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?
Wounds | 1D6+6 |
Move | 4 |
Weapon Skill | 3 |
Ballistic Skill | 3+ |
Strength | 2 |
Toughness | 3 |
Initiative | 4 |
Attacks | 1 |
Pinning Roll | 3+ |
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.
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.
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.
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 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.
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.
11-13 | Sharp Ears The exceptional hearing of the Halfling Thief allows him to warn the Warriors when Monsters are close. This skill may be used once per adventure and it allows the Warriors to ignore an Ambush . When Monsters are placed they do not gain their Ambush attacks for that combat. If you gain this skill more than once you may use this skill a number of times per adventure equal to the number of times you have rolled this skill. |
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14-16 | Avoid Trap The Halfling has developed lightning reactions that allow him to avoid swinging blades, pitfalls and other traps. Whenever the Fieldwarden is caught in a trap because of an event he may ignore the effects on a roll of 3+ on 1D6. |
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21-23 | Plucky The Fieldwarden is courageous and bold, dashing in where other Warriors fear to tread. The Fieldwarden may re-roll any failed Fear or Terror tests once. If the second roll fails as well the Fieldwarden is affected as normal. |
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24-26 | Roll with Blow The Halfling rolls with the Monster's attack, reducing the amount of damage he takes. Whenever he takes damage the Halfling may reduce the number of wounds he takes by 1D6+ his Battle-Level. The Halfling may reduce the wounds by 2D6+ his Battle Level instead if he wishes, but must be placed prone in the square he was in. The Halfling remains prone for a whole turn. |
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31-33 | Run Mustering reserves of energy that he didn’t know he had, the Fieldwarden quickens his pace. If he can roll 5+, he may escape Pinning and double his movement for the turn. |
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34-36 | Resist Magic The Halfling race is naturally resistant to chaos and the Winds of Magic. The Fieldwarden can ignore the effects of a spell by rolling a successful Willpower Test. Note that this does not cancel the spell, which may still affect other Warriors, but simply avoids any harm coming to the Fieldwarden. |
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41-43 | Fieldstalker The Fieldwarden is renowned for his ability to move silently through any terrain, an excellent skill in a scout. As well as allowing him normal movement rates through difficult terrain like forests, this skill enables the Fieldwarden to sneak ahead of the party. If he is exploring, any traps or ambushes in rooms he uncovers are foiled on a roll of 4+. Attacks still occur, but in the Monster’s Phase as normal. |
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44-46 | Trapper The Fieldwarden has learnt the value of preparing a battlefield ahead of time. At any point in the adventure he may declare that he has trapped the square in which he is standing. It takes a full turn to do this, in which he cannot be Pinned. Once the turn is over, he must vacate the square. The next model to enter it rolls 1D6 to see what effect it suffers:
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51-53 | Foe of the Undead The Moot is dangerously close to Sylvania, ages-old domain of vampire lords, and the Fieldwardens have become adept in dealing with occasional Undead incursions. The Fieldwarden gets +1 to hit and +1 to all damage rolls when dealing with Undead Monsters. |
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54-56 | Ultra Lucky At the start of each adventure the Halfling gains +1D6 Luck points. Any of these points that are not used are lost at the end of the adventure. Roll separately for each adventure. |
BL | Gold | Title |
M |
WS |
BS |
S |
DD |
T |
W |
I |
A |
L |
WP |
Pin |
Skills |
1 | 0 | Novice |
4 |
3 |
3+ |
2 |
1 |
3 |
1D6+6 |
5 |
1 |
0 |
2 |
3+ |
2* |
2 | 2000 | Champion |
4 |
3 |
3+ |
2 |
1 |
3 |
2D6+6 |
6 |
1 |
1 |
2 |
3+ |
3 |
3 | 4000 | Champion |
4 |
3 |
3+ |
3 |
1 |
3 |
3D6+6 |
6 |
2 |
1 |
3 |
3+ |
3 |
4 | 8000 | Champion |
4 |
4 |
3+ |
3 |
1 |
3 |
3D6+6 |
6 |
2 |
2 |
3 |
3+ |
4 |
5 | 12000 | Hero |
4 |
4 |
3+ |
3 |
2 |
3 |
4D6+6 |
6 |
2 |
2 |
4 |
3+ |
5 |
6 | 18000 | Hero |
4 |
4 |
2+ |
3 |
2 |
3 |
4D6+6 |
7 |
3 |
3 |
4 |
3+ |
5 |
7 | 24000 | Hero |
4 |
5 |
2+ |
3 |
2 |
3 |
5D6+6 |
7 |
3 |
3 |
4 |
2+ |
6 |
8 | 32000 | Hero |
4 |
5 |
2+ |
4 |
2 |
3 |
5D6+6 |
8 |
3 |
3 |
4 |
2+ |
7 |
9 | 45000 | Lord |
4 |
5 |
2+ |
4 |
3 |
3 |
6D6+6 |
8 |
4 |
4 |
5 |
2+ |
7 |
10 | 50000 | Lord |
4 |
6 |
2+ |
4 |
3 |
3 |
6D6+6 |
8 |
4 |
4 |
5 |
Auto |
8 |
*The Halfing Fieldwarden starts with the ‘Duck’ and ‘Scout’ Skills.