Warhammer Quest
The Halfling thief

By Martin Melbardis

Halflings are small people that live in the region of the Empire known as the Moot or Mootland. Halflings are a peaceful people who are remarkably courageous. They also love to eat; (They like nothing better than to eat an iced-bun at Harry and Jobbo’s Halfling inn) though they are cursed by curiosity. This Curiosity leads many Halflings to a life as a thief. Halflings are the perfect thieves because of their size, their uncanny ability to move silently and swiftly without making so much as a noise, plus mixed in with their unbelievable curiosity.

Most often than not a band of warriors ask for the company of a Halfling thief for his natural skills of moving silently or stealing to complete a task that would normally impossible for any other warrior.

STARTING AS A HALFLING THIEF

Wounds

1d6+5

Move

4

Weapon Skill      

3

Ballistic Skill

4+

Strength

2

Toughness

3

Initiative

5

Attacks

1

Pinning Roll 

Auto*

* The Halfling thief never needs to roll for pinning unless he is trying to escape pinning from a monster he’s size (goblins, squigs, ect.) or smaller

( snotlings, rats, ect.) in which case he escapes on a 4+

EQUIPMENT

The Halfling thief begins with a Cream Pie and his trusty thief kit.

CREAM PIE

The Halfling thief always brings his favorite food to an adventure. To Halflings a Cream Pie can mean life or death. When eaten by the Halfling it restores 1d6+1 wounds. If a natural 1 or 2 is rolled it has been eaten to the last slice and may not be used again. If a 3+ was rolled the Pie hasn’t been eaten all and so can be used again.

THIEF KIT

The thief kit helps the Halfling thief out at his job. It consists of several tools such as lock picks, pick pocketing devices ect. With this handy kit the Halfling may

-Add +1 to his pick pocketing rolls

-remove/disarm traps that he finds

-He may pick locks automatically

WEAPONS

The Halfling Thief carries a pair of daggers which inflict 1d6+1 wounds and a bow 1d6 +(S). The Halfling may use both daggers at once which in effect gives him an extra attack.

ARMOUR

The Halfling thief does not have any armour and therefore has an overall toughness of 3.

TRAPS

Halfling thieves have uncanny abilities that let them sense a trap or find one. The Halfling thief may search for a trap by making an initiative (9) test. This action takes a full turn and may only be attempted once per room.

DODGE

The Halfling thief may dodge incoming blows on a roll of a 6+ He may not dodge spells.

BACKSTAB

If the Halfling thief happens to attack a monster ( or friend…) who is facing another direction or attacking another warrior and is unaware of the thief, He may make a backstab action. When doing this action the thief may add his battle-level to the wounds roll modifier to the dice roll for wounds. So a 1st level thief would inflict 1d6+1+(1) wounds on a backstab. A Halfling that performs a backstab action cannot deathblow.

IGNORE

Because the Halfling thief is so small and fragile, most races do not look upon them as a major threat. Monsters sometimes tend to ignore the Halfling until they depose of the more larger and stronger warriors. To represent this monster behavior, roll for every monster attacking the Halfling thief warrior. On a roll of a 1 the monster ignores the thief to attack a more imposing warrior draw a warrior counter to see who it is.

HALFLING THIEVES AND TREASURE

The Halfling thief may use any item normally allowed to the Elf. He may use any type of treasure item except weapons such as spears, swords, hammers, or armour. He also may not use magical scrolls.

In addition to the gold the Halfling thief earns from monsters, at the end of the adventure the thief gets even more gold from his thieving ways such as uncovering treasure and not telling the others, taking valuables off the walls of the dungeons and even sometimes pick pocketing his fellow comrades. To represent his natural ability to scrounge up extra gold the Halfling gains 1d6x25 gold after every dungeon.

ADVANCED RULES

This section of the warrior pack gives you the rules for advancing your Halfling thief to battle-level 10

ARMOUR

The Halfling thief can have up to 1 point of armour but any more would impede his thief abilities.

WEAPONS

The Halfling thief may not use swords, axes, maces flails ect. He may use only rather small weapons such as daggers, knifes, throwing stars, knuckle dusters and bows.

SETTLEMENTS

When in settlements the Halfling thief acts a little differently from the other warriors. Unlike the other warriors the Halfling eats like a pig and must spend 5 gold per day on living costs instead of the normal rate. He also must always visit Harry and Jobbo’s Halfling inn.

The Halfling thief may visit the General store, the fletcher, the weaponsmith, Gambling den, Temple, animal trader, Alchemist, and the Alehouse with a –1 modifier. He may also visit Harry and Jobbo’s.

UNEVENTFUL DAYS

If the Halfling thief rolls a uneventful day on the settlement event table, roll a d6 on the following table.

SPECIAL LOCATION:

HARRY AND JOBBOS

HALFLING INN

The Halfling thief must visit Harry and Jobbo’s at least once per settlement if he manages to find it.

Harry and Jobbo’s is the most popular place for Halflings to go. It sells popular Halfling foods and several different items and because of many reasons it only harbors Halflings.

Every time the Halfling thief visits he must forfeit 10 gold to his overwhelming hunger. He also must roll on the following

table.

The following items may be purchased while in Harry and Jobbo’s inn.

EQUIPMENT STOCK COST (SELL)

1d6 Cream pies 6 55each N/A

see equipment card

Pastries N/A  10 N/A

The Halfling thief must purchase these before going on an adventure ( No Halfling would dare go on an empty stomach.)

Leather Vest 8 450 70

Gives Halfling thief +1 toughness

Halfling Bow 8 200 50

Does 1d6 + strength

Cloak 9 500 100

The cloak helps conceal the Halfling which makes him harder to hit. Monsters attacking suffer –1 to hit.

1d3 Flash powder 8 50each N/A

when set off all warriors gain +1 attack.

PICK POCKETING

The Halfling thief may try to work his magic while inside a settlement in the form of pick pocketing. Pick pocketing takes a full day and because he is spending most of his time outside in the busy areas you must roll 2 settlement events. Roll a d6

3.You are caught and are fined d6x50 gold as punishment.
5. After a hard days work you barely made scratch add 10 gold to your list.
6 At the end of a days work you end up with a hefty d6x20 gold
7 After working a unsuspecting community you make an outstanding d6x50 gold.

TRAINING

The Halfling thief trains exactly the way as normal warriors do, by saving up gold to pay for training. The Halfling thief may train for a week when he has enough gold.

ROLEPLAY GUIDELINES

The Halfling thief is curious and constantly hungry warrior. The Halfling thief always has to stock up on provisions or pastries before an adventure to represent his hunger.

Halfling thief is a very special warrior who fights by backstabbing or fleeing only to turn around and shoot with his bow.

As a thief the Halfling should act independently every once in a while but is strongly recommended not to be the leader because he tends to die more easily than any other warrior. He fights almost as bad as the wizard, though his special rules often make up for this disadvantage. His dodge and ignore special rules tend to save his life a lot as well as his automatic pinning. He should always be protected by other warriors by being in adjacent squares. Always stay close to a good fighter such as the Barbarian, Pit fighter, Chaos warrior or Troll slayer ect.

The Halfling thief’s gold will have to pick up with his special rules ( pick pocketing and his extra treasure rule) because he won’t make as much killing monsters.

It is very important that as a Halfling thief you should never forget about any of your special rules and should use them as much as possible.

Pastries: as mentioned in the Halfling inn’s shop the Halfling must purchase pastries (they are his favorite food!) If he does not have enough or declines to buy them he only gains 1d6x15 gold after the dungeon.

 
Battle-level
Gold
Title
M
WS
BS
STR
DMG DICE
T
WOUNDS
I
A
LUCK
WP
SKILLS
1
0
Novice
4
3
4+
2
1
3
1d6+5
5
1
1
3
0
2
2,000
Beggar
4
3
4+
2
1
3
2d6+5
5
2
1
3
1
3
4,000
Beggar
4
4
4+
2
1
3
3d6+5
5
2
2
3
1
4
8,000
Beggar
4
4
4+
2
1
3
3d6+5
5
3
3
3
2
5
12,000
Burglar
4
5
4+
3
1
3
4d6+5
5
3
4
3
2
6
18,000
Burglar
4
5
3+
3
1
4
4d6+5
5
3
5
3
3
7
24,000
Bandit
4
5
3+
3
1
4
5d6+5
5
4
6
4
3
8
32,000
Bandit
4
6
3+
3
2
4
5d6+5
6
4
6
4
4
9
45,000
Con-man
4
6
3+
3
2
4
6d6+5
6
5
7
4
5
10
50,000
Con-man
4
6
3+
3
2
4
6d6+5
7
5
7
4
6