, and directing their fury at his opponents.

-Gabbo is exceptionally brave, and is not likely to fall for any mind altering tricks that try to instill fear in him.  



Ogglethorpe Bulnhelm - Traveling Chef
Mobility: 3
Training: 3
Max Range: Battlefield (As a Chef, he is a morale booster), in actual combat, melee
Preferred Range: With his food.

For ages, the Bulnhelm family line has been feeding the Moot the best cuisine in the Old World. The "Kings of the Kitchen" as they call themselves, they have been the personal chefs of the elder of the Moot for many years, and even the Emperor himself. Whenever Imperial dignitaries have been on diplomatic visits, you can be sure that there have been a Bulnhelm behind the cuisine during the dinner!

Ogglethorpe Bulnhelm, the newest addition to the family, travels around with his company of cooks providing an excellent meal to whoever can pay for it. He was working as a mercenary in Tilea for a time, providing the food for both great generals, as well as the Merchant Princes of the cities.

Ogglethorpe traveled all over the Old World when he was younger and so has many exotic and tasty recipes to share. He has seen the rice fields of Cathay, the jungles of Ind and the deserts of Araby, always gathering the best and most interesting recipes and ingredients he could find to add to his legendary cook book.

His mastery of the palate is extraordinary, to say the least, and leads to him being asked by almost every Halfling lord within smelling distance to join their force. He will gladly share his wonderful skills, and food, with the lord and the lord's troops for a cooking fee...

Offense: See Master Chefs

Champion Chef's Cleaver: Every year a competition is held to find the best Chef in all the Moot. This is taken very seriously by the Halflings and some train for many years before entering. The victor gains the title of Champion Chef and an extremely sharp cleaver.


Defense: See Master Chefs

Special: Exotic Spices: From Araby to Cathay to Norsca, Ogglethorpe has collected spices from around the world. He can add these spices to a Hot Pot (see Shock and Awe), to increase the potency of the brew within. 


Fireroot Pepper: As any smart chef should do, Ogglethorpe never leaves his kitchen without a pepper. He prefers the Fireroot variety, chosen for their intense heat. Sometimes, in the heat of battle, he will attempt to jam this murderously spicy pepper down his enemies throat. The poor sap that swallows one of these peppers will soon find themselves in agony, blinded by tears, sniffling, and curled up on the ground as the pepper destroys their digestive system. 

Magic Drumstick: A plump and wonderful smelling piece of meat, cooked in a variety of spices, more then one of which were enchanted by a Halfling wizard. When Ogglethorpe eats this drumstick, his strength, speed, and dexterity are all enhanced.

Additional Factors:
-Short & Nimble: See Militia
-Unquenchable Appetite: See Militia  

-As the greatest of Master Chefs, others of that unit type will defer to him when it comes to food prep, and what should be done on the battlefield.

-As the greatest Halfling Chef, his presence on the battlefield is an extreme moral booster. 



Jolly Bolbottom - Innkeeper of the Sow's Ear
Mobility: 3
Training: 3
Max Range: Pistol
Preferred Range: Pistol

In the small Mootland town of Leedleton, there lies the quaint and well-kept inn, The Sow's Ear. Jolly treats his guests as kings, and serves Lector's Tipple, annual winner at the Beer Fair. Even dwarfs grudgingly acknowledge the Sow's Ear as a passable place to drink, and each year a pilgrimage of Halflings arrives to taste his succulent pies.

However, it is not only the quality of his establishment that secured Jolly's fame. Ten years ago, during one of the Moot's worst winters, a giant stomped down from the mountains through blinding snow. It sniffed out the aroma of the Sow's Ear, and the few trappers and traders holed up in the inn fled into the storm. However, Jolly stood between his tavern and the giant, handgun loaded. The giant ignored the innkeeper's warnings to turn back, and so Jolly fired. Unfortunately, snow had dampened the gun's black powder, and it misfired. The giant grabbed him and swallowed him whole. Amazingly, the innkeeper survived the descent into the pitch black of the monster's gut. And more amazingly, he managed to retain retain his wits about him.

Fumbling for his tinderbox, Jolly struck a light to search for a way out. The sparks ignited gastric gas, and in the resultant explosion, Jolly was hurled to safety in a shower of gore to land in a snowdrift. The giant, clutching its spilled intestines, toppled and died. Its skull now adorns the front entrance, a trophy attracting many visitors who wish to hear the tale from the great man himself.

Jolly Bolbottom is a kind-hearted fellow with a friendly smile and a pleasant personality. But when he or his inn are in danger, he quickly becomes grim faced. He swears by the old, antique handgun that he keeps under the bar counter in case any ruffians come- a-knockin', as it has saved his life on many too numerous occasions. Being an innkeeper in a bad part of the Moot leads you to having a pretty fast hand when it comes to drawing out your gun and shooting. Jolly is no exception, and his skills are honed to the point so that he can get off several shots in a short period of time.

Offense: Antique Handgun: This beautifully crafted handgun fires and reloads with precision and ease, unlike most of its kind at this time. Its craftsmanship is second to none, as the gun can also be easily loaded on the move due to its ingenious frame.

Jolly is a crack shot, able to fire quickly and accurately, getting several shots off before his enemies get one. He is used to firing while on the move, and doing so does not deter his aim. The only problem with this gun is that if the black powder gets damp, it won't fire properly.


Defense: None

Special: Golden Gunpowder: This golden colored gunpowder is actually not made from gold, but from a highly combustible mix of sulfur and other fulminations. It increases the power and range of his Handgun's shots. 


-Dram of Invigoration: Used by apothecaries in The Moot to cure everything from the common cold to broken bones, this dram of highly alcoholic beverage is a must-have for any Halfling battle effort. Jolly carries a small flask of it with him (only enough for one use before he must get a refill). When he drinks it, his body will start to heal any damage he has accrued at an accelerated rate. It only lasts for a few minutes, and won't save those near death, but it has gotten Jolly through more then a few scrapes in his time.

Additional Factors:
-Short & Nimble: See Militia
-Unquenchable Appetite: See Militia  

-Incredibly Brave: Jolly has stood up to Giants, and even maintained his wits after being swallowed whole!

-Charming: Jolly treats everyone kindly, so long as they don't cause any trouble for his inn. Jolly is thus well beloved by Halflings that know of him and his reputation.  



ARMY X-FACTORS:

Morale: 20/40 (80): Halflings in war very rarely want to be there. In the face of a large invading army, they have been known to panic and run off. Halfling citizens conscripted to fight are especially likely to fall on the low end of that spectrum, while more trained warriors are slightly higher (40). However, in defense of the Moot, their people and their way of life, Halflings are filled with a bravery and stubbornness that would make dwarves proud, resisting attempts to panic them, suffering through truly nightmarish horrors, and still fighting to the bitter end.

Logistics: 40: While Halflings are excellent farmers, able to make delicious feasts out of table scraps, the fact is that they require such a large quantity of food that they can be hampered by it. The supply trains of foods for the Halflings must be almost perpetually flowing if Halfling morale is to stay high. Given enough time to till the land they can quickly grow food on their own, but it takes them awhile to build up to that.

Espionage: 67: Halflings are excellent scouts and spies, able to use their small size to sneak into places the big folks never could. Because people tend to ignore them, they also overhear more then most people think. Thieves are experts at breaking and entering, and can give the enemies of the Halflings some real headaches. Then the Enchanters are able to supplement this further with magic.

Discipline: 30: Halflings tend to be a rowdy lot off the battlefield, drinking or napping, generally making quartermasters pull their hair out. On the battlefield they are only slightly better, but still tend to get into mischief.

Army Intimidation: 20: They're Halflings. While they may show some bravery, and some may be downright vicious fighters... they're still Halflings. They're the size of children. Not very intimidating at all.

Reinforcement Rate: Low - Medium (Semi-High in emergencies): There aren't a whole lot of dedicated Halfling armies, but decent amount can be called upon when necessary. If the Moot itself is threatened, then every able bodied Halfling will do their part (and even those who aren't able bodied will pitch in where they can).

ADDITIONAL INFO: 
-Halflings are often underestimated. This generally works to their advantage when they attempt to be stealthy, and it is usually a mistake made by those who do not know their true character. While they have their faults, Halflings are actually far less susceptible to suggestion or the corrupting influence of Chaos than other mortals. This is less due to the strength of character than due to the fact that none of the Gods of Chaos supply things that Halflings really desire. They have no lust for power, are somewhat more resistant to disease than the normal human, have no love of war, and while they enjoy their fun, lack the human appetite for sexual deviance. While Chaos Cults seem to thrive under every flagstone in Imperial Cities, you'd be hard-pressed to find even one Halfling cult in the whole of Mootland

-Halfling Cuisine: Halflings love to eat! Indeed it is their favorite pastime. Their appetites are endless and their stomachs seemingly bottomless despite their rather diminutive size. Where Men have three meals a day, Halflings have six; these are large fruitful feasts consisting of such delicacies as cream biscuits, pepper cakes, sour tarts, spice pies and berry wines, to name a few. These meals are accompanied by stories and folk songs that all Haflings become eager to participate in. It is a well- known fact that, though a peaceful race, it is never a good idea to interrupt a Halfling during mealtime, as they might become rowdy and unpleasant! Even the Goblins of the Worlds Edge Mountains have learned not to raid the Moot during lunchtime!

Halflings are the best cooks out there and learn to cook from a young age. Think of the best food you can imagine and it will be nothing compared to what a Halfling can offer. An old Halfling saying is: "The taste is more important than the quantity". Their culinary expertise has been praised by all races who appreciate the fine art of cooking, and all recognize the Halflings as the best chefs in the world. Well, all except the Bretonnians who think theirs is the best cooking. But hey, we know how the Bretonnians are...


-Religion: Of all the races within the Empire, Halflings could be said to be the least obviously religious. Halflings prefer to celebrate the here and now rather than the heroes and deeds of the forgotten past, worshiping their Gods when circumstances require it, but not giving themselves over to piety. It is true that Halflings are a comparatively irreligious folk, their somewhat happy-go-lucky nature at odds with serious, organized religion. When practiced, the Halfling faiths are more often used as a thinly veiled excuse to feast (much as many Humans do, if truth be told Halflings are just more honest in their motivations). Most Empire folk - especially those in Stirland - would say that the only thing a Halfling worships is the drink in his flagon and the food in his belly. Their religion and folklore is based on their lifestyle, and their deities tend to be representatives of fertility and climate. Legendary heroes are usually Halflings who organized huge banquet or stopped famine, instead of great warriors and explorers.

They keep few holy days and seldom seem to pray. The Halflings worship the gods of the Empire, and Sigmar in particular is venerated as one of their great protectors, though there is no record of Sigmar ever mentioning Halflings, let alone saving them from something. They also have their own gods, but their worship is much more casual than the devotions of Humans, Dwarfs, or Elves to their deities. Their patron deity is Esmeralda, who is said to have given the Halflings the gift of hearth and the kitchen. As you may have guessed, she is very popular, and no Halfling home is complete without a statue of her (naturally situated in the kitchen, that she may make sure the food is always superb).


-Defenders of the Moot: Halflings are not especially warlike by nature and their troopers are for the most part country watchmen, game wardens and foresters. They may strive manfully to raise a militia in the face of some threat and may show considerable individual courage in defending their homes, but their size and unwarlike nature counts heavily against them. Even so, they are willing fighters and very capable bowmen. Their natural ability to infiltrate woods and move quickly through dense undergrowth means that they can accomplish tasks that would be impossible to Men.

There are only two occasions for a Halfling to march into war. The first occasion is when they are forced to defend their homeland, the Moot. The second occasion is when the Emperor calls them to provide troops for his army. It is due to their fearsome skill with the bow that Halflings are called upon by the Empire to provide troops for its army. But when threatened, the entire Moot can be quickly armed and very dangerous to know.

Halflings in the Moot and elsewhere have never been known as a martial people, and the idea of Halfling warriors is the butt of several jokes amongst Humans. The truth, however, is somewhat different. In defence of their homeland - or quarters within a Human town during a riot - the normally placid Halflings can be aggressive and brave. As part of the war effort, Elder Hisme sent a large contingent of Halflings to act as scouts and skirmishers for the Imperial Army. Several were mentioned in despatches by their commanders for bravery and resourcefulness, though these were often accompanied by complaints from the quartermasters. To the Halflings however, the war seems a long way away, and the opinion is that, like the Empire itself, it will pass by without noticing them.

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.


-Perceptions by others: Halflings outside the Moot usually are seen by the small-minded as nothing more than cooks or thieves - or cooks and thieves though this is rather unfair, because it creates stereotypes out of two Halfling traits. The first is their indisputable ability to make a fine meal out of almost any ingredients. The second is their differing views on property, ownership, and theft. Most Halflings have grown up in what is effectively a large extended family of siblings, aunts, uncles, "cousins by way of marriage," and the like. The practice of taking what is needful, be it a pie, a few crowns or even a piece of jewellery, is deeply imbedded in the Halfling character. After all, if everyone is family, why should you ask permission? Of course they'll let you "borrow" it. These two traits have led to a perception outside the Mootland of Halflings as little more than domestic help you have to keep an eye on. 

-Halfling Adventurers: Most Halflings are homebodies. The enjoy peace and quiet and want nothing more than to be left alone to enjoy good food and a good smoke. They live in closely-knit communities and they are rarely troubled by other races. Sitting comfortably under an evening sun, one would most often see a Halfling sitting reclined under a tree, munching, smoking and laughing. As they generally keep to themselves and avoid trouble, most Halflings live long, peaceful lives.

There are, however, a small number of Halflings who find the Moot intolerably boring. When the most exciting event of the day is finding out what kind of pie is for desert, some folks need a change. Some Halflings however cannot find peace in such a familiar atmosphere and they seek adventures like those in the stories they were told when they were young. These Halflings develop a taste for adventure and leave the Moot behind, often for roguish pursuits. Every so often a village Elder succumbs to this wanderlust, and when his unrest becomes unbearable he rounds up a group of other like-minded Halflings to head out and change the world. Since these Halflings are the ones most often encountered in the Empire, it is perhaps no coincidence that Halflings as a whole have gotten a reputation as light-fingered sneaks.


VICTORY GAINS
-Halflings have no problem hiring mercenaries, as it means less work or danger for them. With food and gold, they can convince many to work for them (so long as they aren't so serious that they take offense to the Halfling's nature). 

-In terms of material goods, Halflings will have their share. Gold and jewels will be taken, but with Halfling's tendency to have sticky fingers, it's likely they'll take everything that isn't nailed down... and if they have the time, they'll take the nails and those things to. 

-Food. Any food. All of it will be used to feed the Halflings (likely in a massive feast of celebration at their victory). While it obviously won't be as good as their own, food is still food, and Halflings aren't likely to waste it. Chefs will be on the look out for spices or ingredients that might become a staple of future dishes.