Chuck Wagon
The Chuck Wagon is placed in the second rank of a unit of Pantry Guards and must stay with the unit at all times. Should the unit be destroyed, another friendly unit may capture it by moving into base contact with it. If an enemy unit captures an unguarded Chuck Wagon, it is automatically destroyed, and gives the enemy an additional 100 Victory Points.
The Chuck Wagon gives all Halflings within 12" "Hold Your Ground!". If a Master Chef accompanies the Chuck Wagon by being in the same unit, the range is increased to 18". In addition, any unit accompanied by a Chuck Wagon is Stubborn.
If the Chuck Wagon is destroyed, any unit of Halflings within 12" of it must take a Panic test. From then on, all Halfling units will Hate the enemy unit responsible for the heinous act.
The Chuck Wagon is pulled by a Aurochs. It may attack enemies to its front like a Chariot mount.
Deadly Tools
The Reaper causes D6+2 Impact hits.
Exotic Spices
Ogglethorpe may empty these spices into any Hot Pot within 3" of him at the start of each Shooting phase. Each use of Exotic Spices increases the S of any hits taken from the Hot Pot by +1 for that shot.
Fireroot Pepper
Instead of fighting normally, Ogglethorpe may attempt to jam this murderously spicy pepper down one of his enemy's throats. Roll to hit once. If he hits, then the poor swallower of the pepper takes D3 wounds with no save of any kind allowed.
Get Off My Land!
Farmers within the Halfling Deployment Zone are Stubborn.
Go Get 'Em, Boy!
Hound Riders may re-roll the result when pursuing.
Grand Commandant
Any unit joined by Nicholas is Stubborn as long as he remains in it, and all friendly units within 6" gain +1 to their combat resolution bonus.
Insatiable Appetite
At the start of the game, after all models in both armies have been deployed, the Halfling player must roll a D6 for each of his units and consult the Before Battle Meal table. The effects of the meal last for the duration of the game. Chariots, war machines and characters outside units never roll for Insatiable Appetite. Likewise, mounts are never affected either.
It's Lunch Time!
At the start of the Halfling player's turn the Master Chef may stir his stew and add some of his secret spices to it. Roll the scatter dice to determine in which direction the wind takes the aroma. All Halfling units up to 12+2D6" from the Chef that it passes through are affected by the chosen spice.
Kick'em in the Shins!
Lords of the Harvest gain +1 To Hit in Close Combat.
Model must be a Housewife
This item may only be taken by a unit of Housewife.
Nearly Irresistible Force
In any turn that the Half Tank does not charge, the Half Tank inflicts D3 Impact Hits.
Not the Bees!
Enemies must re-roll successful rolls To Hit against Bee Swarms in close combat and with shooting attacks.
Ogre Charge
Any Ogres that successfully charges an enemy have Impact Hits (1), and add their current Rank Bonus to the S of the Impact Hits they inflict.
Oh, Shiny!
Whenever a Master Thief is in base contact with an enemy character who is not a Monster he may attempt to steal D3 Talismans, Arcane Items or Enchanted Items (excluding mounts) at the start of each Close Combat round. Roll a D6 for each item he wishes to steal and consult the Shiny Chart. Each stolen Magic Item is removed from play. Each stolen item is worth 25 Victory Points added to the Halflings' side at the end of the game.
Oh, Shiny!
Whenever a Thief is in base contact with an enemy character not mounted on a Monster he may attempt to steal a Talisman, Arcane Item or Enchanted Item (excluding mounts) at the start of each Close Combat round. Roll a D6 and consult the Shiny Chart. Each stolen Magic Item is removed from play. Each stolen item is worth 25 Victory Points added to the Halflings' side at the end of the game.
Omph!
Whenever a unit of Hobilars rolls at least one natural 1 for their charge, pursue, or flee distance, all models must take a Dangerous Terrain test. If failed, remove the Hobilar as a casualty.
Quick Draw
Whenever Jolly fires his Antique Handgun, he has Multiple Shots (D3).
Release the Bees!
Only the Beekeepers are deployed on the battlefield initially. In the Shooting phase, the Beekeepers can decide to release the bees. The bags of bees can be thrown up to 8". Place the Bee swarms on the spot you wish to throw them to. This may take them into Close Combat with an enemy.
After the Bees have been released, they will move using Fly in a random direction as determined by the scatter dice. They will engage in combat with any unit they encounter, friend or foe, except other Bee Swarms and Beekeepers. If a Bee Swarm encounters a Beekeeper, they will come under the Halfling player's control and will fight as a normal unit from then on.
Resistant to Magic
Grand Enchanters and Enchanters only channel Power Dice on a 5+ in the Magic phase, but they channel Dispel Dice on a 3+ instead.
Sheep Dog
Sheep Dogs may accompany a Reaper or Shearer. They are deployed at the same time as the machine and follow the rules for skirmishers. They may never move further than 3" away from the machine they have been bought with, and are part of the unit for all purposes.
Take it and Run!
Before Break Tests are taken, Thieves may choose to leave combat willingly. They will flee 2D6" away from the enemy as normal, but will rally automatically and may not be pursued. Thieves fleeing in this way does not cause Panic.
Women's Wrath
Halfling Housewives are immediately subject to Frenzy if any male Halflings die within 8" of them.