Warhammer Quest

Halfling Fieldwarden

By Thecustodian
(Advanced Rules yet to come)


Halfling Fieldwarden

The Moot is the area of the Empire set aside for the Halfling people, and over the years they have planted its abundant fields and constructed towns and villages. The Moot, though, is not as secure as it might appear. Nearby is the cursed county of Sylvania, and many times in centuries past the Empire has had to fend off the living dead. Yet the Moot does not rely solely on human soldiers to protect them. The Fieldwardens patrol the outskirts, looking for potential threats. In times of attack, the Fieldwardens will band together to defend the Moot, often utilising their slingshots with deadly accuracy in mass volleys of stones. They make excellent guerrilla fighters, utilising their smaller stature to great effect.

An individual Fieldwarden is sometimes given a specific duty that takes him away from his patrol route, and conceivably this might lead to him joining a band of Warriors. Though not strong enough to physically grapple with many of the evils of the Old World, a Fieldwarden has a stout heart and is capable of great acts of bravery. They are also very handy with their slings and possess many of the skills of the infamous Halfling thief, although they can generally be considered more trustworthy. Of course, this is not always the case. Who can state with complete certainty that a Fieldwarden was sent on a mission because of his skills, rather than to rid the Moot of an embarrassment?

 

STARTING AS A HALFLING FIELDWARDEN

Wounds

1D6+6

Move

4

Weapon Skill

3

Ballistic Skill

3+

Strength

2

Toughness

3

Initiative

4

Attacks

1

Pinning Roll

3+



EQUIPMENT

A Fieldwarden carries a lunchbox in which he keeps several days’ worth of meals. Once per turn he may delve around in his Lunch Box for a suitable snack. Roll 1D6 at any time during the turn. On a roll of 4, 5 or 6 he finds something tasty and heals 1 Wound. The Lunch Box is rather large so there is no limit to the number of times he can do this. He can do this even when he is on zero Wounds.

WEAPONS

Fieldwardens carry several weapons to aid them against whatever troubles might arise as they patrol their beat.
They carry a Short Sword which does 1D6+2 damage in combat.
They also bear a sling, a weapon favoured by many Halflings. Fieldwardens practice with it constantly, and have done so since childhood. Because of this, they may choose either to use it twice in one turn, in which case it has Strength 2, or to use it once, in which case it has Strength 4. Taking longer allows the Fieldwarden to gain more momentum, and to target it more carefully at potential weak spots on his enemy.

SKILLS

Scout
Fieldwardens are skilled at moving silently and swiftly, abilities that can be at a premium in a dungeon. They also have, as a requirement of the job, excellent hearing and sight. A Fieldwarden may use this to Explore, just as if he had the Lantern. The Fieldwarden only has to be within 2 board sections of the Lantern to avoid being lost in the dark, rather than 1 board section.
Furthermore, every time the Halfling's exploration shows a Dungeon Room, roll a dice. On a roll of a 6 turn over the next Event card to see what is in the room. You do not have to resolve the Event until you enter the room. Place the card on the board as a reminder.

Duck
Halflings are not known for being able to take mighty blows and remain standing. It’s just not in their nature. It’s no surprise, then, that Halflings used to combat have learnt that the best way of dealing with blows is not to be there when they fall. A Fieldwarden may attempt to Duck any blow that hits, by rolling a 6 on 1D6. If he succeeds he takes no damage.

FIELDWARDENS & TREASURE

Fieldwardens do not, on the whole, wear armour. They are skirmishers, and so rely on speed and agility rather than the ability to take heavy blows. However, he may wear robes, furs and cloaks on the understanding that they might trail a bit on the floor if not tailored to his size. Fieldwardens might also carry a shield, but nothing heavier. At most their toughness can be increased by a maximum of +2 points by items of this nature.

Apart from the above exceptions, the Fieldwarden has the same item restrictions as the Halfling Thief.

Halflings and Food

A Halfling will never give food to anybody unless he considers he has enough left for an adequate meal. Whenever you want to heal another Warrior with provisions from your store you must first roll ID6. If the total is under the number of provisions you have left you may heal the other Warrior as normal. If the result is equal to or more than the number of Provisions you have left the Halfling hides his food and claims he has only a 'few crumbs' left.
Once the Halfling has decided he is down to the minimum he may not give up any provisions for the rest of the adventure.
A Halfling may always eat; it is an instinctive reaction that sets his hand reaching into his bag to grab some food. This means a Halfling may attempt to heal himself with any kind of food, even if he is at zero Wounds. He must still roll a 4+ to be successful in his attempt, just as if another Warrior was trying to heal him.


HALFLING FIELDWARDEN BATTLE-LEVEL TABLE
(Advanced Rules yet to come)

Battle- Level

Gold

Title(?)

MOVE

WS

BS

Str

Damage Dice

T

Wounds

I

A

Luck

WP

Skills

Pin

1

0

Novice

4

3

3+

2

1

3

1D6+6

4

1

0

3(?)

2*

3+

2

2000

Champion

4

1

?D6+6

3

4000

Champion

4

1

?D6+6

4

8000

Champion

4

1

?D6+6

5

12000

Hero

4

2

?D6+6

6

18000

Hero

4

2

?D6+6

7

24000

Hero

4

2

?D6+6

8

32000

Hero

4

2

?D6+6

9

45000

Lord

4

3

?D6+6

10

50000

Lord

4

3

?D6+6

* Note: The Halfling Fieldwarden begins with 2 skills: Duck and Scout.

Thecustodian
     25th June 2006
“Bigger Tables! Better Choices! More Rules!”