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!”