Warhammer Quest
Halfling Fieldwarden V2

by Peter Haresnape aka The Custodian

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 an Halfing 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.

SKILL – 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.

SKILL – 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.

Advanced Rules - Fieldwarden

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.
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.
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.
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.
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.
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.
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.
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:
1D6 Result
1 The trap springs and sends a sharp stake plunging into the target’s chest. The creature loses half of the wounds it currently has and may not move until it has succeeded at a Strength test of 7.
2 When the trap is triggered it causes a minor cave-in. The creature is buried, loses 2D6 unmodified wounds, and must pass a Strength test of 7 to dig free.
3-4 A tripwire sends the creature sprawling. Roll 1D6 and add Initiative. If the roll is a 1, the creature is prone for one turn and loses 1D6 unmodified wounds. On a score of 2-6 it is prone. On a roll of 7 or above, the creature is unaffected.
5 A series of wires tangle around the feet of the creature. If the creature has a current Strength of 6 or more it ignores the trap as it simply snaps the wires, otherwise it must spend a 1D3 turns doing nothing but untangling itself.
6 There is an audible ‘twang’ noise, but nothing much happens.
In addition to this, if the Fieldwarden or one of his allies ever manages to detect and disarm a (non-magical) trap before it is fired, he may attempt to rig it to his own use. On a successful Initiative test, with difficulty 7, or the Dungeon Level, whichever is the higher, he succeeds, and the trap will trigger on any monster who enters the space in question. This skill may be combined with the Avoid Trap Skill.
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.
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.
61-63 Swift-of-hand
The Fieldwarden is a blur of motion in battle.
A Fieldwarden who is ‘swift-of-hand’ may now attack, move, and then attack again. This allows him to change weapons once at any point during his turn, so potentially allowing him to use a ranged attack and then close to attack in melee.
64-66 Shield Wall
Sometimes, dodging isn’t enough.
The Fieldwarden may, once per adventure, negate an attack against him by absorbing the impact on his shield. He must be using a shield of some sort for this to have any effect!

Halfling Fieldwarden Battle Level Table

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.