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Halflings of the Moot

An unofficial Armylist for Warhammer Fantasy Battle TM by Lord Wizbangs

-1 Warhammer is a registered trademark of Games Workshop Ltd., Halfling-picture 1986 2003 by Games Workshop Ltd., used without permission. No challenge of their Status is intended . For more info about Strike-to-Stuns Web-policies please visit www.strike-tostun.com/copyright.htm

www.strike-to-stun.com Kender have the annoying capability of taunting and harassing virtually any enemy to the point of irrational behavior. In Warhammer Fantasy Battle, this behavior is only applicable to characters, and therefore only characters have the ability to be upgraded to Kender. At the start of the opponents movement phase, any Kender may nominate an enemy within 12 and declare that he is taunting the enemy unit. The enemy must make a Leadership test to resist the taunting, otherwise they must declare a Charge on the Kender and any unit he is with. In close combat, a character must issue a Challenge against the Kender. The Kender may accept or choose to refuse the challenge and be taken from the front rank.

THE HAFLINGS
The Haflings have lived in rural areas of the Empire for as long as anyone can remember, but it was not until the year 1010 that they were granted the lands around the upper Aver as their permanent home. This land is known as the Moot, and, like all the lands of the Empire, it provides troops for the Emperors Army. Haflings are not especially warlike by nature and their troopers are for the most part country watchmen, game wardens and foresters. Even so, they are willing fighters and very capable bowmen. Their natural ability to infiltrate woods and move quickly through dense undergrowth means that they can accomplish tasks that would be impossible to Men. Outsiders may look at all Haflings the same, but in actuality, there are many various types or sub-races of Hafling. Proudfeet The most common Hafling, Proudfeet follow all normal rules regarding Hafling armies and units. They may move through woods and vegetation without penalty. Stouts & Gnomes Stouts are shorter and wider than common Haflings. They are often mistaken for Gnomes to which they share a common ancestry. Stouts and Gnomes are Immune to Poison and have a Magical Resistance(2) against all spells cast against them. This is not a dispel, and magic will still affect other non-Stouts around or intermixed with them. Tallfellows Taller and more slender than common Haflings, Tallfellows live in huts and more recognizable dwellings than their shorter counterparts. Their physical differences amount to little in the rules of Warhammer Fantasy Battle, except that Tallfellows may fire 2-ranks deep with their bows. They are also tall enough to be able to ride ponies into battle. For this reason, Sheriffs are often Tallfellows simply because they can be seen above the rest of the Haflings. Hairfeet The rarest and most uncivilized of the Haflings, these Wild Haflings are reclusive and do not live in villages with other Haflings. Hairfeet prefer to live in the underbrush outside of Hafling villages with their extended families. Hairfeet are Scouts and always Skirmish. Kender It is not known if Kender are actually a different race of Hafling, or if they are merely Proudfeet with disciplinary problems.

THE ARMORY
Haflings are not natural warriors. When forced to fight they favor tactics and weapons that compensate for their deficiencies in strength and fierceness. This almost always means missile weapons that they can fire on the enemy while hiding behind some sort of wall, fence or brush. Most Haflings come forth for battle wielding their own personal farming tools or hunting implements. Brace Bow: A handful of Heavy Crossbows have been procured from the Dwarfs for use by the Thains Guard. The original intent was to use Haflings to man their great bolt throwers to take advantage of their exceptional bow skill. However, the Haflings were too diminutive to handle the long shafts and heavy mechanisms of the weapon. The Brace Bow came about by mounting a heavy crossbow on a stationary pedestal, manned by 3 crewmen: One loader, one firer and the third to help move the weapon when necessary. In Warhammer the Brace Bow is treated as a war machine (bolt thrower) in every way except for the following: Strength 4 Armor Save -2 Range 48 The Brace Bow does not penetrate ranks in the manner of a bolt thrower. If a full crew is present, they may March with the weapon, and they may Stand & Shoot as a charge reaction. Any number of Brace Bows may be grouped into the same unit. They are deployed with up to 2 between crossbow teams.

www.strike-to-stun.com Buck Wagon: Buck Wagons are the mainstay of the most successful farmers who use wagons and carts to work their land. In times of desperate need they are requisitioned by the Thain and brought forward to do battle. Buck Wagons are pulled by Draft Horses, ponies or some other farm animal, none of which are trained for the rigorous conditions of combat. Buck Wagons follow the rules of chariots; however the driver must make a successful Leadership test if they wish to charge with the wagon. The most celebrated Hochland Long Rifle: citizens of the Moot own Hochland Long Rifles and use them with great reverence. This weapon, annually gifted to new members of the Hochland Hunters Club by Count Ludenhof is detailed in the Empire Armoury of the Empire Army Book. Staff Sling: This weapon is a sling attached to the end of a pole. It uses the leverage from the pole to project the missile great distances. Staff Slings have a Strength 4 and a range of 15-30 and may fire once per shooting phase without any penalties for movement or long range. They can not engage targets that are closer due to the projection of the thrown stone. Bullets are not used with the Staff Sling. Bullets: Forging these metal balls was taught to the Hafling smithies by the Dwarfs. The Haflings found these projectiles traveled at a higher velocity, and inflicted more damage. All sling attacks using bullets are at Strength 4.

USING THE ARMY LIST


Army lists enable two players to choose armies of equal points value to fight a battle, as described in the main body of the Warhammer rules. The following list has been constructed with this purpose in mind. The list can also be used when playing specific scenarios, either those described in the Warhammer rulebook or others, including ones invented by the players. In this case, the list provides a framework, which the players can adapt as required. If you refer to the Scenarios section of the Warhammer rulebook (pages 196-213), youll find a variety of examples.

ARMY LIST ORGANIZATION


The following army list is divided into three sections:

CHARACTERS
Characters represent the most able and successful individuals in your army. These form a vital and potent part of your forces.

CORE UNITS
Core units represent the most common warriors. They usually form the bulk of the army and will often bear the brunt of the fighting. In the Hafling Army, Core units will represent most of the Haflings as their military prowess is limited and they rely on men and Dwarfs to bolster their ranks.

SPECIAL UNITS
Special Units are the bulk of the units sent into the Moot to assist the Haflings by the men and Dwarfs. They are available to the army in limited numbers.

ARMY CONFIGURATION
Being an Elector Province of the Empire, the Hafling Army may field any Empire Core regiments as Special Units and Empire Special Units as Rare units. They may not field the Helblaster or Flagellants (Empire Rare units). In addition, the Haflings of the Moot are closely associated with the Dwarfs who often travel through the Moot enroute to their strongholds in the Grey Mountains. Haflings may use Core units from the Dwarf Army as Special Units, and Special Units as Rare Units. Haflings may not use any Elite (0-1 available) units from either the Empire or Dwarf armies. Conversely, any Hafling unit that is not listed as a 0-1 unit can be used as a Rare unit choice for the Empire or Dwarfs.

RARE UNITS
The Rare units are the scarcest of those available to the Hafling army. They represent specialized troops from the Empire and Dwarf kingdoms in addition to any other units that may join the Haflings to defend their cause.

CHOOSING AN ARMY
Both players choose armies to the same agreed points value. Most players find that 2,000 points is about right for a battle to last an evening. This value is the maximum number of points you can spend on your army. You may find it is impossible to use up every last point. Most 2,000 point armies will therefore be something like 1,998 points or 1,999 points, but they are still 2,000 point armies for the purposes of the game. You may not exceed, by any number, the predetermined points value for a specific game.

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CHOOSING CHARACTERS
Characters are divided into two broad categories: Lords (the most powerful characters) and Heroes (the rest). The maximum number of characters an army can include is shown on the chart below: Army Points Value Less than 2,000 2,000 or more 3,000 or more 4,000 or more Each +1,000 Max. Total Characters 3 4 6 8 +2 Max. Lords 0 1 2 3 +1 Max. Heroes 3 4 6 8 +2

UNIT ENTRIES
Profiles. The characteristic profiles for the troops in each unit are given in the unit entry. Where several profiles are required these are also given, even if they are optional. Unit Sizes. Each entry specifies the minimum size for each unit. In some cases units also have a maximum size. Weapons and Armor. Each entry lists the standard weapons and armor (if any) for that unit type. The value of these items is included in the point value. Armor Save. This is the armor save of the unit as it is described under the weapons and armor section. Items purchased under the options section may adjust the armor save. Options. Lists the different weapons, armor and equipment options for the unit and any additional points cost for taking them. It may also include the option to upgrade a unit member to a Champion (although often by another name), a Standard Bearer or Musician. A Champion will have the same profile as the rest of the unit, except he will have +1BS if he is part of a unit armed with missile weapons. Otherwise, he will have +1A. Special Rules. Any Special rules pertaining to the troop type are detailed under this section.

An army does not have to include the maximum number of characters allowed. However, an army must always include at least one character: the General. An army does not have to include Lords, it can include all of its characters as Heroes if you prefer. At the beginning of the battle, choose one of your characters to be the General and make sure you let your opponent know which one it is.

CHOOSING TROOPS
Troops are divided into Core, Special and Rare units. The number of each type of unit available depends on the armys points value, indicated on the chart below: Army Points Value Less than 2,000 2,000 or more 3,000 or more 4,000 or more Each +1,000 Core Units Special Units 0-3 0-4 0-5 0-6 0 to +1 Rare Units 0-1 0-2 0-3 0-4 0 to +1

LORDS
Lords are the most powerful characters in the army, and some of the most potent fighters and magic users in the Warhammer world. In the Moot, they are most likely the Elector himself, the Thain, or one of the most capable Sheriffs. A Hafling Army may use Lord characters from either the Empire or Dwarf Army List, but such a character will use a Lord and a Hero slot on the character allotment.

2+ 3+ 4+ 5+ +1 minimum

In some cases other limitations may apply to a particular kind of unit. This is specified in the unit entry

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THAIN Points/model: 65
The Thain is the highest ranking officer in the Moot. There may be more than one present at any given time, but only one will actually hold the position of Thain which is the General of the Army. The holder of the title is the one who commands and coordinates the defense of the Moot and the Guards. Other Thains spend most of their time in the Empire training with the men. When they return to the Moot, they function as unit commanders beneath the General, and they will elect from their close knit group his replacement when one is needed. Profile Thain M WS BS S T W I A Ld 4(8) 4 6 3 3 3 7 3 10

Special Rules: Gnomes have a magic resistance(2) and are Immune to Poison in the same manner as Stouts.

HEROES
Heroes are great fighters, and on the battlefield their presence can swing a closely fought combat. They are usually Sheriffs of the Moot who lead militia units and report directly to the Thain for all matters of security.

SHERIFF
Profile Sheriff

Points/model: 20
M WS BS S T W I A Ld 4 4 6 3 3 2 7 3 9

Equipment: Hand weapon. Options: May be equipped with a bow (+10 pts), spear (+3 pts) or pistol (+10 pts). May wear light armor (+3 pts), heavy armor (+6 pts) and may carry a shield (+3 pts). May be upgraded to a Stout (+20 pts), a Kender (+40 pts) or a Tallfellow with a Pony (+8 pts). The pony increases his base movement to 8. May choose magic items from the Common, Empire or Dwarf magic item lists, with a maximum total value of 50 pts.

Equipment: Hand weapon. Options: May be equipped with a bow (+6 pts), spear (+2 pts), pistol (+6 pts) or Hochland Long Rifle( (+20 pts). May wear light armor (+2 pts) and may carry a shield (+2 pts). May be upgraded to a Stout (+20 pts), a Kender (+40 pts), or a Tallfellow with a Pony (+6 pts). The pony increases his base movement to 8. May choose magic items from the Common, Empire or Dwarf magic item lists, with a maximum total value of 25 pts.

GNOME ILLUSIONIST Points/model: 210


Being close relatives to Gnomes, Haflings share their interest in trickery and petty mischief. Consequently, Gnome Illusionists can always be found in the Moot teaching classes, performing or assisting in the ways of spell lore. Profile Gnome M WS BS S T W I A Ld 4 4 3 3 4 3 4 1 10

Equipment: Hand weapon. Magic: Gnome Illusionists are level 3 Wizards. They cast magical spell only from the Illusionist Lore. Options: May be upgraded to a Level 4 Wizard for +35 pts. May choose magic items from the Common or Empire magic item lists, with a maximum total value of 100 pts.

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TRICKSTER Points/model: 65
Tricksters have learned the ways of magic and illusions from the Gnome Illusionists, but are lesser disciplined. A Trickster may be a Hafling or a Gnome. Profile Trickster Gnome M WS BS S T W I A Ld 4 2 4 2 2 2 5 1 8 4 4 3 3 3 2 2 1 9

CORE UNITS
COMMONERS Points/model: 4
The backbone of all Hafling armies in the Moot are the common Haflings themselves. These reluctant warriors come forth from their homesteads only in the direst of circumstances to defend their land with whatever minor weapons or farm implements are available. Profile Hafling Unit Size: 10+ Equipment: hand weapon. Options: May be equipped with shields (+1 pts) and light armor (+1 pts). May be equipped with bows (+2 pts). May upgrade to Stouts (+4 pts). Upgrade one Commoner to a Musician for +5 pts. Upgrade one Commoner to a Lieutenant for +10 pts. Change the Lieutenant to a Kender for +20 pts. (May not be done if the unit are Stouts). Upgrade one Commoner to a Standard Bearer for +10 pts. M WS BS S T W I A Ld 4 2 4 2 2 1 5 1 8

Equipment: Hand weapon. Magic: Tricksters are level 1 Wizards. They cast spells from the Tricksters Lore. If upgraded to a Level 2 and upgraded to a Gnome, the Gnome must choose both spells from the Illusionist Lore. Options: May be upgraded to a Level 2 Wizard for +35 pts. May upgrade from a Hafling to a Gnome for or a Kender +40 points. May choose magic items from the Common or Empire magic item lists, with a maximum total value of 50 pts. Special Rules: Gnomes have a magic resistance(2) and are Immune to Poison in the same manner as Stouts.

HAIRFEET

Points/model: 5

The shy Hairfeet can be one of the most difficult units to contain on the battlefield because of their uncanny ability to surface anywhere and harass the enemy. Profile Hafling Unit Size: 5-15 Equipment: hand weapon. Options: May be equipped with shields (+1 pts). May be equipped with bows (+2 pts) or slings (+1 pts) or Staff Slings (+1 pts). Upgrade Sling ammunition to Bullets (+1 pts). Upgrade one Hairfoot to a Lieutenant +5 pts. Special Rules: Hairfeet are Scouts and always Skirmish. M WS BS S T W I A Ld 4 2 4 2 2 1 5 1 8

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0-1 DEPUTY GUARD

Pts/model: 8

The only Haflings actually trained in warfare are the Deputies who work for the Sheriff. They are called in from their patrols to form a single unit in times of war. Unlike the other Haflings, the Deputy Guard wear specific uniforms and conduct themselves in a manner that is appropriate for their station. Profile Deputy Unit Size: 10+ Equipment: Light armor, spear, shield. Options: Upgrade one Deputy to a Musician for +5 pts. Upgrade one Deputy to a Captain for +10 pts. Make the Captain a Kender for +40 pts. Upgrade one Deputy to a Standard Bearer for +10 pts A Standard Bearer may carry a Magic Standard worth up to 50 points, which may be chosen from the Common, Empire or Dwarf Army lists. Special Rules: Deputies spend much time drilling and training in formation. They may strike with 1 extra rank (3 ranks when stationary, instead of 2). In addition, they have the ability to break ranks and reform when attacked by an impact causing war machine or monster. When any attack causing impact hits is made against the front arc of the unit, make a Leadership test. If they pass, the impact hits are ignored. M WS BS S T W I A Ld 4 3 4 2 2 1 6 1 8

0-1 HOCHLAND HUNTERS Points/model: 20


The Hochland Hunters Club is the most celebrated group of Haflings in the Moot. Treated as celebrities where-ever they go, they travel around the Old World putting on demonstrations and showing off their skills with this weapon. It comes as no surprise that they would be one of the most valuable units in the Moot. Profile Hunter Unit Size: 3-10 Equipment: Hochland Long Rifle, Hand weapon. Options: Upgrade one Hunter to a Master Marksman for +5 pts. Special Rules: Hochland Hunters are Scouts and Skirmish. The squad may target a character within a unit, but only one member may do so while the rest of the Hunters must fire their rifles normally at the same unit. M WS BS S T W I A Ld 4 2 4 2 2 1 5 1 8

0-1 HUNTING PACK 4 points per model


Some Haflings packs of hounds used for hunting in the wild outskirts of the Moot. These hounds are just as capable of attacking enemy formations as tracking wild game. Profile Hafling Hound M WS BS S T W I A Ld 4 2 4 2 2 1 5 1 8 6 4 - 3 3 1 3 1 3

Unit Size: 1-4 Haflings and 1-6 hounds. Equipment: The pack masters are armed with hand weapons. Options: Pack masters may be equipped with shields (+1 pts) or bows (+2 pts). May be upgraded to Tallfellows and ride ponies for +8 pts each. Special Rules: Packs move in skirmish formation although they do not receive the -1 to hit benefit against missile attacks. Missile hits are pro-rated randomly between the hounds and Haflings based on the unit strength of the model (hounds count as 2, Haflings as 1). If the Haflings are slain, the Hounds will finish any close combat they are in, but then become subject to stupidity for the rest of the battle.

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BUCKWAGON

Points/model: 40

0-1 SUPPLY WAGON

Points: 30

Haflings will often rely on a cart or wagon from the farmstead to get add to their mobility on the battlefield as well as offering protection. Profile Hafling Pack Animal Buck Wagon M WS BS 4 2 4 7 S 2 4 T 2 4 W 1 3 I 5 A 1 d6 Ld 8 -

Haflings value their food (supplies) more than anything. As a way to motivate the troops, and reward them on the spot for bravery, it is not unusual for a rations wagon to be brought forward. The smell of fine food and smoking weed radiates from the wagon, pushing all nearby Haflings to get it over with so they can sit down to one of their finest meals Profile Hafling Pack Animal Supply Wagon M WS BS 4 2 4 7 S 2 4 T 2 4 W 1 3 I 5 A Ld 1 8 - - -

Unit Size: 1 wagon with draft animals 1 driver. Equipment: Hand weapons. Options: May be equipped with shields (+1 pts). May have up to 5 Wagoneers chosen from the Commoners list at the appropriate points cost. Upgrade the driver and Wagoneers to Stouts for +4 pts per model. Special Rules: Wagoneers are common Haflings that ride in the wagon and may fight from the back, or fire their missile weapons from the back of the wagon. Points cost for each Wagoneer is the same as if the Common Haflings were purchased for their own unit. When firing at a Wagoneer unit, the wagon is struck on a 1-4 while the Wagoneers are struck on a 5-6. The attacker may choose which to swing at in Close Combat. If Wagoneers are aboard, treat the driver as a Wagoneer. If the wagon, or all the Wagoneers are killed, remove the model from play.

Unit Size: 1 wagon with draft animals 1 driver. Equipment: Hand weapon. Options: The driver may be upgraded to a Stout for +4 points. The driver may have a bow +2 points. Special Rules: The Supply Wagon functions as the Army Battle Standard and permits all Hafling units within 12 to re-roll a failed Break Test as a Battle Standard would. In addition, any Hafling units in Close Combat within 12 of the wagon gain +1 to their combat resolution. The Supply Wagon is not supposed to be in Close Combat, and may not charge an enemy unit. In must Flee as a Charge reaction if charged by an enemy. If the Supply Wagon is destroyed, all Haflings must make an immediate Panic test. In addition, all Haflings are subject to Hatred against any enemy that destroyed the wagon.

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SPECIAL UNITS
BRACE BOW Pts/team: 25
Haflings deploy the Brace Bow to strike at long range targets. They are commonly deployed behind fences and in windows. Profile Hafling M WS BS S T W I A Ld 4 2 4 2 2 1 5 1 8

Unit Size: 1 or more teams consisting of 1 Crossbow & 3 Hafling crewmen. Equipment: Hand weapons.

HAFLING HOT POT

Pts/team: 50

The tale goes back to Gambo Hartstock and his using one of his finest batches of stew to ward off a Goblin ambush. The rest is Hafling History! Profile Hafling Hot Pot M WS BS S T W I A Ld 4 2 4 2 2 1 5 1 8 - - 3 4 2 - - -

Unit Size: 1 Hot Pot and a crew of 3. Equipment: Hand weapons. Special Rules: The Hot Pot is treated as a Stone Thrower from page 120 of the Warhammer Rulebook. However, its maximum guess range is 36 and hits are resolved at Strength 3 with no armor save. The model under the hole of the template suffers a strength 6 hit inflicting d3 wounds.

ALLIED UNITS

Pts/model: Variable

All Core units from the Empire and Dwarf army books may be used as Allied special units in the Hafling Army with the exception of any elite 0-1 units.

RARE UNITS
ALLIED UNITS Pts/model: Variable
All Special units from the Empire and Dwarf army books may be used as Allied Rare units in the Hafling Army with the exception of any elite 0-1 units.

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TRICKSTERS SPELL LORE


Prestidigitation Difficulty [variable]
The Trickster nominates any one friendly unit on the table which may be in close combat. If successfully cast, the target model(s) may rearrange their WS, S & T by subtracting from one and adding to another. For example, the unit may reduce its WS by 2 and add the 2 to Strength. Only one profile number may be reduced, and only one may be increased. The spell lasts until the next Hafling magic phase. The casting value is 1 for every A on the target models profile. Therefore, a single character with an Attack value of 3 would have a casting value of 3.

Daze

Difficulty 7+

The Trickster catches his target in a hypnotic daze that suddenly makes him oblivious to his surroundings. The spell has a range of 18 and the Trickster must be able to see the target. It may be cast on an opponent in base to base contact in close combat. The target may do nothing while the caster concentrates on the spell. The target may not cast spells, move, shoot or fight in close combat (treat as WS 0. Spell casters may still dispel and contribute to their dice pools). The spell will remain in play as long as the caster remains in line of sight with the target and does not take any sort of violent action (may not fight in close combat, shoot, flee or cast other spells).

Detect Magic

Difficulty 3+

ILLUSIONIST SPELL LORE


Illusions are the most difficult spells to cast because they are based on believability. A caster must try to cast something he is familiar with, and the target must be prone to believing in such an occurrence. Illusionists may always have 1 more spell than their level. Therefore, a Level 2 Illusionist may have 3 spells, and a Level 4 Illusionist may have 5 spells. When an Illusionist casts a spell, the opponent must first decide whether to counter the magic, or rely on their units not believing in the Illusion being created. If an opponent chooses not to attempt to dispel, then the target unit makes a Leadership test. If the test fails, the spell is cast successfully. If the test is made, the target unit disbelieves in the spell and it is treated as a dispel. If a player attempts to dispel the illusion with an opposing spell caster, the troops will automatically believe in the Illusion. Illusionists may use as many casting dice as they wish, and there is no chance of a Miscast or casting with Irresistible Force (since the magic is only an Illusion). For every number the Illusionist exceeds the casting roll by, the targets leadership is reduced by 1. Therefore, if an Illusionist rolls a 12 when a 7 was needed, the targets Leadership is reduced by 5 when trying to disbelieve in the spell. If the target rolls doubles while making a successful disbelieve' roll, the entire army is on to the illusion and the illusionist may not longer use the spell. It must be disregarded for the remainder of the battle. Most Illusions have a variable Difficulty rating, based on the difficulty of the Illusion. The caster must declare the difficulty he is striving for prior to rolling his casting dice.

The Trickster can select one model that he can see within 12 and knows all magic items that the model possesses. He has the ability to detect magic items on a character even if he is within a unit. The Trickster or the target may be in close combat.

Neutralize Poison

Difficulty 5+

This spell may be cast on any unit on the table that has Poison Attacks. The poison is neutralized and the benefit of having the poison attack is lost. The effects are permanent and last for the duration of the battle. The target may be in close combat.

Ghost Sound

Difficulty 5+

Eerie noises radiate in the ears of one target unit anywhere on the table. The unit must make an immediate panic test. Units in close combat, all ready fleeing, or immune to psychology are not affected.

Ray of Frost

Difficulty 5+

The Ray of Frost is a magic missile attack with a range of 24. The spell causes d6 Strength 3 hits and a unit which suffers any casualties may do nothing in the next Shooting phase due to the numbing coldness.

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Hallucinatory Terrain Difficulty [variable]


The Illusionist may choose to either create new terrain on the battlefield, or make existing terrain disappear. The magnitude of the spell reflects the size of the terrain being affected. The spell may be disbelieved by the closest unit to the created/disappearing terrain. If more than one unit is in the terrain when it is created or disappears, the unit with the highest Leadership is used. Any unit that is standing where the terrain is created will find itself standing in/on top of the terrain. Conversely, a unit that has a hill removed from beneath its feet will simply be placed on flat ground (the swell of the hill simply melts into the countryside). Any war machines affected by movement in difficult terrain will be forced to take damage if they were moving in the previous turn. 4+ 6 of fence or hedge are created/removed. 5+ 6 of stone wall, or a small house can be created/removed. 6+ A 6 square area of swamp or marsh may be created or removed. It is difficult ground. 7+ A stand of trees may be created or removed. 8+ A single hill may be created or removed (1 tier in height). 10+ A hill or mountain of any level may be created/removed. Note that castles, gates and fortifications are considered to be made of enchanted materials and may not be removed by the casting of an Illusionist.

Magic Aura

Difficulty [variable]

The Illusionist chooses 1 weapon belonging to a character (including unit champions) and essentially has it radiate magic until the next Hafling magic phase. It may be cast on characters in close combat or unengaged, and the benefits may be added to a weapon that is all ready magical by adding an additional +1 to the casting roll required. The target must be within 18 of the Illusionist. It may be disbelieved by the nearest enemy unit that can see the targeted character. No more than one Magic Aura may be cast on a character at a time. Missile weapons may also be affected. 3+ The weapon has an additional -1 save modifier. 4+ The weapon has an additional +1 strength. 5+ The weapon conveys +1 attack to the wielder (close combat only). 6+ The weapon conveys a +1 to hit bonus. 8+ No armor saves are permitted against the weapon.

Mirror Image

Difficulty [variable]

The Illusionist may create multiple duplicate images of himself to thwart any attacks against him. The spell remains in place until a Ward Save is failed, it is dispelled, or the attacks another model in close combat or in the shooting phase. It may be disbelieved by the nearest enemy unit that can see the Illusionist. The difficulty rating determines the number of images, and consequently, the level of his Ward Save. 3+ One image created. Ward Save of 5+. 6+ Two images created. Ward save of 3+. 8+ Multiple images created. Ward save of 2+.

Shell Game

Difficulty 7+

Invisibility

Difficulty 4+

The Illusionist turns himself invisible which prevents anyone from targeting him with shooting or close combat attacks. He may not be targeted by magic that requires line of sight. He can be hit by template weapons that target another model nearby, or by magic that does not require line of sight to the Illusionist.

In a variation of the old Shell Game the Illusionist has fooled the enemy as to his real location and the location of others. The Illusionist may immediately swap places with another friendly Hafling or Dwarfsized model on the battlefield. If he replaces an independent character, the character is placed where the Illusionist once stood. If he replaces any other model, the model is simply removed and the Illusionists prior location left empty. It may be disbelieved by the closest unit with line of sight to either the Illusionists starting place or ending place.

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Color Spray

Difficulty 8+

The Illusionist unleashes a rainbow of brilliance that sprays into the eyes of his opponents, blinding them. Place the flame template in base contact with the Illusionist extending in any direction of his choosing. Models whose bases are completely under the template are automatically hit and models whose bases are partially covered are hit on a roll of 4+. Models that are hit sustain a Strength 3 hit with no armor save. If the caster is engaged in close combat and casts the spell, no template is used. Instead, the enemy unit engaged in combat with him sustains d6 hits. The targeted unit is the only unit permitted to disbelieve in the spell.

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