Just found what might supposedly be a list for a Halfling warband by the actual devs of yore (but in rougher condition it seems than the one posted above!), or it might just be another fan gen. Either way it holds some interesting promise to mash up with the warband list you've been following here.
First I will post the Special Skills presented. Please comment on what you think of them, with the two main critera being FLUFF and BALANCE. Note these are not intended as such to be included in the above list, but, with some tweaking, might be considered in some circumstances.
The list is as follows:Halfing SkillsSmiled Upon by Fate:
Whenever necessary to roll on the Serious Injury chart for this model, the Halfling player rolls twice and picks which of the two results he wants.Lucky:
The Halfling has a special Unmodified 6+ save vs any hostile effect. 'Hostile Effect' is defined as anything that is injurious to the Halfling in any way to include all attacks and offensive magics but also things that are not based on inflicting Wounds. Whatever the undesirable effect is, on a 6+ it simply has no effect on the Halfling.Quick Reflexes:
If the Halfling is armed with a ranged weapon and is charged by an enemy model he may make a single ranged attack on the first model to charge him resolved using his BS to hit and whatever ranged weapon he is equipped with to damage before HtH combat is resolved.Tumbling:
If ever Knocked Down, the Halfling may roll away 1d6" in the direction of his choice and regain his feet automatically. Foes in HtH combat do NOT get a free strike as per a model breaking, and the Halfling does not count as being broken. If they are able to get to open space this allows the Halfling to leave HtH combat with no penalty for doing so, but if they are still touching an enemy's base in their new location they are considered to still be in HtH.Bob and Weave:
The Halfling is adept at avoiding blows. All HtH opponents must roll under thier Initiative to strike the Halfling. If they fail thier Initiative roll they are completely unable to come to grips with him and therefore cannot roll to attack him. If they make thier Initiative roll they fight as normal. This test must be made every HtH combat phase while the Halfling uses this skill unless the Halfling is Stunned. The Halfling can make only 1 Attack while using this skill, regardless of additional Attacks on his profile, additional weapons, or any other factor that might give him more Attacks.Find Weakness:
Halflings have keen eyesight and an uncanny sense of accuracy; additionally they are able to find chinks in armor and other vulnerable points on any foe. Some Halflings have trained themselves to take advantage of these natural talents to become lethal marksmen. They always wound thier target on a natural roll of a '6' to wound when using ranged weapons regardless of relative Strength and Toughness and it always counts as a critical wound even if they would normally require a 6 to wound or not be able to wound at all. This only applies to normal ranged attacks.
Once we get any contributions on these I will move piecemeal into the actual list, so as to not have a lag in the posts. Though if you would like to... read ahead, I will link you to the list.