This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Halflings. These may be used in addition to the magic items found in the Warhammer rulebook.
Magic Weapons
Great weapon. The Reaper Scythe grants the wielder the Killing Blow rule, as well as one extra attack for each enemy infantry model in base contact.
The wielder treats their Strength to be equal to that of their Initiative in close combat.
Shortbow. All shots with this bow have Strength 4 and the Multiple Shots (4) special rule, regardless if the model has moved or not.
Master Chef only. The wielder gains +1 Strength. In your Magic Phase, the Master Chef may attempt to heal one Wound lost previously during the game on themselves or another friendly Character in base contact. Roll a D6; on a 4+ the Wound is restored.
All attacks made with this weapon may re-roll to Wound. In addition, if a 6 is rolled on the To Wound roll, the target may not Attack this round of close combat.
Spear. A model carrying the Spear of Justice gains +1 to their Weapon Skill, Strength and Initiative characteristics.
Sling. Any shots fired with this weapon have the Heroic Killing Blow rule.
Flail. Roll a D6 at start of each close combat the Bladderwhack is used. On a 6, all attacks made by it will be resolved at Strength 10 with the Multiple Wounds (D6) special rule.
Shortbow. The Bow of Corngold gives the wielder the Sniper special rule.
Spear. On the To Hit roll of a 6, the target is reduced to Weapon Skill 1 for the duration of the close combat round.
Great weapon. Attacks made with this weapon have the Multiple Wounds (D3) special rule.
Magic Armour
Shield. The Wheatshield confers the Regeneration (5+) special rule to its wielder. If the bearer is reduced to his final Wound, this is increased to Regeneration (3+) instead as long as he remains at 1 Wound.
Medium armour. The Oakgnarl confers +1 Toughness upon the wearer. However, the wearer also becomes Flammable.
Light armour. All enemy attacks targeting the wearer must re-roll successful rolls To Wound.
Master Chef only. The Cooking Pot Helm confers a 6+ armour save. In addition, the wearer gains the Immunity (Killing Blow) special rule.
Talismans
The wearer gains a Ward Save (2+). However, every time the wearer successfully passes his Ward save, one friendly model in base contact immediately suffers the Wound instead, with no saves of any kind allowed. If there are no eligible models to redirect the Wound onto, then this save may not be taken.
The bearer can only be Hit on the roll of a 6 in close combat. This has no effect on Attacks that Hit automatically.
When an enemy spell has been cast, a model with this item can use it instead of attempting to dispel the spell by using dispel dice. This gives them 6 free dispel dice to attempt to dispel the spell, which cannot be combined with any other dispel dice (Ultimate Power applies as normal). This may also be used to dispel spells are that Remains in Play. After it has been used, roll a D6. On a 4+, you may use the item again as described above.
This item may be used when attempting to dispel an enemy spell. The first time it is used, you may add +3 Dispel dice to the dispel roll. The second time you may add +2 dice. The third time you may add +1 dice. After it has been used three times during the battle, the item has run out of power and has no further affect.
The wearer may re-roll 1's To Hit and To Wound in close combat and with missile attacks.
One use only. The wearer may use this item at the start of any of their turns. Once they do so, they cannot be directly targeted by any kind of attack until the start of their next turn. However, no friendly unit may use their Leadership during this time.
Whenever an enemy spell is cast at the bearer or any unit they are with, roll a D6. On a 6, the spell is automatically dispelled.
One use only. The Halfling player may reroll any dice roll directly affecting the bearer of the Lucky Charm.
Enchanted Items
Bound Spell, power level 8. This item contains both The Enfeebling Foe and The Withering spells from the Lore of Shadow. However, you may only attempt to cast one of these spells once per Magic phase.
The bearer may use this item at the start of each round of close combat they are involved in. Roll a D6 and consult the chart below to see what effect it has:
D6 | Result |
1 | The bearer immediately suffers a wound, with no saves of any kind allowed. |
2-3 | No effect. |
4 | The bearer gains +1 Strength and +1 Toughness. |
5 | The bearer gains +1 Attacks, Weapon Skill and Initiative. |
6 | The bearer immediately emits a Strength 5 Breath Weapon attack with the Ignores Armour Saves rule and then loses any statistics bonuses previously gained from this item. |
Bound Spell, power level 5. This is an augment spell that targets the wearer and any unit they are with. All enemy missile attacks must re-roll successful rolls to Hit against this unit until the start of your next Magic phase.
Bound Spell, power level 3. This is a hex spell with a range of 24". The target unit cannot make use any kind of Ward save until the start of your next Magic phase.
Bound Spell, power level 7. This item contains the Regrowth spell from the Lore of Life.
At the start of the game, roll a D6 and consult the table below to see what effect the Magic Arrows have on any shortbows carried by the bearer and any unit they are with the remainder of the game:
D6 | Result |
1 | All shots gain the Armour Piercing (1) special rule. |
2 | Any enemy unit suffering 1 or more casualties must take a Panic test. |
3 | The unit ignores all Shooting Modifiers that are not caused by magic items or spells. |
4 | The unit may fire Multiple Shots even if they have moved this turn. |
5 | All shots gain the Poisoned Attacks special rule. |
6 | You may choose any one of the results above. |
Master Chef only. The bearer and any unit they are with gains the Armour Piercing (1) special rule.
One use only. When used, all enemy models in base contact with the bearer of the black pepper spray must re-roll all successful rolls to Hit in close combat, and suffer a -1 penalty on all their close combat rolls to Wound.
One use only. Bound Spell, Power Level 4. This is a hex spell with a range of 24" that targets a single character, even if within a unit. Until the start of your next Magic phase, the target has all their characteristics reduced to 1 and may not channel, cast spells, use any equipment, magic items or special rules they might have.
Master Thief only. The bearer may roll 2D6 on the Light-fingered chart and choose the highest result.
The model gains the Inspiring Presence ability with a 6" range (or +6" if worn by the Army General). However, the character may never refuse a challenge.
Bound Spell, Power Level 5. The Thingimabob contains the Signature spell from one of the eight Lores of Battle Magic. Roll a D6 at the start of the game and consult the table below to see which:
D6 | Result |
1 | Your opponent chooses the Lore of Magic. |
2-5 | Randomly determine the Lore of Magic. |
6 | You may choose the Lore of Magic. |
The bearer may take an additional 50 points of Magic Items.
Master Thief only. If the wearer of this glove is fighting in a challenge, their opponent must take an Initiative test at the start of each close combat phase. If failed, they may only use their hand weapon this round.
Magic Standards
The unit carrying this standard and all friendly units within 12" may roll 3D6 for their Break tests and discard the lowest result.
The unit carrying this standard generate +1 Dispel dice for every point of rank bonus they currently have.
The unit carrying this standard gains +1 Strength and the Frenzy special rule.
The unit carrying this standard add +1 to its Toughness and the Stupidity special rule.
The unit carrying this standard gains the Regeneration (6+) special rule.
Cavalry only. The unit carrying this standard may re-roll 1's for their Movement distance when charging and pursuing.
Housewives only. Roll a D6 at the start of every round of close combat after the first. On a 4+, all Housewives in the unit may re-roll failedTo Hit rolls this round as well.
Both the unit carrying this standard and any units in base contact must re-roll successful rolls To Hit in the first round of close combat.