INTRODUCTION TO MY WARHAMMER NORSE ARMYLIST
First of all I must say that I was something of a Warhammer Fantasy fanatic. I still am but
do not practice my fanaticism as much as I used to (or maybe I am not as much a hothead as I was).
When Chitadel Journal published its Norse armylist I was very interested, but after studying it
for some time I was really pissed off. There where some strong reasons for my frustration,
which I will list later, but I went farther than that. I made an armylist the way I had
imagined it and sent it to Games Workshop along with a rather strongly worded letter.
Fortunately for me they read it and I had a short correspondence with Jervis Johnson and he
admitted that I had some valid points with my criticism and suggested that I write up my ideas
as additions to the Norse list they published and they would consider publishing them in
Chitadel Journal.
This I did and My Norse Armylist was born. As my first attempt it was not to bad, but in
December 1995 I went with my parents to London and was allowed to make a side trip to
Nottingham to visit Jervis Johnson at the studio. I had a long talk with him about various
things and he explained to me some things that he thought might be better in my work, how stats
work and so on, which I had had different ideas about.
So when I got back home I sat down and thought things over for some times and started to make
some changes to the list. I quit thinking of it as an addition to the Chitadel Journal one,
since I wanted to change it a lot, and do not really expect it to be published there
anymore.
In stead I made all the changes I thought appropriate so that it would be a reasonable Norse
armylist. It is still lot akin to the armylist published in Chitadel Journal, having most of
the same troop types and so fourth, but there are not many things I have not modified or
outright changed in some way. I publish my version of what I think a Norse Armylist should
look like here on my homepage so that other people can enjoy, use it and to (hopefully) geT
some feedback to further improve it.
Following are some of the reasons I found the Chitadel Journal Norse armylist wrong. Those
that have a copy of the armylist can follow the criticism from the start in issue 6 to end
of issue 8.
1. In the CJ list all Norse had a counter charge as a racial rule. I still do not
understand the reasoning behind this, allowing "normal" Norse warriors to countercharge their
enemies when not even Khornists of Chaos cannot?! I would understand allowing some Norse to do
it but not all. And then there was this thing with Norse Hunter and Bondsmen not being
affected by this general rule. Where they not Norse warriors or did they forget to list them
as affected?
2. In the CJ Norse list there where Werewolves/Ulfwerenar. Although shapeshifters are
in the Nordic myths I do not remember many stories of Werewolves but rather Werebears and other
stuff. I had no difficulty with there being Werewolves though (they are as reasonable to have
as any other shapeshifters) but found them pitifully weak compared to any and all stories I
have ever heard about such creatures. A Werewolf with a strength and toughness of only 3 and
1 attack would be hard pressed to harm an Empire Halbardier for example, even with frenzy.
And they did not even have regeneration!!
3. There was a rule about a Shieldwall for Huskarls in the CJ armylist. I immediately
confused it with the Roman tortoise formation which helped them form their empire but according
to Jervis they took the idea from some historical battle in Britain. I do not know the
full facts of what is was supposed to look like, but find it difficult to imagine any affective
shieldwall being formed with the not too large shields that the Viking used, so I did not
include it in my armylist. Besides why include a rule in an armylist that I imagine at least
99% of the people reading the armylist will confuse it with something it is not and think less
of the list as a result?!
4. In the Norse list there are Beastmasters. I do not really like them but since CJ
included them I initially included them in my version and they are still there. Not because
I think many will use them (I think them rather vulnerable troops for my playing style) but
they are different and so are still there. But there was this small problem of stats since
in the CJ list there was, for example, a Giant Wolf that had worse stats than a non gigantic
Wood Elf Hunting Dog! The Wood Elf Beastmasters and their Hunting Dogs are no more since the
publication of the Wood Elf armybook so my argument has become outdated and invalid, but it
was an interesting argument.
5. Berserkers???!!! Now this was something I was most disgusted about in the whole CJ
Norse armylist. Their version of a berserker was a slobbering madman that was a mix between
a Night Goblin Fanatic and I am not sure what. In addition he could tie up enemies, even if
he had no real chance of harming them, because of armour, when a frenzied Chaos character which is
no less dangerous, cannot! And finally (to save some room) they had this silly rule about always
striking first no matter what, even if they had double handed weapons! Not a bad thing to
have in your army, really, but totally unrealistic and an insult to Egill Skallagrimsson, the
greatest berserker in the Sagas and all his family of berserkers. I created new, different
berserkers for my armylist, calling them Doombringers, basing them on what I envision a person
really pumped up with Adrenaline to be like. Basically they have +2 to movement, strength,
attacks and +1 wound from what most other Norse have and some very special rules to make them
really something to be feared instead of laughed at.
6. There where some good things about the CJ armylist and one of those was the Norse War
Mammoth. I just wish they had given the rules it followed a little thought instead of copying
is from someplace else. I once played a game against an Orc & Goblin player who had gone to
Denmark and bought some monster, whose name I no longer recall, for his army. It was not
made by Games Workshop or Chitadel but the rules that came with it fit into the Warhammer
Fantasy system and they where precisely the rules CJ published for their War Mammoth. The
rules where hopelessly inconsistent with the rest of the Warhammer Fantasy rules, in my
opinion, and I changed them totally in my armylist.
7. I was unhappy about the Norse not having their own spelldeck. At the time almost
everybody had their own spelldeck so why not the Norse. It is not that none of the existing
decks where powerful enough or anything like that it is just that in my opinion no spelldeck
was close to being appropriate. And besides I considered the Shamans a must go item. The
Shamans in the CJ list have some interesting rules, not quite wrong, but they are (as I
understand it) based on descriptions made by Christian people of people who worshipped Odin and
his followers in Asgard in secret since it was illegal to do so in public. The Shamans are
still in my list but I added another main spellcaster, the Runepriest, to represent true
priests of Asgard and as a follow-up I created a spelldeck which I tried to make reasonable to
what I think rune magic was supposed to be like. Then I had an idea to make my Norse army
totally different from army other army and allow them to have runes as talismans to boost them
in combat. This comes in stead of advantages other armies have, like war machines and missile
troops..... and make the my Norse armylist something quite different from anything else.
During my visit to the Design Studio Jervis all but said it outright that the Colour decks would
be out in the next edition of Warhammer, as it turned out to be right the following summer,
but I still think the Norse are entitled to a spelldeck of their own. Especially considering
all the other limitations in the army.
8. In the CJ list there where Valkyries which I had absolutely no problem with except that
for warriors who had dedicated their lives to fighting they only had a weapon skill of 3. Is
that to be understood as a statement that females are inherently worse fighters than males?
I am not a feminist but still I do not agree and fixed it in my list.
9. Last, but not least, I will say that I will not accept any Norse list as a true Norse
list if it does not include some regiments who are true Vikings. Warriors who spend their
time sailing from place to place plundering and fighting, hoping to earn an honourable death
and a place in Valhalla! The CJ list did not have any such troops and I seriously hope they
will fix that if they ever publish an official Norse army.
My porpoise with this Norse armylist is to further the cause of the Norse in the Warhammer
Fantasy world. To, hopefully, raise peoples interest in the Norse and Norsca, their homeland,
and hopefully to raise enough interest in people for Games Workshop to do a proper Norse army with an
accompanying Norse armybook!
I may be a dreamer but what is a world without dreams ;)
The Norse list is not all based on reality but largely on the Sagas. The Sagas are historical
accounts about the Vikings and the Asgard religion, historically accurate to a point but only
if you take into account that they are almost all more or less exaggerated and display the
heroes of the Sagas in question as something greater than they could possibly be. But many
of the things in the Sagas are, in my opinion, almost perfect for the world of Warhammer
Fantasy and I have tried to make my Norse armylist something of a mix between the Sagas and
the real thing.
There will probably not be many changes to the Norse list itself in the near future, but I
will try to make other improvements in the future as I have time.
Highest on the list is adding history and pictures. I have converted models to represent four
of the Special characters in the armylist, Gunnar on his dragon, Hildur the Valkyrie Queen,
Sturmjarl the Shaman and the best is Nightwolf the Ulfking.
I will try to convert more in the future but that will probably not happen until sometime next
autumn because of shortage of material, difficulty in getting some and limited funds while I
am in school to order what I need.
King CoMal- comal@itn.is
NORSE
The land of Norsca lies right on the edge of the Old World by the frozen fjords that adjoin
the western shores of the Sea of Claws. Towering mountains of ice and bleak rock keep the
menace of Chaos at bay, while deep harbours provide anchorage for the feared Dragon Ships of
the Norse Raiders.
The Norse are hardy barbarians whose wild drinking and fighting are legendary in the civilised
lands to the south. The Norse hunt all kinds of ferocious animals, including wild wolves, bears
and the monstrous Mammoth, and wear their skin as trophies. They spend their time fighting and
when not fighting their enemies they fight mock battles amongst themselves, although these
often get out of hand and turn into real battles.
Norse have bristling beards and long hair which they sometimes twist in plaits. They are
big, hardy men, with bulging muscles due to the constant exercise of rowing their Dragon Ships
in search of fresh plunder. The Norse raid the shores of the Old World and waylay any ships
they can find.
Although violent they are also honourable, but only to other Norse, and a Norse without honour
is an outcast not worthy of living. This is part of why Norse despise other races so much and
would never befriend them, they are to false and unhonourable, and besides if they befriended
them there would not be anyone left to fight and plunder so why bother?
The Norse live basically by six commandments. These commandments are not set by the Gods word
by word but have been wowen together by the Runepriests and Shamans throughout the ages:
1. Defend the honour of your clan and those deer to you at all cost.
2. Avenge all evil done to your kinsmen.
3. Be brave and enduring in battle.
4. Be generous, have a firm grip on your sword but a loose one on your moneybag, for
one rich of gold is poor of friends.
5. Be loyal to your clan and King. If two opponents both have an equal right to your
confidence then death is the only way out. It is better to die with honour than to live with
dishonour.
6. Be true to your word. Betrayal is punishable by death.
DETERMINED
Some Norse take their prowress in battle so personally that they are more willing to die then
fleeing from their enemies regardless of risk to their life for they also believe, rightly
so, that men who die bravely in battle will join the Einherjar at their death. In play this
works as follows:
1. When determined warriors are defeated in hand to hand combat and have to take a break
test the wounds inflicted upon them by their enemies will not modify the break test they
have to make.
2. If they are broken in hand to hand combat they will not flee but are instead
destroyed on the spot.
3. If troops are affected by this rule it will be mentioned in their profile
or bestiary entry.
Special Rules
The following rules apply to the Norse army:
HATRED
The Norse believe that the Chaos forces will be the great enemy in Ragnarok, the battle for
the end of the world, and their whole culture and religion is bent towards preparing for that
ultimate battle. The Norse as a race hate all Chaos troops and everything associated with the
Chaos armies.
REVENGE
If the Norse general is killed the whole Norse army will take it as a stain on their personal
honour and will go to extreme lengths to avenge him, should they get the chance. To reflect
this every model in the Viking army will hate all enemy units, and/or models who took part in
the Generals killing.
ARMOUR RESTRICTIONS
The Norse live in a cold inhospitable place where the cold can get so great that metal will
freeze to a man's skin. Therefor the Norse do not wear heavy armour and their steeds may not
wear barding.
profile M WS BS S T W I A LD
Farmer 4 3 3 3 3 1 3 1 7
Leader 4 4 3 4 3 1 4 2 8
Jarl 4 5 5 4 4 2 5 3 9
King 4 6 6 5 4 3 6 4 10
RUNEPRIESTS
Some Norse receive visions of runes when they are young. If he seeks knowledge of the
rune's meaning he may, if he is wise enough, unlock its potentials. The secret of the
runes is the cause for many a saga among the Norse, rumoured to be able to move
mountains and more. Although many know of the runes, and even what they look like,
not many can unlock their secrets and invoke them. Those fortunate few to be blessed
by such knowledge by the gods are called Runepriest, although only the Gošis are
actual priests. They have the power to make temporary runes, magic items and can
cast spells by invoking Power runes.
The Runepriest's path is one of constant search for wisdom. Until he settles down and
becomes a Goši at some temple he will wander the land in his search offering his
knowledge and wisdom to others in exchange for shelter, food and money. But woe
anyone who tries to rob him for he is a man of the world and well able to take
care of and protect himself.
The secret of the runes can not be taught and will only be revealed trough understanding,
but guidance can help. They are split into many categories but only three are used in war.
The Runepriest can inscribe some of the Runes on some talisman to give to others.
RUNES
COMMON RUNES
Simple Runes to help the wearer in combat. A model can have as many identical common runes
as it wishes as long as the total number of Runes does not excede the maximum number
of Runes the model may have.
ARCANE RUNES
Complex Runes that can greatly enhance the wearer. A model can only have one each of these
as simple talismans cannot contain the combination of power that more than one identical
Arcane runes create.
POWER RUNES
By invoking these Runes a Runepriests can cast spells. These are the spells of the
Runepriest and he himself may not have any other Runes.
NUMBER
How many Runes, if any, a model may wear will be indicated in the army list but no model,
except for Goši (4 Power Runes), may have more than 3 Runes.
RUNECOST
Along with each Rune's description are usually two point values. The first is the point value
that regimental models must spend to buy the rune and the seccond is the cost for characters.
Some Runes can only be bought by regiments or characters in wich case no point value will be
listed for either regiments or characters.
REGIMENTS
If you buy Runes for regiments each model must buy the same combination of Runes and each
model must pay the cost listed for buying the Runes. This does include Leaders who are part
the regiment but not other character models associated with the regiment who choose and buy
their runes seperatly.
For example: 10 Vikings each buy three Runes that cost; Rune of Battle for 3 points, Rune of
Swiftness for 2 points and Rune of Glory for 5 points. Each one must pay
the total cost of 10 points just for the runes, making the Viking regiment superb, but at
a 100 point cost just for the Runes!
If you decide to add a Viking Leader to the regiment he
must buy the same runes but at the price for characters - 25, 5 and 15 points.
SPECIAL NOTE
These runes are magical and are to be treated as such in every way but all the runes on a
model only count as a 1 magic item. Runes do count towards a characters maximum magic item
number, except for Leaders who can have 1 magic item in addition to any Runes they are forced
to have.
The Common and Arcane Runes can never raise any of the wearer's characteristics above 10 or
lower them below 1.
profile M WS BS S T W I A LD
Runepriest 4 3 3 3 4 1 4 1 7
Rune Seeker 4 4 3 4 4 2 5 2 8
Rune Master 4 5 4 4 4 3 5 3 9
Goši 4 6 5 5 4 4 6 4 10
NORSE SHAMANS
Norse religion revolves around their wide pantheon of gods. Most prominent among the gods is
the Allfather Odin, King of the gods, and after him are Thor, the god of war, wolves and
storms and Hel, the goddess of death. The Norse have few formal religious ceremonies, each
worships their gods in their own way, but on every equinox and solstice a great festival is
held in the praise of the gods, being led by the Goši, helped by lesser Runepriests.
But the Runepriests are not the only priests the gods have, and at these times the Norse
Shamans walk abroad and choose their disciples.
Norse Shamans are solitary men who live far away from the other Norse in secluded valleys and
high mountain caves. It is in these dank and dark hovels that the Shamans carve their Rune
Bones, forge magic rings and commune with their gods. They spend their whole lives in these
places and only come forth when someone worthy asks for aid. Any Norse may ask for the aid
of a Shaman, but first he must find him, travelling across treacherous country, fending of
wolf packs and other savage beasts, and sometimes pass further tests of worthiness by finishing
a quest, surviving being hunted down by a horrible beast or taking on the curse of the
Ulfwerenar. Once the Norse has been deemed worthy the Shaman will help him, but the kind
and amount of help can vary greatly, often depending on the whim of the Shaman or even the
time of day. Sometimes the Shaman gives a simple advise locked within a complicated riddle
or prophesy and sometimes the Shaman will pack their few personal things and leave with the
Norse to defeat his enemies, bless his crop or perform some other task.
Norse Shamans also create small items of power, most notable being Rune-Bones. Rune-Bones are
made from the fingers of dead warriors, covered in runic inscriptions that grant the wearer
some measure of power. To be given these items is considered a singular honour among the
Norse.
The Shamans themselves are ragged disgusting men, dressed in uncured skins and hides, carrying
belts hung with foetid fetishes, ram skulls, dead ravens and the like.
When a Norse Shaman fights he is wild eyed, his mouth frothing and his battle cry
haunting, unulating screech.
Shamans inspire the Norse around them, reminding them that Hel is watching them and if they do
not prove themselves worthy of entering Valhalla she will gain their souls at death.
Special Rules
FEAR
Dressed as they are, covered in grisly symbols of death, Norse Shamans are a horrible sight in
battle. Shamans cause fear as described in the spychology section of the Warhammer Rulebook.
Remember that because they cause fear Norse Shamans are immune to fea themselves and count
terror as fear.
HATRED
The Norse Shaman and the Norse areound him are worked up more than normal, hacking at their
foes and stunchly refusing to run away. For this reason a Shaman and a unit he is with
is subject to the rules for hatred as described in the psychology section of the Warhammer
Rulebook.
MAGIC
The Norse Shamans are in tune with the natural flow of energies in nature. During the reign of
Miska, the Khan-Queen in Kislev, human mages from Kislev came across to Norsca and many of them
tought their spells and enchantments to the most powerful Shamans.
Norse Shaman draw their spells from the Battle Magic deck like most human Sorcerers.
profile M WS BS S T W I A LD
Norse Shaman 4 3 3 3 3 1 4 1 7
Shaman Champion 4 3 3 4 3 2 4 1 8
Master Shaman 4 4 4 4 4 3 5 2 8
Shaman Lord 4 4 4 4 4 4 6 3 9
VIKINGS
Viking is a title bestowed on those men who follow in the footsteps of the forefathers and
founders of the Norse legend.
Men who have dedicated their lives to battle, sailing to hostile lands to raid and endangering
life and limbs in hostile weathers and raging storms, just to live life to the fullest and earn
a place in Valhalla.
These men are the elite of fighters, their skills unequalled and feared by many and rightly so
because they have through the centuries raided all the known lands and killed untold numbers
of innocents, all for money and glory. These are the Vikings that women tell their children
about to scare them and simple ordinary men have nightmares about.
Although many go out to sea and raid only the most tough ever become known as true
Vikings, others generally simply being plain Huskarls hoping for gold.
Special Rules
DETERMINED
Vikings look at themselves as the best human fighters of all, with nerves of steel, hoping to
die as glorious deaths as possible. Vikings therefore count as determined as described on the
first page of the Norse bestiary section.
SKIRMISH
As Vikings are, among other things, accustomed to fighting in chaotic battles like are fought
on shipdeck they may skirmish as described in the Warhammer Rulebook.
profile M WS BS S T W I A LD
Viking 4 5 4 4 4 1 5 1 9
Viking Leader 4 5 4 4 4 1 6 2 9
DOOMBRINGER
The Doombringer clan claims to contain the only true, real, original, frightful and most
deadly Berserkers, claiming all others either to be fake or madmen trying to imitate the
real ones. Whatever the truth may be the warriors of the Doombringer clan are undoubtedly
among of the most deadly fighters alive. The Doombringers claim to be gifted by Odin to
be able to vent his rage when fighting his enemies with spectacular results but sometimes
suffer for it themselves. At the prospect of battle the Doombringer starts to see the
world through a red haze and his blood begins to boil until at the beginning of the
battle they charge forward as unstoppable killing machines with one thought in mind:
to kill the enemy.
The Doombringers rage makes him able to ignore wounds that would kill a normal man.
Not saying that he will not die from them but he will continue to fight until he either
takes more damage or the battle ends.
Special Rules
MOVEMENT
The Doombringers always try to reach their enemies as they can, moving as fast as they
can towards them. They must always charge if able to do so and will always march if
they are not within 8" of the enemy at the beginning of their turn. They may only wheel
and turn if this will bring them closer to the enemy.
MENTALITY
The Doombringers rage makes him unable to think of fear or defeat so they are all
completely immune to all psychology and do not take break tests.
EXHAUSTION
This venting of their furies takes a heavy toll on the Doombringers body and when they
engage in hand to hand combat they often overstrain themselves. When a Doombringer has
fought a round of hand to hand combat roll a D6 and if the roll is 4+ the model will suffer
1 wound with no saving throw allowed. Just roll for Doombringer models that actually struck
blows against their enemies as only they run the risk of overstraining themselves.
Characters are more though than others so they will recieve a -1 modifier to the roll. This
does not neccessarily mean that the Doombringer will die from overexerting himself but will
fall down unconcious, effectively out cold for the resst of the battle.
Wounds suffered by the Doombringers due to exhaustion do count towards working out combat
results. Even if they themselves will not break any associated characters can still be broken.
MAGIC ITEMS AND SPELLS
Doombringers cannot become subject to frenzy caused by anything except spells and may not
use any magic items that cause them to frenzy. Doombringers can still be affected by
spells like Death frenzy or similar unless otherwise stated in the spell description.
profile M WS BS S T W I A LD
Doombringer 6 3 0 6 4 2 6 3 10
Leader 6 4 0 6 4 2 7 4 10
Jarl 6 5 0 6 4 3 8 5 10
King 6 6 0 7 4 4 9 6 10
EINHERJAR
"When a true and honourable warrior dies a warriors death his spirit will go to Valhalla where
he will live forever. They will rise each morning and fight each other the whole day, and at
the end of the day all shall attend a great feast, even those slain for they shall rise whole
again, which will last the whole night.
And when Ragnarok comes these warriors will fight for the forces of good against evil so evil
shall not triumph."
So is written in the holy scripts of the Norse.
When Chaos first came the Runepriests were able to call upon these warriors, through their
rituals, prayers and sometimes sacrificial offerings, to help them in their struggles and
their presence is considered to be the proof that the Chaos forces will be the great
opponents in Ragnarok and that the woeful day is ever coming nearer.
Special Rules
DETERMINED
The Einherjar are determined as described on the first page of the Norse battle bestiary, see
the Norse battle bestiary for details.
REGENERATION
The power of Odin infuses the Einherjars's bodies with vitality enabeling the Einherjar
to regenerate any wounds they might recieve, but the flow of power is not constant and will
not always work immediatly.
If an Einherjar model is wounded roll a D6. If the roll is 3+ then any damage inflicted
by the wound is immediatly regenerated with no further effect. But if the roll is 1 or 2
then the Einherjar is wounded as normal and will be removed as casualty if reduced to 0
wounds.
Magical armour somehow interfears with the connection that Einherjar have to Odin and if
Einherjar Characters wear it they will not instantly regenerate as other Einherjar but
so slowly that it will not have any affect until after the battle.
ETERNAL WARRIORS
The Einherjar can never be perninently killed by any mortal weapon., although they can be
hurt enough to put them out of action they will eventually heal all damage they suffer.
If an Einherjar model does not have his full number of wound at the beginning of the Norse
players turn roll a D6. If the result is a natural 6 then the model will heal 1 wound.
This can even bring Einherjar models back to life.
Regimental models must be returned to the regiment they where part of but character models
must returned to the place where they where killed.
Einherjar models who are healed back to life wll have lost any magic items they might have
posessed but will retain any Runes they might have had.
Enemy players will recieve full Victory Points they are normally entitled to when an
Einherjar unit is first removed as casualty, but if he manages to kill any Einherjar unit
more than once he will only recieve one Victory point for each time after the first.
PSYCHOLOGY
The Einherjar have all died many various deaths and nothing can really shake their nerve
anymore.
Einherjar are immune to all fear and terror caused by their foes and will automatically
pass amy panic test they will be called upon to take.
profile M WS BS S T W I A LD
Einherjar 4 7 5 4 4 1 6 1 10
Leader 4 8 6 4 4 1 7 2 10
Jarl 4 9 7 4 4 2 8 3 10
King 4 10 8 5 4 3 9 4 10
VALKYRIES
The Norse have strict customs and traditions about women. The men are Hunters and
warriors, while the women have the duty of looking after the homes and bringing up the next
generation of warriors. But being Norse too, many Norse women feel the calling of their
warrior blood. This causes a problem and the female warriors are scorned and ridiculed by the
men. Those women who do not give in usually end up joining the Valkyries
The Valkyries are groups of Norse female warriors, devoted to Odin, the Norse God of Gods, who
have dedicated their lives to his service.
It is said that the Valkyries are the servants of Odin and that they are given the difficult
task of judging who is and who is not worthy of entering Valhalla at his death. The Valkyries
are respected by all Norse and to be accepted into their ranks is an honour for any Norse
female.
Special Rules
MOVEMENT
The Valkyries are used to the wilds of Norsca and move with a pronounced lack of
effort. Valkyries can ignore any movement penalties dues to difficult ground or
obstacles, including forsets.
SHIELD PARRY
All Valkyries carry a shield, which they constantly use to parry their enemy's attacks. A
Valkyrie will always make her armour saving throw on a roll of a 6, regardless of saving throw
modifiers. This does not mean she can save against attacks that normally allow no save, such
as stone throwers.
profile M WS BS S T W I A LD
Valkyrie 5 4 3 3 3 1 5 1 8
Leader 5 4 4 4 3 1 6 2 8
Heroine 5 5 5 4 4 2 7 3 9
Queen 5 6 6 4 4 3 8 4 10
ULFWERENAR
Unique to the Norse are the Ulfwerenar, normal men who have, usually, been bitten by a
Warpstone infected wolf and become infected themselves. The man breaks down with a fever and
if he survives he will be cursed a Ulfwerenar for the rest of his life. When Morrslieb is high
the warped moon begins to have its effect on the traces of Warpstone in the man's blood. The
man rapidly changes form becoming a large wolf with red eyes and an insatiable hunger.
The Ulfwerenar can learn to control the transformation to some extent, bringing it on when
needed and possibly resisting it when the moon is full in the sky.
The Kings of Norsca hold great respect for the Ulfwerenar and are considered partly blessed if
they are one or have one as kin. It has been known for the children of the Ulfwerenar to
inherit the curse and some Norse noble families have a strong tradition of being a Ulfwerenar.
In battle The Ulfwerenar take to the field in their human form and as the battle progresses
their blood begins to run faster, the scent of the enemy filling them with the thirst for
blood, until they take on the Werewolf form and wreck havoc, tearing into the enemy with
reckless ferocity.
Special Rules
TRANSFORMATION
At the beginning of battle a unit of Ulfwerenar are in their human form with the profile given
below. At the start of each turn, before any charges are declared, the Ulfwerenar may attempt
to change into Werewolf shape.
The Unit must take a normal Leadership test. If the leadership test is successful they change
into Werewolves and you must change the Ulfwerenar models for Werewolf ones. If the leadership
test is failed the unit does not change and may not do anything for the rest of the turn.
Once they have successfully changed into Werewolf form the Ulfwerenar cannot change back into
human form until the battle is over.
WEREWOLVES
While in Werewolf form the Ulfwerenar are subject to following rules, frenzy, blood thirst and
regeneration.
FRENZY
Werewolves are subject to the frenzy rule. See the Warhammer Rulebook for full details
concerning how the frenzy rule works.
BLOOD THIRST
When the Werewolves wipe out a unit, either by killing the last member in hand to hand combat
or running them down as they flee, there is a chance that they will stop to feed on the
corpses. Make a leadership test if the Werewolves destroy a unit. If the leadership test is
failed the Werewolves go into a feeding frenzy and may not do anything else until the end of
the Norse players following turn.
A unit of Werewolves still in hand to hand combat does not have to test for blood thirst.
If a Werewolf unit suffering from blood thirst is charged by enemies the Blood thirst will
stop and they will fight as normal.
REGENERATION
In a Werewolves body there flows blood heavily mixed with Warpstone in a unfathomable
way. This mixture has the effect that wounds suffered by the Werewolf will be regenerated on
a D6 roll of 4+ at the end of the phase they are suffered in. If the Werewolf fails to
regenerate his wounds he dies and the model removed. Werewolves cannot Regenerate wounds
suffered from magical weapons or spells.
Wounds that the Werewolves regenerate are not counted towards combat results.
profile M WS BS S T W I A LD
Ulfwerenar 4 4 3 3 3 1 3 1 7
Werewolf 9 4 0 4 4 1 5 1 9
ULFJARL
Ulfjarls are the princes of the Ulfwerenar. They are the descendants of some of the most
ancient and honoured families in Norsca. They have mastered the control it requires to change
form, and can even stop at middle stages to become half-man, half-wolf.
Although the Ulfjarls accompany regiments of Ulfwerenar into battle, they are equally at home
with other warriors as well. Before the battle they can sometimes be seen sitting quietly in
some corner, summoning the mental energy and willpower needed for the change.
In battle the Ulfjarl accompany units of ordinary warriors or Ulfwerenar, hiding within their
ranks until they are close enough to strike. Just as the opposing army comes into striking
distance from his regiment he is hiding in he lets himself go and changes into his Ulfjarl
form. Slashing left and right, he leaps into the opposing regiment and gorges himself in an
orgy of blood, letting the wild side of his mind free for a short while.
Ulfjarls are incredible fighters, having long fangs, sharp claws and inhuman speed.
This, coupled with their sheer power and ferocity, turns them into whirling, snarling shadows
of death which strike sudden and bowel-churning fear in their opponents.
After the battle the Ulfjarl congregate in a peaceful spot away from the battlefield, and lope
of into the wild together to gorge the ravenous hunger aroused by their fighting. They return
to their companions late in the evening, eager to find out how many they have killed and other
great deeds they performed.
Special Rules
DISGUISE
At the start of the game the Ulfjarl may be concealed with units as is indicated in the Army
List section. Do not place the Ulfjarl model on the table, instead make a note of which
regiment he is hiding in. The Ulfjarl cannot be targeted separately until he is revealed, and
moves and acts exactly as the regiment he is hidden in.
If the regiment he is hidden in is forced to flee they will drag the Ulfjarl with them, or, if
it is destroyed then the Ulfjarl will also be killed.
ATTACK
The Ulfjarl is revealed and placed on the table once the unit he is in enters hand to hand
combat. The player declares that the regiment conceals an Ulfjarl and places the model in a
rank where they can fight, moving other models if necessary.
Because of the speed and surprise of their attack the Ulfjarl attacks in the first round of
combat before anyone else, even charging models.
If the opposing regiment contains troops with similar attack, such as Skaven or Dark elf
assassins, compare initiatives to see which one will strike first. The Ulfjarl can make any
attacks against models in base to base contact, so it is useful to place him where he can
strike enemy characters for example.
FURTHER FIGHTING
After the Ulfjarl has worked out his initial attacks he can be attacked in the normal way.
In future combat rounds the Ulfjarl can be positioned anywhere within the regiment to take on
wichever opposing models the player wishes.
If the Ulfjarls regiment is no longer in hand to hand combat the Ulfjarl can remain with it or
he may leave it and continue fighting on his own.
FRENZY
Ulfjarls are affected by frenzy as described in the psychology section of the Warhammer
Rulebook except that Ulfjarls, unlike other models affected by frenzy, will enter frenzy as
soon as they enter hand to hand combat for the first time and under no other circumstances.
LEADERSHIP
Only Ulfwerenars may use the Ulfjarls leadership for leadership based rolls they will be called
upon to take.
FEAR
The sight of the savage wolfman leaping into your ranks is an unnerving experience. For this
reason, Ulfjarl causes fear as described in the psychology section of the Warhammer
Rulebook. Remember that he is immune to fear himself and treats terror as fear.
REGENERATION
In the Ulfjarls body there flows blood heavily mixed with Warpstone in a unfathomable
way. This mixture has the effect that wounds suffered by the Ulfjarl, when he is not in his
human form, will be regenerated on a D6 roll of 4+ at the end of the phase they are suffered
in. If the Ulfjarl fails to regenerate his wounds he dies and the model removed. Ulfjarls
cannot regenerate wounds suffered from magical weapons or spells.
Wounds that the Ulfjarl regenerate are not counted towards combat results.
profile M WS BS S T W I A LD
Ulfjarl 9 5 4 5 4 2 8 2 10
HUNTERS
Even though bows are not common among the Norse many can will and may use them.
They are mainly used by Hunters, men who have the task of hunting small game for food,
for the rest of the village. The Hunters are usually not considered a part of the
main Norse army proper having been brought along to gather fresh food for the army.
This is because it is considered dishonourable not to engage an opponent in hand to
hand combat and shoot him from afar, except if you are greatly outnumbered or you
are shot at first. But since they are with the army anyway, they may of course fight
"If they do not get in the way of real warriors".
Special Rules
SKIRMISH
Since the archers are experienced hunters, used to hunt in forests and hilly mountains,
they may skirmish, which comes very naturally to them, as described in the Warhammer
Rulebook.
SPECIAL DEPLOYMENT
The Hunters are experienced woodsmen and usually use their skills to infiltrate the enemy
army's position and springing traps and ambushes from unexpected hiding places.
The Hunters may be set up after the enemy has placed all his units on the table.
The Hunters can be set up anywhere on the table, outside the enemy deploymentzone, as
long as no enemy models can trace a line of sight to them.
If both armies contain troops with this skill each player should roll a D6 for each unit
with this skill an the unit with the lowest score having to be set up one the table first.
profile M WS BS S T W I A LD
Hunters 4 3 4 3 3 1 3 1 7
JOTUNNS
In the saga of Ragnarok it says that on the side of evil there will fight Thursar,
called giants by other races. But not all Thursar are evil. In the mountains where
the Norse make their homes live Thursar and among them where found Jotunns. A Jotunn
looks much like a Thurs except for his behaviour, that he will not try to eat the
people of Norsca on sight. A Jotunn is like a normal man enhanced in size, with
the same intelligence and behaviour. The Jotunns are not friends to the Norse but
they are not their enemies either. They are simply two different races that live
in the same mountains, the Norse in the valleys and the Jotunns in caves at the tops.
Jotunns have been known to go "adventuring" or joining with the Norse army, both to
have a good fight and to see more of the world.
Special Rules
HATRED
The average Jotunn has been mistaken for one of the Thursar (Giants) more times then you
could count and hate them, as described in the psychology section of the Warhammer
Rulebook, for the misery, isolation and unnecessary fighting these incidents have caused.
HAND TO HAND COMBAT
A Jotunn has two options when fighting in hand to hand combat. A Jotunn may either
attack in a normal manner with his four attacks or, if he is fighting a large target
or a large mass of creatures such as regiments tend to become, the Jotunn may opt to
make a swing attack.
SWING ATTACK
A Jotunn may only use a swing attack if he is fighting a large target or a regiment.
If he is fighting multible large targets/regiments he may only make a swing attack on one
large target/regiment.
When a Jotunn uses a swing attack he simply takes one massive swing on his target, putting
all his weight behind the blow, and once the swing is completed may not attack any more
in that hand to hand combat phase.
The swing attack hits automatically and the target suffers D6+2 hits wich are worked out
using the Jotunns strength of 7 with no armour saving trows allowed.
The hits inflicted by a swing attack are randomized as if the hits where missile attacks, if
the target of the swing attack normally randomizes hits from shooting.
THROW ROCKS
Each Jotunn may, if not in hand to hand combat, throw a rock in the shooting phase that is
worked out as follows:
1. The Jotunn can throw rocks upto 48" and you must nominate a target or a specific
point within that range as the place where you wish the rock to land.
2. Roll a d6 against the Jotunns BS to see if he hits modifying the roll as usual. If
you don't hit your target the rock will scatter 2d6 inches in a direction nominated by a
scatterdie, if you roll a hit use the small arrow to determine the direction of the scatter.
3. Once you have established where you hit roll a artillerydie and the rock will
bounce that many inches forward striking everything in its path just like a cannonball. If
you roll a misfire the rock will not bounce but stop where it initially hit the ground.
4. Roll for wounds as normal using the Jotunn's strength of 7 but the rock will cause
d3 wounds. Models wounded by the rock do not receive any armour saving throws.
FEAR
The Jotunns size makes him a fearsome creature and he causes fear as described in the
psychology section of the Warhammer Rulebook.
MOVE
The Jotunn's size enables him to cross over normal sized obstacles such as walls and hedges
without penalty.
FALL OVER
If the Jotunn dies he will fall over in a direction determined by a scatterdie, the arrow
indicating the direction. Place the Falling giant template with its feet at the model's
base and its head in the direction of the fall. Any models under the template will be hit
as if hit by a stone thrower.
Any model hit will be squashed unless they will roll under their toughness on a d6, regardless
of armour or total wounds.
SPECIAL NOTE
Other rules do not apply to the Jotunn, even rules about Giants in the Warhammer Bestiary book.
profile M WS BS S T W I A LD
Jotunn 6 5 4 7 6 5 3 4 8
OUTHBRAKERS
When a person commits a crime in the Norse realm he is put on a trial to be convicted.
Once a conviction is passed on a person he may have to pay a fine, he may be sentenced
to become an outcast from the Norse territories or he can be judged an Outhbreaker,
fair game for anyone to kill wherever he may be found. Over the centuries these
criminals have sometimes, if the crime is not too great, been allowed a chance to
redeem themselves through combat.
When a call to arms is issued the Outhbreakers come forth to the army leaders and beg
for permission to join his army. If the Generals is in a good mood he may agree to
allow him to join his army, making the General responsible for the Outhbreakers behaviour,
which in turn will fight for him, most likely until he dies or until the army comes back.
As the Outhbreaker has lived, more often than not, a long time in secluded places and
in general lived a very hard live, he is a rather tough individual, and is well able
to handle himself in combat.
Special Rules
PANIC
As they are outcasts to begin with no one expects them to think of anyone but himself and
therefore Outhbreakers do not cause panic if they are fleeing. They furhtermore look at
failiure in combat as a fate worse than death and are immune to panic caused by anything.
GENERAL
If the General of the Norse army dies all Othbreakers on the battlefield will automatically
flee to the nearest table edge, no matter what they are doing, as fast as they can. They may
not rally and will and will count as destroyed.
COMBAT
The Outhbreakers life has taught him not to count on anyone's words but his own. Even if they
will fight together Outhbreakers may not use a character's leadership for leadership rolls
even if a character is leading them. They may however use the Generals leadership for being
within 12". Outhbreakers may not carry a standard.
BREAK TESTS
Being an outcast is not easy on a mans spirit and the Outhbreakers have been through more then
anyone ever should be put through, but it has also toughened them into fearless fighters. This
is the Outhbreakers last chance of ever being excepted back into Norse society and if he fails
to prove himself in battle the punishment may well be death for he is still an outlaw and
rightly killed by any.
Therefor the Outhbreakers will not modify the break tests that they are called upon to take by
Combat Result modifiers and will always roll against their unmodified leadership score when
taking Break Tests.
profile M WS BS S T W I A LD
Outhbreaker 4 4 3 4 3 1 4 1 7
BEASTMASTERS
Beastmasters are men who either live or have lived for very long times in the wilderness
on their own. There they have developed a relationship with the wild animals who will
fight on by their side in battle, for even if they live in the wilderness they sometimes
answer the call to battle if it concerns their family.
Special Rules
COMBAT
The Beastmasters do not like the company of others and must always fight alone or with other
Beastmasters.
If all the Beastmasters die the beasts will, if in hand to hand combat, continue to fight
on as normal. It they are not in hand to hand combat roll on the Monster Reaction table
in the Warhammer Rulebook to see what the pack will do.
SKIRMISH
The Beastmaster and his beasts may skirmish as described in the Warhammer Rulebook.
BEASTS
Each Beastmaster may have upto 4 beasts with him in battle. The beasts fight by his side
and each beast will fight as given on its profile if in base to base contact with an enemy.
The Beastmasters 4 beasts may each be of any type allowed, Wolves, Giant Wolves,
Bears or Snow Trolls, he may not include Dire Wolves as one of the animals in his
pack but may ride him into battle.
CHARGE
If the Beastmaster charges with his beasts and only some, but not all, models of the
group are able to reach the enemy only those models who reached the enemy may strike
in hand to hand combat, so it may be likely that the Beastmaster himself may not fight
on the first round of combat.
SHOOTING
If the group is hit by missiles of any kind randomise the hits between all the models
in the group except in the case of missiles with a area affect like Stone throwers
that are worked out as normal.
profile M WS BS S T W I A LD
Beastmaster 4 4 3 3 3 1 3 1 8
Wolf 9 3 0 3 2 1 4 1 3
Giant Wolf 9 4 0 3 3 1 4 1 4
Dire Wolf 10 5 0 4/5 4 3 7 3/4 7
Bear 4 3 0 5 5 2 3 2 6
Snow Troll 6 3 1 5 4 3 2 3 4
DIRE WOLVES
Another effect of the Warpstone contamination is the existence of Dire Wolves. Similar
in appearance as natural wolves except larger. The Dire Wolves are larger, by far, even
then Giant wolves and can be ridden by a full-grown man. As well as having enlarged
bodies the Dire wolves are vengeful creatures that delight in the hunting and slaying
of other creatures. Wild Dire Wolves roam around in packs of five to ten strong,
which is more then enough to see off most pray, even the gigantic Mammoths of the
Norsca glacial valleys.
Dire Wolves Have incredibly strong jaws, which can tear flesh and snap bones with ease.
Their powerful shoulders and back legs move them along at an astounding speed and when
they pounce onto their pray they are usually certain of a kill. Some particularly vicious
Dire Wolves are cast out of their packs for being too mad and warp-tainted for even
these cruel and merciless killers. While others Dire Wolves have a healthy respect
for the Norse, these outcasts (Kernja in Norse) often raid villages and towns. They break
down gates in the dark of night and rampage through the streets slaying anything they
encounter and destroying huts and fences with their mad headlong charges.
Special Rules
FEROCIOUS CHARGE
Dire Wolves can cause horrendous damage to their prey, but it is when they charge in,
claws flailing and jaws snapping left and right that they are at their most devastating.
When a Dire Wolf charges into hand to hand combat it gains +1 attack and all of its attacks
that turn are at strength 5 instead of strength 4 with -2 saving throw modifier instead of
-1 for the higher strength.
FEAR
Dire Wolves are monstrous creatures and strike fear into the hearts of those they attack.
Dire wolves cause fear as described in the psychology section of the Warhammer Rulebook.
This means that they are immune to fear themselves and treat terror as fear.
DEATH FRENZY
When a Dire Wolf realises that it is going to die it goes into an uncontrollable rage,
lashing out at all nearby with no distinction between friend or foe. When a Dire Wolf
is killed any model in base to base contact suffers a Strength 4 hit with a -1 saving
throw modifier as normal.
BOUND MONSTER
The Dire Wolf is a ferocious creature that must usually be bound by magic or years of
training before it will fight. The Dire Wolf is therefore subject to the Bound Monster
rule, except when it is part of a Beastmaster pack, see the Monster section of the
Warhammer Rulebook for details on how Bound monsters behave.
profile M WS BS S T W I A LD
Dire Wolf 10 5 0 4/5 4 3 7 3/4 7
GIANT WOLVES
The Giant wolf is a large creature that roams the mountains and deep forests of the Old
World and beyond. The hunting packs of these beasts have been known to attack well armed
caravans and destroy them, they are used by Goblins as mounts, and in most parts of the
world are slain whenever they are seen.
To the Norse however, the wolf plays an important role in their mythology and religious
beliefs and is worshipped and respected as a great hunter.
The Giant Wolves of Norsca are incredibly fast and vicious, and some Norse
Beastmasters have trained them to fight, hunt with them and help them in battle.
profile M WS BS S T W I A LD
Giant Wolf 9 4 0 3 3 1 3 1 4
BEARS
Bears still roam across the Old World and beyond in large numbers, and in the forests and
mountains of Norsca they prosper. They can find plenty to eat, and they can escape the
worst winters by hibernating in the valleys, though this has given many Norse Hunters a scare
on more than one occasion, as they stumble upon a slumbering Bear.
The Norse realised the potential of trained Bears many centuries ago and their Beastmasters
find and rear cubs to be their companions and help him fight.
Bears are formidable opponents using their great size and strength, their huge paws and
powerful torsos allow them to crush their foes beneath them or disembowel their enemies
with a mighty sweep of their claws.
profile M WS BS S T W I A LD
Bears 4 3 0 5 5 2 3 2 6
SNOW TROLLS
At the peaks of the mountains in Norsca there are many creatures that rarely ever venture below
the snowline. Of these, one of the most common types is the Snow Troll. Snow Trolls are
excellent trackers and can follow their pray for hundreds of miles if necessary. They do not
carry weapons of any kind, and instead they rely on their wickedly barbed claws to slice
through their prey with a single sweep of their long arms. Once in combat Snow Trolls are
devastating opponents capable felling foes all around them.
Special Rules
FRENZY
When they are fighting Snow Trolls are inwardly reassured by the fact that they know what they
are doing and try even harder to do it properly. This means that the Snow Trolls are affected
by the frenzy rule. See the Warhammer Rulebook for full details concerning how the frenzy rule
works.
STUPIDITY
Snow Trolls do not excel at mental gymnastics and remembering what part of the body they stuff
food into can be a bit of a problem sometimes. Snow Trolls that are not in hand to hand combat
are subject to the rules for stupidity as detailed in the psychology section of the Warhammer
Rulebook.
FEAR
Snow Trolls are large and imposing creatures and their fanged maws and deadly talons look very
frightening. Snow Trolls cause fear as described in the psychology section of the Warhammer
Rulebook. This meaning that they are themselves immune to fear and treat terror as fear.
RAZOR SHARP CLAWS
The hands of the Snow Trolls end in long serrated claws that have specifically evolved for the
purpose of tearing through things with relative ease. The Snow Trolls blows in hand to hand
combat have an additional -1 saving throw modifier, giving them a -3 saving throw
modifier, instead of the usual -2 for their strength 4.
REGENERATION
Snow Trolls can take a lot of injuries before they are killed, mainly because they can
Regenerate any wounds that they are dealt.
Snow Trolls can try to Regenerate any wounds they have suffered in the end of the combat
phase that they suffered them in. Roll a d6 foe each wound suffered and on a roll of 4+ the
wound Regenerates and is not deducted from the Snow Trolls current wounds or counted towards
the combat result if the Snow Troll was in hand to hand combat. If they are wounded by fire
they cannot Regenerate the wound or any further wounds thay may suffer.
profile M WS BS S T W I A LD
Snow Troll 6 3 1 5 4 3 2 3 4
NORTHERN STEED
The harsh conditions in the cold regions of Norsca where the Norse make their home have created
a breed of horses different from their southern brethren. This is not only due to cold
but also because of the rough terrain in the mountains and the fact that the Northern
steeds are more attached to their owners.
profile M WS BS S T W I A LD
Norse Steed 8 3 0 3 3 1 3 1 6
WAR MAMMOTHS
One of the most dangerous elements of any Norse army is the War Mammoth. These huge creatures
can be found in the northernmost regions of Norsca where icy tundras and glaciers are common.
Some unusually brave Norse warriors and shamans sometimes band together to hunt these great
beasts to capture and train for use in battle.
If successful these hunters will be able to charge into combat on the back of a virtually
unstoppable creature that can put a dent or a hole in any foe's army.
Special Rules
TERROR
War Mammoths cause terror as described in the psychology section of the Warhammer Rulebook.
Remember that as the Mammoth causes terror he also causes fear and is immune to fear or terror
itself.
PANIC HORSES
Mammoths cause strange and unreasoning terror in horses as it charges, stamping and trumpeting,
making the very earth tremble under their incredible bulk so any terror or fear test caused by
the Mammoth taken by units on horseback will have a -1 modifier to the result.
TRAMPLE
The War Mammoth is without a doubt the bulkiest land based creature in the known lands and
when it charges into combat its sheer bulk often flattens its foes before any blows can be
struck. When a War Mammoth charges into combat it will cause automatic D6 S7 hits on whatever
it charged due to its great bulk.
THICK SKIN
War Mammoths have a very thick skin covered with thick fur to protect it from the incredibly
cold tempeture that they must endure during the winter seasons when blizzards storm the tundras
from one end to the other. This thick skin will soften the blows of the enemy so that any
blows struck against the War Mammoth will have a -1 modifier to its strength.
RAMPAGE
A War Mammoth is a peaceful creature by nature but prone to extreme rampages when its peace
is disturbed. When in battle, surrounded by chaos, shouting and the clinging of metal, the
War Mammoth can become very irritated and may simply rampage of no matter what is happening
around it.
At the start of every Norse players turn you must take a Leadership based test for every War
Mammoth in your army that is not in hand to hand combat and you may use the Leadership of the
War Mammoths rider if he is present. If you fail the Leadership test then the War Mammoth
will rampage out of control and will move 3D6" directly forward in the direction it is
facing.
If the War Mammoth moves into base to base contact with any models it will count as charging
and will trample whatever it ran into. When it rampages the War Mammoth will only fight in
hand to hand combat if it rampaged into enemies, although it will trample friend or foe it
will not fight friendly models in hand to hand combat and there will be no combat reslut.
If the rider is not present or has been slain the War Mammoth must take it's rampage test
using its own Leadership of 5.
SHOOTING
All missiles shot at a War Mammoth are randomised between the War Mammoth and its rider. Roll
a D6 and consult the following table.
D6 roll
1-4 The War Mammoth is hit.
5-6 The rider is hit.
profile M WS BS S T W I A LD
War Mammoth 8 3 0 7 5 6 2 4 5
NORSE DWARFS
Like in the Empire some Dwarfs forced to abandon their homes settled within the Kingdom
of Norsca. They had of course always been living in the mountains but some settled in
the towns of Norsca and became part of the society and, of course, the Norse army.
The Dwarfs of Norsca are just like their mountain kin except that they do not include
Runesmiths or therefore Dwarfen Runes.
Special Rules
HATE ORCS AND GOBLINS
Dwarfs Hate all types Orcs and Goblins as described in the Warhammer Rulebook psychology
section.
PURSUIT AND FLEE
Dwarfs flee and pursue 1" less then other troops. They will therefor Flee and pursue
2D6-1" rather than 2D6.
MAY NOT RIDE
Norse Dwarf characters may not ride a Northern Steed or Monster mounts as they are too small.
profile M WS BS S T W I A LD
Norse Dwarf 3 4 3 3 4 1 2 1 9
Leader 3 5 4 4 4 1 3 2 9
Jarl 3 6 5 4 5 2 4 3 10
King 3 7 6 4 5 3 5 4 10
ICE DRAGON
In the frosty northern regions of Norsca there live Ice Dragons. They are like other dragons
in most things except that they have their own kind of breath weapon, different from other
dragons.
Sometimes an Ice Dragon can be persvaded, one way or another, to accompany a Norse army and
wreck havok on their enemies.
Special Rules
FLY
An Ice Dragon has wings and can fly upto 24" as described in the warhammer rulebook.
SKALY SKIN
An Ice Dragon has a extremely hard scales wich act like armour. An Ice Dragon has an armour
saving throw of 4+ on a D6, but because the scales are extraordinarily hard the Ice Dragons save
is not modified by the strength of the attack. Only if the attack discounts saves alltogether
is the save ignored.
TERROR
An Ice Dragon is a huge monster wich causes terror, as described in the psychology section of
the warhammer rulebook.
BREATH WEAPON
As other dragons an Ice Dragon has a breath weapon. It is worked out, like breath weapons of
normal dragons, in the shooting phase by placeing the Dragon breath template with the broad end
over the target and narrow end at the Dragon's mouth. Any model lying under the teplate are
will be hit by the breath weapon on the D6 roll of 4+.
Any model hit by an Ice dragon will be wounded on a D6 roll of 5+ with no armour saving throw
allowed except for magic armour. An Great Ice Dragon will wound it's target on the D6 roll of
4+ and an emperior dragon on a D6 roll of 3+.
profile M WS BS S T W I A LD
Ice Dragon 3 4 3 3 4 1 2 1 9
Great Ice Dragon 3 5 4 4 4 1 3 2 9
Emperor Ice Dragon 3 6 5 4 5 2 4 3 10
COMPOSITION
The following armylist describes how you may spend your points on characters, regiments and
monsters. You may not spend any points on allies.
CHARACTERS
The points that you may spend on characters includes the cost of all equipment that you choose
to equipp them with, any steed you choose to have them ride, even monster steeds, and any
magic items you choose to buy for them. The choise of what equipment your characters may be
equipped with and what, if any, kind of beasts they may ride will be mentioned in their
seperate entries. A character may carry magic items, chosen from the appropriate magic item
cards, according to their status. What number of magic items a character may have will be
mentioned in the appropriate entry but for summary a leader (champion) may have 1 magic
item, Jarl/Hroine (hero) 2 magic items and a King (lord) character may have 3 magic items.
Spellcasters may have 1 magic item for each level they have without the help of magic items.
REGIMENTS
Unit of troopers are organized into groups of 5 or more models called regiments. Althoug there
are exceptions a regiment must always number at least 5 models, although that number may
include a leader character, a standard bearer and a musician. If a regiment does not have to
number 5 models it will be mentioned in the regimental entry. Some regimetns are allowed to
have magical standards, chosen from the appropriate cards. Tf a regiment can have a magical
standard it will be mentioned in the regiments regimental entry but remember that you have to
pay double for a standard bearer model to carry the standard. If a regiment includes a leader
charcter tto lead it he must be equipped exactly as the rest of the regiment he is with, see
regimental entry for equipment carried, and must stay with the regiment for the whole of the
battle and cannor leave it.
MONSTERS
Sometimes monsters are brought along with the army to provide extra power and manoverability.
Thease can be captured and trained monsters or they might be controled by other means but for
all purpouses they are considdered idevidual creatures that fight on their own. Sometimes
these monster are ridden into battle by characters, their masters, in wich case their point
comes out ot the character point allowance, but when this is not the case the monsters are
paid for from the monster point allowance, even the War Mammoth who has a beastmaster to guide
it.
ALLIES
Norse Longboats and Kingships have sailed literally all around the world to plunder and are
not welcomed by anybody. No other race has any ties of alliance with Norsca and not many norse
would be interested in such alliance as most Norse think of other races as dishonorable and not
to be trusted, with the possible exception of Dwarfs. Norse may therefore not ally themselves
with any other race and no ther race may include Norse as their allies.
SPECIAL CHARACTERS
At the back of the armylist there are a few special characters. Thease are some of the
notworthy warriors or Norsca, famous in their own land and possibly in far away places as
well. They may have special rules ro represent their special history or linage. Usually
battles are played using the characters in the main armylist, allowing the players to invent
their own background and history for their characters, but if you want to include a special
character inyour army the rules for doing so can be found uner each cspecial characters
description. All special characters, as are other characters, are paid out of the character
point sllowance.
RUNES
Some models in the Norse armylist can choose to have magical runes, thease runes can greatly
enhance the prowress of the model in combat in many various ways. If a model buys a runes, one
or more then the cost of the rune will be added to the total cost of the model buying the rune
and regimental models must all buy the same combination of runes. The full rules governing
runes can be found in the Runepriest entry in the main armylist.
EQUIPMENT LIST
Here below is a list covering all equippent allowed to all Norse characters and troops and
their cost. If a weapon or armour is not included in the list then Norse models may not have
such equippment.
WEAPONS
A single hand weapon Free
An additional hand weapon 1 point
Double handed weapon 2 points
Spear 1 point
Bow 2 points
Javelin 1 point
Thrown hand weapon 1
ARMOUR
Shield 1 point
Light armour 2 points
ARMY SELECTION
The following list breaks down how the total points value of the army may be spent on its
indevidual parts, detailing the character, regiment and monster point allowances.
Characters 0-50%
Upto half of the total point value of the army may be spent on characters. This
portion of the point allowance includes the cost of any magic items that the
characters may be carrying and steeds they ride.
Monsters 0-25%
Upto a quarter of the total points may be spent on monsters. This does not
include monsters ridden by characters who are paid from the character point allowance.
Regiments 25%+
You must spend at least a quarter of the total point allowance on regiments. This
includes the cost of standard bearers, musicians and magical standards but not
the cost of leaders wich are paid for from the character point allowance.
ARMYLIST
CHARACTERS
1 NORSE GENERAL
NORSE KING 140 points
VALKYRIE QUEEN 120 points
The Norse army must include a General to lead it. The General represents a powerful character
in the Norse army possibly even the High King himself. You may choose your General to be
either a Norse King, a Valkyrie Queen or a special character, see the special characters at
the end of the armylist for details.
profile M WS BS S T W I A LD
Norse King 4 6 6 5 4 3 6 4 10
Valkyrie Queen 4 6 6 4 4 3 8 4 10
EQUIPMENT: Sword or axe. Additionally a Valkyrie Queen will have a shield.
WEAPONS/ARMOUR: The General may be armed with any combination of weapons/armour allowed to
any of the troop types in the Norse army, see equipment list for point values, but a Valkyrie
Queen must always have a shield.
MAY RIDE: The General may ride a Northern Steed at the cost of +3 points or a Monster
chosen from the Monster section of the army list, see the Monster section of the armylist for
points values.
MAGIC ITEMS: The General is a Lord character and is therefore entitled to up to three
magic items chosen from the appropriate cards.
RUNES: The General may buy up to three runes who count as a single magic item.
0-1 BATTLE STANDARD BEARER
NORSE STANDARD BEARER 82 points
VALKYRIE STANDARD BEARER 85 points
The Norse army may include a Battle Standard together with its bearer.
profile M WS BS S T W I A LD
Norse Battle
Standard Bearer 4 4 4 4 3 1 4 2 8
Valkyrie Battle
Standard Bearer 5 4 4 4 3 1 6 2 8
EQUIPMENT: Sword or axe.
WEAPONS/ARMOUR: The Battle Standard Bearer may be armed and equipped with any weapon/armour
allowed to any troops in the army list and see the Equipment list for point values.
MAY RIDE: The Battle Standard Bearer may ride a Northern Steed for +3 points or a Monster
chosen from the Monster section of the army list. See the Monster section of the army list
for point values.
MAGIC ITEMS: The Battle Standard Bearer is a Champion character and therefore entitled to
one magic item chosen from the appropriate cards. This may be a magic standard, making the
army standard a magical standard.
RUNES: The Battle Standard Bearer is effectivly a Leader character that is not tied to a
regiment. He may have up to three runes who count as a single magic item, but as other Leaders
he may buy them in addition to the single magic item he is entitled to.
SPECIAL RULES: The Battle Standard Bearer is dtermined as described on the first page of
the Norse bestiary.
NORSE JARLS AND HEROINES
NORSE JARLS 68 points
VALKYRIES HEROINE 75 points
DOOMBRINGER JARL 240 points
EINHERJAR JARL 213 points
NORSE DWARF JARL 104 points
You may include in your army as many Jarls/Heroines as you wish within the limitations of the
points available.
profile M WS BS S T W I A LD
Norse Jarl 4 5 5 4 4 2 5 3 9
Valkyrie Herione 5 5 5 4 4 2 7 3 9
Doombringer Jarl 6 5 0 6 4 3 8 5 10
Einherjar Jarl 4 9 8 4 4 2 8 3 10
Norse Dwarf Jarl 3 6 5 4 5 2 4 3 10
EQUIPMENT: Sword or axe. Additionally a Valkyrie will have a shield.
WEAPONS/ARMOUR: A Jarl/Heroine may have any equipment allowed to any troops in the army
list, see the Equipment list for point values.
MAY RIDE: All Jarls/Heroines may ride a Northern Steed for +3 points or a Monster chosen
from the Monster section of the army list, see the Monster section of the army list for points
values, except the Doombringer Jarl who does not have the patience for it.
MAGIC ITEMS: A Jarl/Heroine is a Hero character and is therefore entitled to upto two
magic items chosen from the appropriate cards.
RUNES: All Jarls and Heroines may buy up to three runes who count as a single magic
item.
SPECIAL RULES: All appropriate special rules apply to the appropriate Jarl/Heroine, for
example the Doombringer rules found in the Norse Bestiary apply to all Doombringer Jarls.
NORSE LEADERS
NORSE LEADER 32 points
VALKYRIE LEADER 35 points
VIKING LEADER 42 points
DOOMBRINGER LEADER 110 points
EINHERJAR LEADER 108 points
NORSE DWARF LEADER 48 points
The army may include Leaders to accompany Regiments of troops as Champions. The appropriate
type of Leader must be chosen for the appropriate type of unit, for example Einherjar Leader
for Einherjar units.
profile M WS BS S T W I A LD
Norse Leader 4 4 4 4 3 1 4 2 8
Valkyrie Leader 4 4 4 4 3 1 6 2 8
Viking Leader 4 5 4 4 4 1 6 2 9
Doombringer Leader 6 4 0 6 4 2 7 4 10
Einherjar Leader 4 8 6 4 4 1 7 2 10
Norse Dwarf Leader 3 5 4 4 4 1 3 2 9
EQUIPMENT: A Leader must be armed and equipped as the rest of the regiment they are
leading, see the Equipment list for point values.
MAGIC ITEMS: A Leader is a Champion character and may have one magic item chosen from the
appropriate Magic Item card.
RUNES: A Leader must also have the same Runes as the rest of the Regiment he
is with. They count as a single magic item but unlike other characters a Leader may buy them
in addition to the single magic item he is entitled to as a Champion character.
SPECIAL RULES: All appropriate special rules apply to the appropriate Leaders, for example
Doombringer rules found in the Norse Bestiaty apply to a Doombringer Leader.
0-1 NORSE DWARF KING 160 points
If your army includes a regiment of Norse Dwarfs your army may include 1 Norse Dwarf King who
is not allowed to be the General of your army.
profile M WS BS S T W I A LD
Norse Dwarf King 3 7 6 4 5 3 5 4 10
EQUIPMENT: Sword or axe.
WEAPONS/ARMOUR: The Dwarf King may be armed and equipped with any combination of
weapons/armour allowed to any of the troop types in the armylist, see the Equipment list
for point values.
MAGIC ITEMS: The Norse Dwarf King is a Lord character and may have upto three magic items
chosen from the appropriate cards.
RUNES: The Dwarf King may buy up to three runes who count as a single magic
item.
SPECIAL RULES: All the Special Rules concerning Norse Dwarfs, as described in the Norse
Dwarf section of the Norse Bestiary, also affect the Norse Dwarf King.
0-1 DOOMBRINGER KING 350 points
If your army includes a regiment of Doombringers you may may include one Doombringer King in
your army wich may not be the General of your army.
profile M WS BS S T W I A LD
Doombringer King 6 6 0 7 4 4 9 6 10
EQUIPMENT: Sword or Axe.
WEAPONS/ARMOUR: The Doombringer King may be armed and equipped with any combination of
weapons/armour allowed to any of the troop types in the armylist, see the Equipment list for
point values.
MAY NOT RIDE: The Doombringer King may not ride as he does not have the patience needed
for it.
MAGIC ITEMS: The Doombringer King is a Lord character and may have upto three M
magic items chosen from the appropriate cards.
RUNES: The Doombringer King may buy up to three runes who count as a single magic
item.
SPECIAL RULES: All the Special Rules concerning Doombringers, as described in the
Doombringer section of the Norse bestiary, also affect the Doombringer King.
0-1 EINHERJAR KING 330 points
profile M WS BS S T W I A LD
Einherjar King 4 10 8 5 4 3 9 4 10
If your army includes a regiment of Einherjar you may may include one Einherjar King in your
army wich may not be the General of your army.
EQUIPMENT: Sword or Axe.
WEAPONS/ARMOUR: The Einherjar King may be armed and equipped with any combination of
weapons/armour allowed to any of the troop types in the armylist, see the Equipment list for
point values.
MAY RIDE: The Einherjar King may ride a Northern Steed for +3 points or a Monster chosen
from the Monster section of the army list, see the Monster section of the army list for point
values.
MAGIC ITEMS: The Einherjar King is a Lord character and may have upto three magic items
chosen from the appropriate cards.
RUNES: The Einherjar King may buy up to three runes who count as a single magic item.
SPECIAL RULES: All the Special Rules concerning Einherjar, as described in the Einherjar
section of the Norse Bestiary, also affect the Einherjar King.
RUNEPRIESTS
RUNEDREAMER 56 points
RUNESEEKER 143 points
RUNEMASTER 224 points
GOŠI 340 points
You may include as many Runepriests in your army as you wish within the point limitations. The
Runepriests devote their lives to the understanding and mastery of the Runes that are the
source of the Vikings power and one of the main reasons for the Vikings success in battle.
profile M WS BS S T W I A LD
Runefreamer 4 3 3 3 4 1 4 1 7
Runeseeker 4 4 3 4 4 2 5 2 8
Rune Master 4 5 4 4 4 3 5 3 9
Goši 4 6 5 5 4 4 6 4 10
EQUIPMENT: Sword or axe.
WEAPONS/ARMOUR: The Runepriests may be equipped with any weapons/armour allowed to any
troop type in the army list, see the Equipment list for point values. However if he wears
armour he may cannot cast spells so he will not normally do so.
MAY RIDE: A Runepriest may ride a Northern Steed for +3 points or a Monster chosen from
the Monster section of the army list, see the Monster section of the army list for point
values.
MAGIC ITEMS: Runepriests may have Magic Items chosen from the appropriate Magic Item
cards. Runedreamer may have one item, Runeseeker may have up to two items, Runemaster up to
three items and Goši may have up to four Magic items.
RUNES: A Runepriest may not have any Runes other than Power Runes as described in the
Runepriest section of the Bestiary.
NORSE SHAMANS
NORSE SHAMAN 42 points
SHAMAN CHAMPION 121 points
MASTER SHAMAN 219 points
SHAMAN LORD 328 points
You may include as many Norse Shamans in your army as you wish within the point limitations.
Norse Shamans are thoroughly despicable characters feared by friend and foe alike. They live
solitary lives away from the bickering of normal Norse society. Norse Shamans draw their
spells from the Battle Magic deck. Norse Shamans may be selected from any
of the four levels of wizards at the appropriate points cost as shown above.
profile M WS BS S T W I A LD
Norse Shaman 4 3 3 3 4 1 4 1 7
Shaman Champion 4 3 3 4 4 2 4 1 8
Master Shaman 4 4 4 4 4 3 5 2 8
Shaman Lord 4 4 4 4 4 4 6 3 9
EQUIPMENT: Norse Shamans are armed with a hand weapon.
WEAPONS/ARMOUR: A Norse Shaman may be armed with any combination of weapons/armour
allowed to any of the troop types in the armylist, see equipment list for point values.
However, if the Shaman wear any armour they may not cast spells, so they do not normally do
so.
MAY RIDE: A Norse Shaman may ride a Northern Steed for +3 points or a Monster, see the
Monster list for point values.
MAGIC ITEMS: A Shaman is entitled to magic items chosen from the appropriate magic cards.
A Norse Shaman may have 1 magic item, a Shaman Champion 2, Master Shaman 3 and a Shaman Lord 4
magic items.
RUNES: None.
FEAR: The Norse Shamans are very smelly and ugly and therefore cause fear as described
in the psychology section of the Warhammer Rulebook.
HATRED: Norse Shaman, and any Norse unit he is in the front rank of becomes subject to
the hatred rule as described in the psychology section of the Warhammer Rulebook.
REGIMENTS
0-1 VIKINGS 16 points per model
You may include one regiment of Vikings in your army.
The Vikings boast of being the greatest warriors in the whole world and may well be
right. They are veterans of many years of raiding, fighting and drinking, and they
generally do not think anything else is worth doing.
profile M WS BS S T W I A LD
Viking 4 5 4 4 4 1 5 1 9
EQUIPPMENT: Vikings carry axes and prefer them above all other weapons. They wear light
armour and also carry shields.
SAVE: 5+
OPTIONS: The Vikings may exchange their shields for an extra hand weapon at no cost or
they may exchange their weapon and shield for double handed axes for +1 point per model and
they may carry throwing axes for +1 point per model. Vikings may carry a Magic Standard
chosen from the appropriate magic item cards.
RUNES: A Viking may have upto three runes.
SPECIAL RULES: The Vikings are determined as described on the first page of the Norse
bestiary and they may also skirmish.
0-1 DOOMBRINGERS 42 points per model
The Vikings may be the best human fighters alive but the Doombringers are most certainly
the deadliest. When the Doombringers charge forward even the toughest Chaos warrior or
Dwarfen Slayer should take a moment to think about the afterlife for the Doombringers will
more likely then not hack him to pieces should he get close enough.
profile M WS BS S T W I A LD
Doombringer 6 3 0 6 3 2 6 3 10
EQUIPMENT: Axes or swords.
SAVE: None.
OPTIONS: The Doombringers may carry Double handed weapons in exchange for their weapons
for +2 points per model. Doombringers may carry a Magical Standard chosen from the appropriate
magic item cards.
RUNES: A Doombringer may have upto two Runes.
SPECIAL RULES: See the Doombringer section of the Norse bestiary for full description of
how they fight.
0-1 EINHERJAR 35 points per model
The Einherjar are great Norse warriors who have come back from the afterlife to help the
Norse until Chaos is defeated.
profile M WS BS S T W I A LD
Einherjar 4 7 5 4 4 1 6 1 10
EQUIPMENT: The Einherjar carry axes or swords and also carry shields.
OPTIONS: The Einherjar may exchange their shields for extra hand weapons at no cost and
may carry Javelins for +1 point per model. They may exchange their shield for a double handed
weapon for +1 point per model and may wear light armour for +2 points per model. Einherjar
may carry a Magical Standard chosen from the appropriate cards.
RUNES: The Einherjar may have upto three Runes. Einherjar may not buy the Arcane Rune
Regeneration.
SPECIAL RULES: See the Einherjar section in the Norse bestiary for full description of how
they fight.
VALKYRIES 9 points per model
Many Norse females give up their traditional place in the Norse society and join the
Valkyries. Valkyries are female warriors dedicated to the service of Odin the Allfather.
Valkyries are known throughout Norsca to be deadly warriors, swift of both movement, blade
and temper.
profile M WS BS S T W I A LD
Vaklyrie 5 4 3 3 3 1 5 1 8
EQUIPMENT: Sword and a shield.
SAVE: 6+
OPTIONS: Valkyries may carry a Magical Standard chosen from the appropriate magic item
card. They may wear light armour for +2 points per model.
RUNES: Valkyries may have upto two runes.
SPECIAL RULES: Valkyries are proficient at parrying with their shields and their armour
saving throw will never be modified worse then 6+. Additionally Valkyries can ignore all
movement penalties due to difficult ground or obstacles.
HUSKARLS 9 points per model
Not all the Norse get a chance to go raiding on the Norse ships, there simply are not enough
ships, but the rest of the Norse all dream about sailing long and far for glory. In stead the
Huskarls of the Norse Jarls and Kings must wait at home practising his swordsmansship so that
he may someday become good enough to follow his lord to foreign lands. The Huskarls also have
the responsibility to defend the homeland of Norsca from Chaos warbands, Orcs, Goblins and
other blights upon the face of the earth.
profile M WS BS S T W I A LD
Huskarl 4 4 3 4 3 1 3 1 8
EQUIPMENT: Huskarls are armed with a sword.
OPTIONS: The Huskarls may carry shields for +1 point per model and may wear light armour
for +2 points per model. They may carry javelins for +1 point per model and they may exchange
their hand weapon for spears for +1 point per model.
SAVE: None.
RUNES: The Huskarls may wear one Rune.
ULFWERENAR 25 points per model
Your army may include one regiment of Ulfwerenar for each regiment of Huskarls or Valkyries.
The Ulfwerenar are Norse warriors tainted with Warpstone in a unique way. When in battle
Ulfwerenar transform into ferocious wolves, baying and howling with an insatiable hunger for
the enemy's blood.
profile M WS BS S T W I A LD
Ulfwerenar 4 4 3 3 3 1 3 1 7
Werewolves 9 4 0 4 4 1 5 1 9
EQUIPMENT: The Ulfwerenar are armed with swords. Once they have transformed into
Werewolves they leave their swords behind and bite and claw at their foes and count as having
additional hand weapons.
SAVE: None.
OPTIONS: None.
RUNES: None.
SPECIAL RULES: The the Ulfwerenar entry in the Norse bestiary to see how they work.
ULFJARL 60 points per model
Ulfjarls are the Princes among the Ulfwerenar being able to control their transformation to
greater effect. They hide with regiments ready to strike at the enemy when least
expected, often taking out enemy characters with their swift blows.
profile M WS BS S T W I A LD
Ulfjarl 9 5 4 5 4 2 8 2 10
EQUIPMENT: An Ulfjarl is armed only with his teeth and claws and counts as having an
additional hand weapon.
OPTIONS: None.
RUNES: None.
SPECIAL RULES: See the Ulfjarl entry in the Norse Bestiary for a full description of how
they work.
DEPLOYMENT: One Ulfjarl may conceal himself in each regiment of Huskarls Valkyries
and Ulfwerenar.
HUNTERS 8 points per model
Hunters have the task of gathering food for the Norse army and finding and springing enemy
ambushes but are looked down upon by other Norse for using a bow in combat. They are though
allowed to fight as is every Norse man's right to do as long as they do not get in the way
of "real warriors".
profile M WS BS S T W I A LD
Hunters 4 3 4 3 3 1 3 1 7
EQUIPMENT: The Hunters are armed with a hand weapon and a Bow.
SAVE: None.
RUNES: None.
SPECIAL RULES: The Hunters may skirmish as described in the Warhammer Rulebook. They may
be set up on the table after the enemy has placed all his units on the table out of sight and
outside the enemy's deploymentzone.
JOTUNN 230 points per model
You may include one Jotunn in your army for each 1000 total point worth or part thereoff.
Jotunns are large creatures that can be bought indevidually. One Jotunn is enough to form a
regiment and you do not have to buy 5 Jotunns to form a regiment.
Jotunn is a large creature much resembling Giants who live in the mountains of Norsca. They
look like huge humans with exaggerated features. They are quite intelligent and sometimes join
Norse armies to experience the world and for fun.
profile M WS BS S T W I A LD
Jotunn 6 5 4 7 6 5 3 4 8
EQUIPMENT: The Jotunn carries a hand weapon of a size appropriate for his great own great
size.
SAVE: None.
OPTIONS: None.
RUNES: None.
SPECIAL RULES: See the Jotunn entry in the Norse bestiary for a full description of how
Jotunns fight.
OUTHBREAKERS 9 points per model
The Outhbreakers are all criminals for which fighting for the General in battle is their last
chance to regain their place in the Norse society.
profile M WS BS S T W I A LD
Outhbreakers 4 4 3 4 3 1 4 1 7
EQUIPMENT: The Outhbreakers are armed with swords.
SAVE: None.
OPTIONS: The Outhbreakers may be armed with shields for +1 point per model and they may
wear light armour for +2 points per model.
RUNES: The Outhbreakers may not have any Runes, being outcasts and not deemed worthy.
SPECIAL RULES: Outhbreakers do not cause panic for fleeing or being broken in combat and
are immune to panic caused by others. Additionally they may not use a characters leadership
for leadership based test except the Generals leadership for being within 12" of him.
Outhbreakers will never modify their breaktests by Combat Result modifiers.
If the General dies the Outhbreakers will automatically flee towards the nearest table edge,
unable to rally, and count as destroyed.
FARMERS 5 points per model
Not all Norse dream of going of raiding in far away places and prefere to stay at home tending
the crops and such, but sometimes, in great need, even thease tenders of the earth must grab a
sword in hand and go to battle.
profile M WS BS S T W I A LD
Farmers 4 3 3 3 3 1 3 1 7
EQUIPMENT: The Farmers are armed with hand weapons.
SAVE: None.
OPTIONS: Farmers may be armed with shields for +1 point per model.
RUNES: None.
BEASTMASTERS 7 points per model
The Beastmasters are woodsmen who live in the wilderness but sometimes answer the call of
family and join armies if it suits them. Each Beastmaster may be accompanied by upto four
beasts of any mix of the four types presented here. Wolfs cost 2.5 points, Giant Wolfs cost
4 points, Dire Wolfs cost 95 points, Bears cost 30 points and Snow Trolls cost 83 points. Many
beastmasters may, before the battle begins, combine their packs together into large packs.
profile M WS BS S T W I A LD
Beastmaster 4 4 3 3 3 1 3 1 8
Wolf 9 3 0 3 2 1 4 1 3
Giant Wolf 9 4 0 3 3 1 3 1 4
Dire Wolf 10 5 0 4/5 4 3 7 3/4 6
Bear 5 3 0 5 5 2 3 2 6
Snow Troll 6 3 1 5 4 3 2 3 4
EQUIPMENT: The Beastmasters are armed with axes and throwing axes.
OPTIONS: The Beastmaster may be equipped with shields for +1 point and bows for +2 points.
RUNES: The Beastmasters may have one Rune.
SPECIAL RULES: See the Beastmaster section of the Norse bestiary for description of how
they work.
NORSE DWARFS 9 points per model
In the mountains and towns of Norsca there live Dwarfs. They came among the people of Norsca
and taught them many useful things. The Norse accepted them for the Dwarfs are one of the few
races as honourable, in their own way, as the Norse see themselves.
profile M WS BS S T W I A LD
Norse Dwarf 3 4 3 3 4 1 2 1 9
EQUIPMENT: The Dwarfs are armed with hand weapons.
SAVE: None.
OPTIONS: Norse Dwarfs may be armed with shields for +1 point per model and they may
exchange their hand weapon for a double handed weapon for +2 points per model. They may wear
light armour for +2 points per model The Dwarfs may carry a magical standard chosen from the
appropriate magic item cards.
RUNES: The Dwarfs may have upto three Runes.
SPECIAL RULES: The Norse Dwarfs hate all Orcs and Goblins. Norse Dwarfs pursue and flee
one inch less than others (2D6-1").
MONSTERS
DRAGONS
DRAGON 450 points
GREAT DRAGON 600 points
EMPERIOR DRAGON 750 points
profile M WS BS S T W I A LD
Dragon 6 6 0 6 6 7 8 7 7
Great Dragon 6 7 0 7 7 8 7 8 8
Emperior Dragon 6 8 0 8 8 9 6 9 9
In addition to the normal types of Dragons described in the Warhammer Battle book a Norse army
may include an Ice Dragon, see the Ice Dragon entry in the Norse bestiary for details.
CHIMERA 250 points
profile M WS BS S T W I A LD
Chimera 6 4 0 7 6 6 4 6 8
COCKATRICE 150 points
profile M WS BS S T W I A LD
Cockatrice 4 3 0 4 4 2 4 3 6
DIRE WOLF 95 points
profile M WS BS S T W I A LD
Dire Wolf 10 5 0 4/5 4 3 7 3/4 6
GIANT SCORPION 50 points
profile M WS BS S T W I A LD
Giant Scorpion 4 3 0 5 4 4 1 2 7
GRIFFON 150 points
profile M WS BS S T W I A LD
Griffon 6 5 0 6 5 5 7 4 8
HIPPOGRIFF 145 points
profile M WS BS S T W I A LD
Hippogriff 8 5 0 6 5 5 6 3 8
GIANT SCORPION 50 points
profile M WS BS S T W I A LD
Giant Scorpion 5 3 0 5 4 4 1 2 7
MANTICORE 200 points
profile M WS BS S T W I A LD
Manticore 6 6 0 7 7 5 4 4 8
WAR MAMMOTH 200 points
profile M WS BS S T W I A LD
War Mammoth 8 3 0 7 5 6 2 4 5
Rider 4 4 3 4 3 1 3 1 8
SWARMS 100 points per base
profile M WS BS S T W I A LD
Rats 6 3 0 3 2 5 1 5 10
Lizards 4 3 0 3 2 5 1 5 10
Serpents 3 3 0 4 2 5 1 5 10
Insects 4 3 0 3 2 5 1 5 10
Scorpions 4 3 0 4 2 5 1 5 10
ERIK REDAXE
high King of the Norse ....... 205 points
Battle Troll +75 points
Your army may be led by Erik Redaxe. If you decide to do this, Erik Redaxe is the General
of your army and replaces the General in the main armylist.
Norse sagas speak of many great heroes, some were greater than Erik, while some were less, most
however are unknown to any but the Norse themselves. Where Erik Redaxe differs is the
profound effect he had on the other nations of the Old World. Erik Redaxe is the first
Norseman to unite the many clans of Norsca under one banner.
His career began as most do most Norse sagas, when Erik grew restless of life in the cold
realms of Norsca and decided to go raiding, together with some close comrades. Erik left
Norsca with only one longship and a score of men, Erik arrived two years later with a dozen
ships all loaded down with booty, he had sailed and raided all along the coasts between
Kislev and the Bay of Corsairs, having beaten off the foul pirates, smugglers and vile
criminals that inhabit the isles of that region, Erik's Reavers were finally turned aside by
a determined Sea Elf fleet.
But his final raid that earned him most and set him on the path of becoming a great
leader, was one on the free city of Marienburg. Hearing of Erik's defeat in the Bay of
Corsairs, Guy du Lac growing tired of the countless Norse raids ordered the Marienburg Warfleet
assembled in order to ambush Erik's fleet as he returned to Norsca. Upon hearing this news Erik knew he must act or face destruction by the better and more
numerous war-fleet. Erik planned a daring night-raid on the city of Marienburg itself. The
raid was a tremendous success, before the night was over half of Marienburg was bathed in the
light of burning ships, but the best of all, Erik had managed to capture Guy du Lac, the Duke
himself. Erik sailed out of the Marienburg estuary with all of it's remaining war-fleet and
its Duke.
It was now that Erik's rise to power amongst his own people began. The Norse had been more
than a century with no High King and the increased frequency of Chaos marauders in the north
and cold hard winters were beginning to take their toll on the Norse. Erik returned home with
untold riches, but he realised quickly that gold didn't feed people. Knowing that the Empire
would pay dearly to get a strangle hold on its former city state, Erik sent word immediately
to the leader of the Empire, then Willhelm the third. Erik ransomed the Guy du Lac to the
Empire, not for gold, but for food stores. Erik was hailed as the saviour of the Norse people
and when he assumed the title of High King no one stood to oppose him.
profile M WS BS S T W I A LD
Erik Redaxe 4 7 6 5 5 3 7 4 10
WEAPONS/ARMOUR:
Erik carries a sword and his huge axe, known as Battle Troll. Erik also carries a shield.
MAGIC ITEMS:
Erik is the High King and is entitled to upto three Magic Items. The first item Erik chooses
must always be his axe Battle Troll, a gift from his father and rumoured to have been blessed
by Odin himself. Erik may additionally wear upto three runes chosen from the Common Runes
list.
DETERMINED
Erik is determined as is described on the first page of the Norse Bestiary.
IGNORE PAIN
Erik's constitution is awesome and he is able to ignore blows that would normally cripple
a man. If Erik is reduced to 0 wounds then instead of removing him as a casualty lie his
model down on its side. At the beginning of all subsequent Norse turns, roll a D6. On a
roll of 4+ Erik has managed to recover from his wounds, stand the model up, Erik may move
and fight normally for this turn and counts as having one wound. On a die roll of 2 or 3 Erik
is still unconscious and may do nothing for the rest of the turn, roll again at the beginning
of the next Norse turn. On a die roll of 1 Erik has really suffered a crippling blow and is
removed from the game.
While Erik is down he should be ignored, he may be moved over by enemy or friend alike, who
think he is truly dead. If Erik should recover while in contact with an enemy then he should
be placed in hand to hand combat with the front rank and counts as charging.
INVOCATION OF THOR
Raising his arms to the skies, Erik may call upon his fathers help in his hour of need. The
skies will soon fill with black storm clouds and lightnings will strike down upon his enemies
and thunders fill the skies.
Once per game, at the beginning of the Norse player's turn, Erik may call upon the Invocation
of Thor. Any missile fire is reduced to short range and is at -1 to hit. Lightnings will
strike down on one chosen enemy model or unit in the Norse shooting phase causing D6 S4 hits
to the chosen target. Normal armour is ineffective against the lightning and only magical
armour may save against it. In addition all enemies within 12" of Erik himself will fear
any Norse warriors. The Invocation of Thor will last the until the end of the following Norse
turn, lightnings striking the Norse enemies in both the Norse shooting phases.
FEAR
The Exploits of Erik and his Reavers are known throughout the Old World. Erik is known for
his quick wit and cunning tactical min, making him a much feared general, leading his army
from the front, where most generals would watch from the safety of a defended hill. Erik
Redaxe causes fear as described in the psychology section of the Warhammer Rulebook.
BATTLE TROLL
No one knows when or where Erik got his axe but he rarely goes anywhere without it. Erik
claims that while he is armed with the axe he is blessed by the Gods and none shall defeat
him.
Models wounded by the axe do not receive any armour saving throw unless the armour is
magical, in which case it saves as normal. In addition the axe casts an aura of protection
around Erik granting him a special saving throw. If Erik is wounded roll a D6 and if the
result is 4+ then the wound is negated.
GUNNAR DĘMON ............. 180
Amulet of Instant Return +100 points
Megingjaršir +75 points
Helm of Future Sight +50 points
Warrior Bane +35 points
Blizzard +750 points
You may include Gunnar Dęmon in your army. He may be the army's General in which case he
replaces the General in the main army list.
Gunnar is said to be the greatest warrior to be born to the Viking Clan for many
Generations. He is The Viking Kings champion and loved by all who know him. People of the
Viking clan whisper that he would be King himself if only he wanted to, but Gunnar“s ambitions
lie in the joy of battle. He is said to be able to jump his own height straight up into the
air fully armoured.
Gunnar usually spends his time ridding the mountains of his homeland of fiendish monsters
usually riding his friend Blizzard, a White Dragon, into combat making him more feared then
even the Doombringer King.
A great destiny awaits him for it has been fortold in the greatest of prophesies that he is
destined to become one of the Einherjar at his death.
profile M WS BS S T W I A LD
Gunnar Dęmon 4 7 7 5 4 3 8 4 10
Blizzard 6 8 0 8 8 9 6 9 9
WEAPONS/ARMOUR:
Gunnar Dęmon carries a sword, a shield and a bow.
MAGIC ITEMS:
Gunnar Dęmon has discovered many, long forgotten treasures in long forgotten lairs whose
inhabitants he has slain and may carry upto four magic items total. Gunnar must always buy
the Amulet of Instant Return, wich was given to him by the Alsherjargoši Njall the Seer, and
will then buy the Megingjaršir, Frostblade and the Helm of Future Sight in that order. He may
not have any other magic items other than thease four.
Gunnar may also wear up to three Runes chosen freely from the Common Runes list.
AMULET OF INSTANT RETURN
When Gunnar is killed he must tmake a immediate leadership test. If successful he may return
to the battle as one of the Einherjar. He will come back, instantly, to the same spot where
he died and may continue to fight in hand to hand combat if he hasd not already done so. He
will be fully healed and he have all of his magic items, except for the Amulet of Instant
Return, wich will be gone, and from now on he will,like other Einherjar, regenerate, as
described in the Einherjar entry in the Norse bstiary, but will not gain any other benefits
from his change.
MEGINGJARŠIR
Gunnar is the guardian of Megingjaršir, said once to have been in the posession of the
Jotunness Grķšur. It works in the same way as Thors own famous Megingjaršir.
While Gunnar wears the Megingjaršir his strength will be doubled to a maximum of 10.
HELM OF FUTURE SIGHT
The Helm of Future Sight allows the wearer to see all attacks directed against him
split-seconds before they actually strike allowing him, more often then not, to dodge them.
The wearer of this helm may dodge all ranged attacks that would otherwise hit him on a D6
roll of 3+ and hand to hand combat blows on a D6 roll of 4+. If he is riding a steed the
steed may also dodge ranged attacks that would otherwise hit him but only on a D6 roll of 5+.
WARRIOR BANE
When the Warrior Bane strikes home its victim becomes confused and befuddled, making it
hard for him to strike back.
Each Wound inflicted by the Warrior Bane reduces the victims Attack characteristics by 1.
This penalty applies for the rest of the game.
An enemy reduced to 0 Attacks may not attack and may not shoot with missile weapons either.
DETERMINED
Gunnar has survived great many trials and some say it has risen over his head and that he
is reckless in combat. Gunnar is determined as described on the first page of the Norse
Bestiary section.
BLIZZARD
When he was young, on one of his travels through the mountains of his home valley he came
upon a group of Thursar (Giants) as they where entering the lair of Blizzard and his
brood. He helped Blizzard, fending them off and won the eternal gratitude of the Emperor
Ice Dragon, for he had recently been severely injured and would surely have perished if not for
Gunnars help. Blizzard is a Emperor Ice Dragon and all the rules concerning Ice Dragons also
apply to him as described in the Norse bestiary.
If Gunnar dies modify the D6 roll by +1 when rolling on the Monster reaction
table.
While Blizzard is with Gunnar he will also be determined.
EGILL AVENGER ......... 460
Heart of Vengeance +25 points
Your army may include Egill Avenger, King of the Doombringer clan and a great Goši and
poet. He may be the army General in which case he replaces the General in the main
armylist. If you include Egill in your army you may not include another Doombringer King in
your army.
Egill is known throughout the whole kingdom as one of the deadliest person that has ever
lived. At an early age he showed signs of the great temper that follow the Dommbringers. He
killed for the first time only 6 years old, after disagreeing with a boy a few years older
than himself, in a hockey game. At that time his mother prophesied that he would be a great
Viking.
Some people have joked about Egill not being human for he is a mountain of a man
with incredibly large shoulders. More than one opponent has broken his sword when trying to
split his skull by hitting Egill in the head.
profile M WS BS S T W I A LD
Egill Avanger 6 7 0 7 5 5 10 6 10
WEAPONS/ARMOUR:
Sword, spear and a shield.
MAGIC ITEMS:
Egill may carry up to four magic items but one of those must always be the Heart of Vengeance. Egill may not wear any other Runes then his Power Runes.
DOOMBRINGER KING
Egill is a direct descendant of Völsungur, the first Doombringer King, and has more stamina
than almost anyone else. Therefore he does not have to roll for exhaustion as other
Doombringers have to, but apart from that, all rules that affect Doombringers as described
in the Norse bestiary also affect him.
GOŠI
Egill is a Goši and is entitled to upto four Power Runes. If he is in hand to hand combat
he must succeed in a leadership test every time he tries to cast a spell. If unsuccessful
the spell will fail and the Power Cards will be spent for nothing.
HEART OF VENGEANCE
If the wearer of the heart is killed it will fill the wearer with extra reserves of energy
allowing him to strike back at his enemies before he falls down. The wearer may immediately
strike his full number of attacks against any enemy in base to base contact that are worked
out as normal. He may even do this if he had already attacked earlier in the hand to hand
combat phase or if the hand to hand combat phase is over.
NJALL THE SEER ....... 370
Mjod of Magic Mastery +35 points
Runestaff +75 points
Girdle of Odin +50 points
Rune of Njall +15 points
Your army may include Njall the seer. He is the current Alsherjargoši, the High Priest over
all Runepriests in the kingdom, and one of the greatest Goši ever to live. He is most famous
for his ability to see into the future and his uncanny wisdom. Although he is old of body his
powers are great and he has been the cause of victory for many a Norse army, using his Power
Runes to stop the enemy.
profile M WS BS S T W I A LD
Njall The Seer 4 6 5 4 4 4 7 4 10
Blizzard 6 8 0 8 8 9 6 9 9
WEAPONS/ARMOUR:
Sword.
MAGIC ITEMS:
Njall may carry up to four magic items but he must always have both the Mjod of Magic Mastery
and the Runestaff. As he is a Goši Njall may not wear any Runes aside from his Power Runes.
SEER SIGHT
Njall has the ability to see into the future making him, amongst other things, a superior
spellcaster to most other. Despite his great power Njįll is not a killer at heart and mainly
uses his vision to counter enemy spells. Every time Njįll tries to Dispel an enemy cast spell
or engages them in a Mental Duel, he will always count as being at least one level higher
than his opponent. He will even count as a higher level when dispelling High Magic spells.
Once per battle Njall can look into the future, see every possibility that
his enemies might use to dispel his spell and outwit them, casting a single spell with Total
Power. Note however he still has to use Power Cards to fuel the spell.
MJOD OF MAGIC MASTERY
The Runepriests possessing this item may drink it empty at the beginning of any one of his
magic phase. The Runepriest will gain an extra magic level for that magic phase only. He
may draw one spell from any spelldeck and additionally he can draw extra 2D3 Magic Cards that
only he may use. When the magic phase has ended the Runepriest must return the extra
spellcard and since the Mjod of Magic Mastery is empty it may not be used again in this battle.
RUNESTAFF
This ancient staff is covered with powerful runes that suck additional power from the winds
of magic and channels it through the Runepriest's body, allowing him to use it to power his
Power Runes.
The Runepriest holding this staff may use it to gain additional power cards to cast his
Power Runes (spells).
He can not use the staff to gain powercards to boost the spell after he has cast it.
After each use roll a D6 for each power card gained. For each roll of 1 or 2 the Runepriest
will suffer 1 wound with no saving throw allowed. If this brings the Runepriest down to 0
wounds then the spell will still be cast before he falls down dead.
GIRDLE OF ODIN
This girdle is said to have been a gift fromt the Allfather to the first Alsherjargoši and has
followed that title since.
The gridle protects the wearer from attacks from powerful enemies. If Njall is struck in hand
to hand combat by an enemy with greater strength than Njalls thoughness the girdle will reduce
the strength of the attack by half, rounding fractions up.
RUNE OF NJALL
This talisman is inscribed with a Rune known only to Njall the Seer. He alone knows its secret
how to invoke it and what it does. It is rumoured that with the help of the rune Njall will
always have the Power Runes needed for eavery task.
The rune allows Njall the Seer to partially control what spells he has during the battle.
The rune allows Njall to draw spells before any other models draw spells from the Power Rune
deck.
Additionally before he draw his spells he may remove four spells from the deck, making it more
likely that he has the spells that he might find usefull during the combat.
After Njall has drawn his spells the four cards that where removed are returned to the deck and
other spellcasters may draw their spells as normal.
STURMJARL
Shaman Lord of Esjgard ..... 328 points
Gift of Loki +35 points
Runes +50 points
Your army may include Sturmjarl, Shaman lord of Ejsgard as a character in your army. Sturmjarl
is a solitary character who lives deep in the realm of Ejsgard in the Northenmost parts of
Norsca. Ejsgard is largely uninhabited even by the hardy Norse, for it is in these realms
that packs of Giant Wolves, Snow Trolls, Mammoths live and Dire Wolves have their hunting
grounds. Sturmjarl lives there however, high on the mountains that border the Realm of
Chaos, where days and nights last a whole season. During long periods of solace he studies
ancient lore, writes down great sagas and worships the gods. Sturmjarl uses his great
spellcasting abilities to shroud his home in thick fogs and spells of illusion, to keep the
wild animals and unwanted guests away. Very few Norse know about Sturmjarl and those that do
consider him a mad man and steer well clear. Many Norse have sought his help in the past and
Sturmjarl considers any who reaches his home to be worthy, having overcome all the obstacles
in his way. Sturmjarl is not in complete control of his destiny however, many years ago
Loki, the evil god of lies and mischief saw fit to bestow one of his gifts upon Sturmjarl. For
Loki it proved a bad choice, for Sturmjarl has a tremendous willpower and has managed to
maintain control of himself while the gift has been in his possession. Sturmjarl has however
benefited from the great powers the gift offers. If the need is great Sturmjarl would never
shirk away from helping his people and has been seen in battle many a time, striking down the
foes of Norsca with Storms and turning the enemies own evil magic against them. Sturmjarl is
a much feared foe.
profile M WS BS S T W I A LD
Sturmjarl 4 5 4 4 4 4 7 3 10
Killer 10 5 0 4/5 4 3 7 3/4 6
WEAPONS/ARMOUR:
Sturmjarl carries a sword.
MAGIC ITEMS:
As a Shaman Lord Sturmjarl is entitled to upto four magic items chosen from the appropriate
cards but must always have the Gift of Loki and the second item he chooses must be Runes.
SHAMAN LORD
Sturmjarl is a Norse Shaman Lord and all the Norse Shaman rules apply to him as is described
in the Bestiary.
GIFT OF LOKI
The Gift allows Sturmjarl to be a Dark Sorcerer. This means that Sturmjarl may draw his
spells either from the Battle Magic deck or the Dark Magic deck. However after Sturmjarl
attempts to casts a Dark Magic spell roll a D6 and if the result is 1, then Sturmjarl is
overcome by mischievous schemes of Loki and may do nothing until the beginning of the next
Norse players Magic Phase.
RUNES
A Norse Shaman possessing these Runes may reroll any failed attempt to dispel a spell once.
KILLER
Killer is a Kernja, a Dire Wolf cast out from his own pack for being to vicious. Sturmjarl
has managed to earn his trust and sometimes rides him into battle. If Sturmjarl rides Killer
into battle he may not come into base to base contact with other Norse as Killer would attack
them but while he rides him Killer is subject to the hatred rule just like Sturmjarl himself.
Killer is a Kjerna and is affected by frenzy rule as described in the psychology section of
the Warhammer Rulebook.
KING FAFNRBANE ....... 250 points
Gramr +135 points
Your army may include Fafnrbane as a character in your army. He may be the army General in
which case he replaces the General in the main army list.
King Fafnrbane once followed Odin the Allfather's advice and slew the Dragon Fafnr, bathed in
his blood and ate his heart. This so greatly affected him that he gained the resilience of
the Dragon and is now almost invulnerable to normal weapons. Also following the Allfather's
advice he travelled to a castle surrounded by a wall of fire. By crossing the wall he was
able to win the hand of Hildur, a true Valkyrie Queen who was sleeping in the castle.
Fafnrbane always carries the weapon Gramr a gift from the Allfather to his father, said to be
the greatest sword in existence.
profile M WS BS S T W I A LD
King Fafnrbane 4 6 6 5 8 3 3 4 10
WEAPONS/ARMOUR:
Fafnrbane carries a shield and the sword Gramr.
MAGIC ITEMS:
Fafnrbane may carry up to three magic items total. He must always have Gramr but the other
two may be chosen from the appropriate cards but he may not wear any magic
armour. Additionally he may wear up to three Runes Chosen from the Common Runes list.
RESILIANCE OF FĮFNR
By following Odin the Allfather's advice Fafnrbane was able to gain the resilience of Fafnr
the dragon when he slew him. The heroic act gave him the toughness of eight, a special
save of 5+ on D6.
Additionally he got a strong sense of purpose, from the Allfather's help, and
is determined as described on the first page of the Norse Bestiary.
GRAMR
Gramr is rumoured to be the greatest sword ever made, always having edges so sharp that they
will never fail.
Any hit scored with this sword will wound on 3+ regardless of the wielder's strength or the
target's toughness. If you roll a 6 on your roll to wound you may roll another D6 for
additional wound, wounding jet again on the roll of 6 and so on. Because of the sharpness
of the blade it causes wounds that cannot be turned aside by any armour, magical or
mundane, as the sword easily cuts through any substance. Each wound caused by this sword
will permanently lower its opponent's armour save by 1 for each wound that penetrates the
armour as it is cut to pices no matter if it is magical or not.
An armour twhose armour saving throw is so modified that it no longer has any chance of
saving is destroyed.
LEAFS OF DESTINY
King Fafnrbane once did the Witches of Destiny a great service and in return they gave him a
small bag with leafs from the world tree Yggdrasil so that he can partially control his
destiny..
King Fafnrbane will swallow one of the leafs before going into battle. During the battle he
can use the leafs power to automatically succeed in any one die roll he has just failed. The
Norse player must state that he is using the power of the leaf as soon as it is clear that
the roll is failed for he will be unable to change it if he has performed any other action.
SPECIAL RULE:
If either King Fafnrbane or Hildur is killed the other will hate all enemy he will encounter
and will get +1/-1 modifier to all rolls, whichever is better, when fighting the model and/or
units involved in the actual killing.
HILDUR FIREMAIDEN ......... 140
Mask of the Valkyrie +50 points
Gorrak +250 points
Your army may include Hildur Firemaiden the Valkyrie Queen as a character in your army. She
may be the army's General, in which case she replaces the General in the main armylist.
Hildur Firemaiden used to be one of the greatest Valkyries in the service of the Allfather
but she deliberately failed an important task for him. As a punishment she was sentenced to
marry the first male person she would meet from that time. On the other hand, Odin can be as
forgiving as he can be vengeful, so he imprisoned her in a fortress surrounded by a wall of
fire. The man she would marry would not be unworthy of marrying one of his Valkyries! There
she lay for hundreds of years, suspended in time, until King Fįfnrbane freed her.
profile M WS BS S T W I A LD
Hildur Firemaiden 5 6 6 4 4 3 9 4 10
Gorrak 6 4 0 7 6 5 4 6 8
ARMOUR/WEAPONS:
Hildur carries a shield and a sword.
MAGIC ITEMS:
Hildur may have up to three magic items, but the first one she chooses must be the Helm of the
Valkyrie. Additionally Hildur may wear up to three Runes chosen from the Common Runes list.
VALKYRIE
Hildur is a Valkyrie Queen and all the Valkyrie special rules apply as described in the
Norse Bestiary.
MASK OF THE VALKYRE
Those looking at the wearer of this mask is will see a grisly image of the end of his own
existence.
A model fighting in hand to hand combat against a model wearing this mask will always count
as having a lower weapon skill than it's opponent. It will therefore usually hit on a D6 roll
of 4 and will itself be hit on a D6 roll of 3, before adjusting for magical bounuses.
GORRAK
Gorrak is Hildurs oldest and truest friend. He is a Chimera that Hildur raised nearly from
birth, after slaying his mother in her nest. It is whispered that Gorrak is somehow the
reason for Hildurs punishment but no one living knows the truth anymore.
Gorrak was trapped with Hildur in her punishment and they are inseparable.
Gorrak and Hildur are so close that Gorrak, unlike other Chimeras is not affected by
the Bound Monster rules.
If Hildur is killed you do not have to roll on the Monster Reaction table for Gorrak will
always stay and protect the body of his beloved master as if you had rolled a 6 on the Monster
Reaction table.
SPECIAL RULE:
If either King Fafnrbane or Hildur Firemaiden is killed the other will hate all enemy he will
encounter and will get +1/-1 modifier to all rolls, whichever is better, when fighting the
model and/or units involved in the actual killing.
KING NIGHTWOLF ........ 260
Permarfrost Crystal +75 points
Skin of Chameleon Power +25 points
Heart of Ulf Essance +60 points
Your army may include King Nightwolf as a character in your army. He may be the army's
General, in which case he replaces the General in the main armylist.
King Nightwolf is King of the Iceblade clan, inhabiting the northernmost regions of Norsca, a
territory still heavily plagued by marauding beast of all kinds.
The Iceblade clan, perhaps because they live closest to the Chaos Wastes, includes more
numbers of Ulfwerenar than any other clan. King Nightwolf is one of them. He is himself
a King among the Ulfwerenar, as his ancestors before him for many a generation.
When Morrslieb is high, Nightwolf can sometimes be seen leaving his fortress alone to take
on a pack of Dire Wolfs or a Mammoth all by himself.
profile M WS BS S T W I A LD
King Nightwolf 9 9 7 5 6 4 7 4 10
WEAPONS/ARMOUR:
King Nightwolf carries no equipment with him except his fangs and claws and counts as having
an additional hand weapon. Nightwolf may not have any other Equippment with him, except his
magic items.
MAGIC ITEMS:
Nightwolf is a King and is entitled to upto three magic items. He must always have the
Permafrost Crystal, Skin of Chameleon Power and the Heart of Ulf Essance. Nightwolf may not
have any Runes.
ULFKING
The Ulfwerenar curse has run in Nightwolfs family for many generations and Nightwolf has had
to live with the curse all his life, even when he was only a little child. This intimacy
with the curse has made him almost one witht the beast inside and given him greater control
over his shape changing than any before him and he can change between his human, Werewolf
and Man-Wolf forms with astonishing speed and his profile includes the best of them all.
FEAR
King Nightwolf causes fear as described in the psychology section of the Warhammer Rulebook.
FRENZY
King Nightwolf can choose to become affected by frenzy. The Norse player may at the
beginning of any of his turns declare that Nightwolf has entered frenzy, and Noghtwolf will
from that moment be subject to the frenzy rule as is described in the psychology section
of the Warhammer Rulebook.
His Warpstone infected blood helps him with increasing his stamina far beond normal so that
when he rolls for exhaustion as all frenzied characters do he will gain a +1 to the roll.
REGENERATION
In Nightwolfs body there flows a mixture of Warpstone. This mixture has the effect that
Nightwolf can regenerate wounds suffered. If Nightwolf suffers a wound roll a D6 at the
end of the phase that he suffered it in and on a roll of 4+ the wound will be regenerated
and will not count towards the Combat Result if he was inflicted in hand to hand combat.
Nightwolf cannot regenerate wounds caused by spells or magic weapons.
PERMAFROST CRYSTAL
The person posessing the Permafrost Crystal may use it to cast a spell upto three times per
battle. A swirl of ice and snow enfolds the wearer in a cloud of shimmering light. Any hit
scored against the wearer by an ordinary weapon is deflected on a D6 roll of 3 or more. If
hit by a magic weapon, the spell is immediately dispelled but no damage is suffered from that
hit and the magic weapon will be destroyed on a D6 roll of 3 or more. The spell remains
effective for the rest of the game, until it is dispelled or until the caster is slain.
After the Permafrost Crystal has been used three time its power is temporarily exhausted and
cannot be used again for the reminder of the battle.
SKIN OF CHAMELEON POWER
The skin allows the wearer to blend in with his surroundings. The wearer of this skin may be
set up after all other models have been set up on the table anywhere out of sight from the
enemy. The character can not be seen, and therefore charged or targeted by spells or missiles
unless he either marches or charges in the movement phase. Once the model has revealed its
position the enchantment will be broken and will not work again for the rest of the battle.
HEART OF ULF ESSANCE
This heart is a relic of the Iceblade clan and has been in the posession of their greatest
Ulfwerenar at each time for longer than oldest men can remember.
An Ulfwerenar with this heart will never loose his frenzy, even when he is beaten in hand to
hand combat, and does not have to roll for loosing attacks after fighting in hand to hand
combat.
Once per battle the Ulfwerenar with the heart can invoke its power to make him deadlier. The
character may triple his attacks in the next hand to hand combat phase, instead of doubling
them, and will strike first in hand to hand combat, even if he was charged by an
enemy. Furthermore the character will regenerate any wounds he may have suffered on the D6
roll of 4+.
After the heart has been used in this way its powers are temporarily exhausted and will not
work for the rest of the battle.
HARALDUR ....... 340 POINTS
Soul Drinker +130 points
Your army may include Haraldur, lord among the Einherjar and a warrior in a class of his
own wich may not be the General of your army.
Haraldur is said, by the sagas, to have been one of the first men to settle in the
mountains that serve as home to the Viking clan. He was one of the first to settle this
inhospitable region and had to fight many terrifying monsters of his land just to keep
it. Haraldur succeeded in driving the monsters away but eventually met his doom after
entering a den of dragons and became the first Einherjar lord.
profile M WS BS S T W I A LD
Haraldur 4 10 8 5 4 3 10 4 10
WEAPONS/ARMOUR:
Haraldur may not wear any extra weapons or armour.
MAGIC ITEMS:
Haraldur may carry up to three magic items total but the first item he chooses must
always be the Soul Drinker. Haraldur may also wear up to three Runes Chosen from the
Common Runes list.
PARRY
When fighting all these monsters Haraldur developed a fighting style uncopied by any before
or since. Haraldur allowed his opponents to strike, parrying their attacks, waiting for
an opening to deliver a killing stroke.
Haraldur may try to parry any enemy blows that may hit him. If he decides to do so he
will be forced to wait until all his enemies attacks, who's attacks he wants to parry, have
been worked out and will strike after them regardless of initiative and who charged who. If
hit then Haraldur will successfully parry the blow on a D6 roll of 4+ but for each blow
successfully parried Haraldur must sacrifice one of his own attacks, having one less attack
for each blow parried when he fights in hand to hand combat.
Even if Haraldur is reduced to 0 attacks he may still attempt to parry his enemies blows but
if he is reduced to 0 attacks he may not strike back in that hand to hand combat phase.
MONSTER SLAYER
Before his death Haraldur became ruthlessly efficient in killing monsters. If Haraldur successfully wounds
a monster, the monster takes D3 wounds and not one.
EINHERJAR:
Haraldur is one of the Einherjar Lords and all Einherjar rules apply to him as described
in the Norse Bestiary.
SOUL DRINKER
Each time the bearer of this blade hits in hand to hand combat he will wound outomatically.
Only magical armour may save against blows from Soul drinker.
If the sword inflicts 2 or more wounds in a single hand to hand combat phase one wound
of the bearer will be healed.
RUNES INTRODUCTION
Some Norse receive visions of runes when they are young. If he seeks knowledge of the
rune's meaning he may, if he is wise enough, unlock its potentials. The secret of the
runes is the cause for many a saga among the Norse, rumoured to be able to move
mountains and more. Although many know of the runes, and even what they look like,
not many can unlock their secrets and invoke them. Those fortunate few to be blessed
by such knowledge by the gods are called Runepriest, although only the Gošis are
actual priests. They have the power to make temporary runes, magic items and can
cast spells by invoking Power runes.
The Runepriest's path is one of constant search for wisdom. Until he settles down and
becomes a Goši at some temple he will wander the land in his search offering his
knowledge and wisdom to others in exchange for shelter, food and money. But woe
anyone who tries to rob him for he is a man of the world and well able to take
care of and protect himself.
The secret of the runes can not be taught and will only be revealed trough understanding,
but guidance can help. They are split into many categories but only three are used in war.
The Runepriest can inscribe some of the Runes on some talisman to give to others.
RUNES
COMMON RUNES
Simple Runes to help the wearer in combat. A model can have as many identical common runes
as it wishes as long as the total number of Runes does not excede the maximum number
of Runes the model may have.
ARCANE RUNES
Complex Runes that can greatly enhance the wearer. A model can only have one each of these
as simple talismans cannot contain the combination of power that more than one identical
Arcane runes create.
POWER RUNES
By invoking these Runes a Runepriests can cast spells. These are the spells of the
Runepriest and he himself may not have any other Runes.
NUMBER
How many Runes, if any, a model may wear will be indicated in the army list but no model,
except for Goši (4 Power Runes), may have more than 3 Runes.
RUNECOST
Along with each Rune's description are usually two point values. The first is the point value
that regimental models must spend to buy the rune and the seccond is the cost for characters.
Some Runes can only be bought by regiments or characters in wich case no point value will be
listed for either regiments or characters.
REGIMENTS
If you buy Runes for regiments each model must buy the same combination of Runes and each
model must pay the cost listed for buying the Runes. This does include Leaders who are part
the regiment but not other character models associated with the regiment who choose and buy
their runes seperatly.
For example: 10 Vikings each buy three Runes that cost; Rune of Battle for 3 points, Rune of
Swiftness for 2 points and Rune of Glory for 5 points. Each one must pay
the total cost of 10 points just for the runes, making the Viking regiment superb, but at
a 100 point cost just for the Runes!
If you decide to add a Viking Leader to the regiment he
must buy the same runes but at the price for characters - 25, 5 and 15 points.
SPECIAL NOTE
These runes are magical and are to be treated as such in every way but all the runes on a
model only count as a 1 magic item. Runes do count towards a characters maximum magic item
number, except for Leaders who can have 1 magic item in addition to any Runes they are forced
to have.
The Common and Arcane Runes can never raise any of the wearer's characteristics above 10 or
lower them below 1.
COMMON RUNES
RUNE OF BRAVERY 3/10 POINTS
The model is made stedfast so he can face the most determined foes, most fearsom monsters
and firm aginst any army secure in the knowledge that his final place will be at
Odins side.
The first rune bought makes a model wearing it immune to panic, the seccond immune
to fear and terror and third will make it determined.
RUNE OF COURAGE - /5 POINTS
For each of this rune a character has he may add +2 to one Leadership based test that he or
a unit he is leading will be called upon to make.
RUNE OF GLORY 5/15 POINTS
The model wearing this rune will become a better fighter. The model gains +1 to its
Weaponskill characteristic.
RUNE OF MADNESS 2/20 POINTS
This Rune enables the model it affects to become insanely brave. The model will fight with
more determination than any human should, laughing in the face of impossible odds but may
pay for it with its life.
The model cannot be broken in hand to hand combat and no test is required regardless of
the combat result.
This insane disregard for their lives causes the unit to suffer 1 wound for each point
that they lost the combat by with no saving throws allowed.
RUNE OF SWIFTNESS 2/5 POINTS
The model becomes a little faster than normal and is able to strike quicker than before giving
the model +1 to its initiative characteristic.
RUNE OF SPEED 5/10 POINTS
The model feels light as a feather and will be able to run faster and giving the model +1
to its movement characteristic.
RUNE OF SPRINTING 2/10 POINTS
The model can sprint longer as he charges the enemy.
It may add +1 to its movement characteristic when charging into hand to hand combat.
RUNE OF VALOR - /10 POINTS
This rune renews a characters confidence when its nerves start to fail.
The character or a unit he is leading may reroll its first failed leadership test.
This reroll cannot be used if another reroll has been taken.
RUNE OF WARDING 2/20 POINTS
A unit with one Rune of Warding will dispel a spell cast at it on the D6 roll of 6, two
5+ and three on 4+.
ARCANE RUNES
RUNE OF BATTLE 3/25 POINTS
This rune makes model able to strike faster in combat.
The model gains +1 to its attack characteristic.
RUNE OF COMMAND - /15 POINTS
The character will hear the Generals commands from anywhere on the battlefield making him
able to use his leadership as if they where within 12" from him.
But if the General is killed the loss of his leadership will affect him stronger than others
and he can not lead regiments for the rest of the battle.
RUNE OF FEAR 2/15 POINTS
This rune creates an illusion of a fearsome creature around the affected model so
each model causes fear in his enemies as described in the Warhammer Rulebook.
Note that this does not make the model immune to fear itself as this is just an illusion
RUNE OF HUNTING 2/10 POINTS
The model will become a better hunter and will gaining a +1 to his Ballistic skill.
RUNE OF LIFE 6/50 POINTS
This rune enhances the model's life strand so that it can withstand more beating in
battle.
The model gains a +1 to its wound characteristic and if wounded this is the wound or wounds
it looses first.
RUNE OF MIGHT 3/25 POINTS
This rune makes the model mightier by manipulating the strands of fate.
The model gains a +1 modifier to its roll to hit in hand to hand combat.
RUNE OF PROTECTION 3/5 POINTS
This rune hardens the skin of the model so it may gain the hardness of stone without
restricting the model's movements giving the model +1 to its armour save.
RUNE OF REGENERATION 5/40 POINTS
This rune grants the affected model the ability to regenerate any wounds that it may suffer.
At the end of the phase the model suffers one or more wound in roll a D6. On a score of
5+ the wound regenerates itself but if the roll is 1-4 the wound stays.
RUNE OF STONE 6/50 POINTS
The model becomes tougher and may become as tough as stone.
The model gains +1 to its toughness and -1 to initiative characteristics.
RUNE OF STRENGHT 3/25 POINTS
This rune boosts the model's strength so it may feel as it could throw its enemies as
far as he can see.
The model gains +1 to its strength characteristic.
POWER RUNES
ALTER FATE
POWER 2
The Runepriest tries to manipulate fate in favour of his side in battle.
The Runepriest may, until the beginning of the next magic phase, cause D6+1 dice
rolled made by any models on the battlefield to be rerolled, no matter if it was
successful or not. It does not matter if the model is a friend or an enemy, all
models and all dice rolls may be affected by this spell.
Once the reroll has been made it will stand and may not be caused
to be rerolled a second time by this spell
BIRDS“S SKIN
POWER 1
REMAINS IN PLAY
RANGE 6"
The Runepriest conjures up a magical skin of a bird and the person
who puts it on will be able to fly over the battlefield.
This spell can affect any friendly model within range. The affected model will be transformed
into a little bird, along with all equipment and magic items it may have been carrying and
it can fly.
The model may not be charged at or be targeted by missiles or spells because of its small
size, and may fly into base to base contact with any model within range ending the spell
and returning him to normal.
Otherwise the spell will last until is dispelled or the caster
decides to end the spell by taking it back in a following magic phase.
BLIZZARD
POWER 1
REMAINS IN PLAY
RANGE 12"
The Runepriest conjures up a blizzard to stop his enemies.
The Runepriest must select one unit as the target of this spell. The affected models may
not move or shoot and all rolls to hit in hand to hand combat will get a -1 modifier.
If this spell is cast at a model or unit engaged in hand to hand combat is will
affect all the models fighting, both the target and every unit in base to base
contact with it.
The Blizzard will also protect the affected models from ranged attack from missile weapons
and war machines, deflecting or negating them completly with no futher effect.
If a unit or model affected by this spell is broken in hand to hand combat it
will not flee but will be destroyed on the spot, including flying creatures
who will be grounded and not driven off.
The Blizzard will last until the start of the next magic phase, allowing your opponent to
cast spells at the affected model in his magic phase.
BLOOD FRENZY
POWER 2
RAMAINS IN PLAY
RANGE 18"
The Runepriest chooses one model within range and brings fourth in him a
bloodlust stronger than he has ever known.
This spell will affect one model within range. While affected by this spell its target will
enter a frenzy unlike any before. The model must charge the closest model, friend or foe
and will be subject to frenzy as described in the Warhammer Rulebook.
If there are two models equally distant, friend and foe, then he may choose between them.
The target may take a leadership test at -2 to avoid fighting models friendly to it in
hand to hand combat.
The target of this spell will suffer 1 wound at the start each magic phase, due to
overexertion, with no saving throws allowed.
The spell will last until it is dispelled or the target is dead.
RED HAZE
POWER 2
RANGE 24"
The Runepriest points at a regiment of Doombringers and goads them to push
their berserking to before unattainable heights.
The spell will affect one Doombringer unit within range. The target may
double their movement characteristic when they move and may add +1 to their attack
characteristic.
This spell puts an extra strain on the Doombringers body so when the spell stops affecting
them roll a D6 for each Doombringer affected and on the roll of 6 he will suffer 1 wound
with no saving throws allowed.
The spell will last until the beginning of the Norse players next magic phase.
HELLFROST
POWER 1-3
REMAINS IN PLAY
RANGE 24"
The Runepriest opens a gate to the Norse Gods nether realm. It is a very cold and
inhospitable place, and from the portal will come forth tendrils that will try to pull
every living thing it can reach inside.
The Runepriest must select one unit within range as the target of his spell.
The portal will inflict D6 hits on the target for each power card spent, each causing
a single wound on a D6 roll of 4+. No armour saves are allowed except for magic armour,
wich saves as normal.
If any wounds are caused by this spell the target must take an immediate panic test or flee.
The portal will continue to wilt away at its target at the end of every following magic
phase until it is dispelled or all its targets are consumed.
HELP
POWER 1
REMAINS IN PLAY
The Runepriest calls on his Gods to help him in the struggle against his foes.
The Gods reply is visible as a Rune will appear somewhere on the Runepriest“s body.
Roll a D6 and the Rune will have the following effect:
1- +1 to Ballistic Skill
2- +1 to Weapon Skill
3- +1 to Initiative
4- +1 to Movement
5- +1 to Toughness
6- +1 Strength
This spell can be cast in each magic phase, so it is possible For a Runepriest to gain
many Runes , even many identical.
The runes cannot raise a characteristic above 10.
The Runes can be dispelled, as normal, in a following magic phase but each Rune must be
dispelled separately and the enemy can choose which active Rune he tries to dispell.
NIŠ
POWER 3
LINE OF SIGHT
RANGE 24"
The Runepriest calls down on his enemies the greatest curse he can,
letting their lives wither away.
The spell will affect one model within range. The caster nominates one of the
characteristics on the models prifile, other than movement, and it will instantly
be permenently lowered by half, rounding fractions down.
If a characteristic is reduced to 0 by this spell the model is considdered dead and removed
as casualty.
RESILIENCE OF STONE
POWER 3
REMAINS IN PLAY
RANGE 18"
The Runepriest causes the skin of those affected to become so hard that most
weapons will have a hard time harming them.
The spell will affect one model or unit within range. The model affected will gain +2
to its toughness characteristic for the duration of the spell.
The spell will last until it is dispelled, until the Runepriest decides to end the spell
by taking it back in a following magic phase or all the affected models are slain.
A SENDING
POWER 1
RANGE 18"
LINE OF SIGHT
REMAINS IN PLAY
The Runepriest calls forth the ghost of someone horribly slain and sends him to harry his foes.
The spirit will go forth in a direction nominated by the caster and plague the
first model in its path. The model will be unable to function normally as the
spirit will force it to experience its own death in great detail and the model
must take an immediate panic test or flee.
If the model fails its panic test it will flee, but even if it succeeds it will
suffer -1 to iths Weapon Skill, Initiative and Leadership characteristics.
The spell will last until it is dispelled, the caster decides to end the spell
by taking it back in a following magic phase.
This spell cannot affect undead models.
SEER SIGHT
POWER 2
LINE OF SIGHT
RANGE 12"
The Goši will gain the sight of a seer so that he may see what is hidden.
The Goši can scry one model within range. This spell will make known to him all spells
and magic items posessed by the target of the spell and the owning player must show them
to the casting player at once.
GOŠI ONLY
FORM OF THE DRAGON
POWER 3
REMAINS IN PLAY
The greatest form a Runepriest can take is that of a large and majestic dragon.
Only a Goši ever reaches the understanding of Runes needed to take this form.
The spell will enable the Goši to take on the form of a Great Dragon,
healing all his wounds in the process. The Goši“s characteristics will change to
that of a Great Dragon and while in this form he will be unable to use any magic
items that he might possess but can still cast spells as normal.
The Goši will change back at the end of the Goši players next turn.
Only Goši, and no other models, can ever be affected by this spell.
GOŠI ONLY
HARM
POWER 1
LINE OF SIGHT
RANGE 12"
The Goši points at a single model within range, singles out his lifestrand and
tries to end his life or damage him by cutting the lifestrand.
The affected model will sustain 1 wound with no saving throws allowed.
GOŠI ONLY
MAGIC ITEMS
ENCHANTED ITEM 100 POINTS
AMULET OF INSTANT RETURN
Some very great warriors gain such amulets after it has been
prophesied that he will become one of the Einherjar at his death
so that he may avenge his death.
When Gunnar is killed he must make an immediate leadership test.
If successful he may return to the battle as one of the Einherjar.
He will come back, instantly, to the same spot where he died and
may continue to fight in hand to hand combat if he had not already
done so. He will be fully healed and he will have all of his magic
items except the Amulet of Instant Return, wich will be gone, and
from now on he will, like other Einherjar, regenerate, as described
in the Einherjar entry in the Norse Bestiary, but will not gain
other benefits from his change.
GUNNAR DĘMON ONLY
MAGIC WEAPON 75 POINTS
BATTLE TROLL
No one knows when or where Erik got his axe but he rarely goes anywhere without it.
Erik claims that while he is armed with the axe he is blessed by the gods and
none shall defeat him.
Models wounded by the axe do not receive any armour saving throw unless their armour
is magical, in which case they save as normal. In addition the addition the axe casts
an aura of protection around Erik granting him a special saving throw. If Erik is
wounded roll a D6 and if the result is 4+ then the wound is negated.
ERIK REDAXE ONLY
WIZARD ARCANNA 35 POINTS
GIFT OF LOKI
Loki is the Norse god of lies and mischief. He is evil and much taken to cunning
schemes all purely for his own entertainment. If Loki sees a mortal as a promising
prospect then he will grant him a gift. The gift is usually a mask.
The Gift allows Sturmjarl to be a Dark Sorcerer and use Dark Magic spells. However
after Sturmjarl attempts to cast a Dark Magic spell roll a D6. On a roll of 1
Sturmjarl is overcome by the mischievous schemes of Loki and may do nothing until
the beginning of the beginning of the next Norse magic phase.
STURMJARL ONLY
MAGIC WEAPON 135 POINTS
GRAMR
Gramr was once given to the Norse King Volsungur by Odin himself, along with the
words that this was the greatest sword ever made with edges so sharp they will never fail!
Any hit scored by this sword will wound on 3+ regardless of the wielders strength or
the targets toughness. If you roll a 6 on your roll to wound you may roll another
D6 for an additional wound, rerolling jet again on a score of 6 and so on. Because
of the sharpness of the blade it causes wounds that cannot be turned aside by any
armour, even if it is magical, as the sword easily cuts trough any substance.
Each wound caused by this sword will permanently lower all its opponents armour
save by 1 for each wound caused as it cuts it to pieces no matter if it is
magical or not.
An armour whose armour saving throw is so modified that it no longer has any chance of
saving is destroyed.
NORSE ONLY
MAGIC WEAPON 15 POINTS
GUGNIR
The spear of Odin is called Gungnir. Sometimes spears are made, also called Gungnir,
to be thrown at the enemy at the beginning of battle to consecrate the battle to Odin.
The spear is thrown by the Norse General at his enemies before the battle starts,
after both sides have deployed all their models.
The Norse General must choose the enemy General as his target, the spear having an
unlimited range will automatically find it's target and will hit the ground before him.
The General, and any unit he may be a part of, may not move until he can
roll a 3, 4, 5 or 6 on a D6 at the beginning of his turn.
Gungnir does not count towards the Norse Generals maximum magic item number
so he may buy it even if he has another magic weapon and the Norse General in the main
may, for example, take Gungnir as his fourth magic item, even if he may normally only
have three.
NORSE GENERAL ONLY
ENCHANTED ITEM 25 POINTS
HEART OF VENGEANCE
To some Norse the greatest disgrace is to be killed without being avenged.
Some Norse own one of these hearts, so that they may have a chance of avenging themselves.
When a character wearing the Heart of Vengeance is killed he is filled with extra
reserves of energy allowing him to strike back at his enemies before he falls down.
He may immediately strike his full number of attacks against any enemy in base to
base contact, that are worked out as normal. He may even do this if he had already
attacked in the hand to hand combat phase or if the hand to hand combat phase is over.
NORSE ONLY
ENCHANTED ITEM 50 POINTS
HELM OF FUTURE SIGHT
The Helm of Future Sight allows its wearer to see all attacks directed
against him just before they actually strike.
The wearer of this helm may dodge all ranged attacks that would otherwise hit
him on a D6 roll of 3+, and hand to hand combat blows on a D6 roll of 4+.
If he is riding a steed the steed may also dodge ranged attacks that would
otherwise hit him, but on a D6 roll of 5+.
GUNNAR DĘMON ONLY
ENCHANTED ITEM 50 POINTS
MASK OF THE VALKYRIE
Those looking at the wearer of this mask is will see a grisly image of the end of his own
existence.
Enemy models in base to base contact with the model wearing this mask will always
countas having a lower weapon skill than it's opponent. It will therefore usually hit on
a D6 roll of 4 in hand to hand combat and will itself be hit on a D6 roll of 3, before
adjusting for any bounuses.
NORSE VALKYRIE ONLY
ENCHANTED ITEM 75 POINTS
MEGINGJARŠIR
These Megingjaršir where once a gift from the Jotuness Grķšur to the Norse God Thor
in Thors hour of need. The Megingjaršir work in exactly the same way as Thors own
Megingjaršir.
While Gunnar wears the Megingjaršir his strength is doubled upto a maximum of 10.
GUNNAR DĘMON ONLY
WIZARD ARCANNA 35 POINTS
MJOD OF MAGIC MASTERY
The Mjod is brewed using a secret formula, known only to the Runepriests of Norsca, and is
said to be able to bring the drinker into direct contact with the winds of magic for a short
while.
A Runepriest possessing this item may drink it empty at the beginning of any one of his magic
phase. The Runepriest will gain an extra magic level for that magic phase only. He may draw
one spell from any spelldeck and additionally he can draw extra 2D3 Magic Cards that only he
may use.
When the magic phase has ended the Runepriest must return the extra spell that he drew and
since the Mjod of Magic Mastery is empty he cannot drink from it again in this battle.
NORSE RUNEPRIESTS ONLY
BOUND SPELL 75 POINTS
PERMAFROST CRYSTAL
The person possessing the Permafrost Crystal can use to cast a spell upto three
times per battle: A swirl of ice and snow enfolds the wearer in a cloud of shimmering
light. Any hit scored against the wearer by an ordinary weapon is deflected on the D6
roll of 3 or more. If hit by a magic weapon, the Crystal Cloak is immediately
dispelled but no damage is suffered from that hit and the magic weapon will be destroyed
on a D6 roll of 3 or more. The spell remains effective for the rest of the game, until
it is dispelled, or until the caster is slain.
KISLEV MAGES OR NORSE ONLY
WIZARD ARCANNA 50 POINTS
RUNES
The Runes are actually carved out of stone or knuckle bones of beasts from the
Chaos wastes. The Runes are commonly used by all Norse Shamans who use them in
a ritual, reciting words of power, he can then use them to interpret the way
they fall to predict future probabilities.
A Norse Shaman posessing the Runes may reroll any failed attempt to dispel a spell once.
NORSE SHAMAN ONLY
WIZARD ARCANNA 75 POINTS
RUNESTAFF
This ancient staff is covered with powerful runes that suck additional power from the
winds of magic and channels it through the Runepriest's body, allowing him to use it to
power his Power Runes.
The Runepriest holding this staff may use it to gain additional power cards to cast his
Power Runes (spells).
He can not use the staff to gain powercards to boost the spell after he has cast it.
After each use roll a D6 for each power card gained. For each roll of 1 or 2 the
Runepriest will suffer 1 wound with no saving throw allowed. If this brings the Runepriest
down to 0 wounds then the spell will still be cast before he falls down dead.
NORSE RUNEPRIEST ONLY
ENCHANTED ITEM 25 POINTS
SKIN OF CHAMELEON POWER
This skin allows the wearer to blend in with his surroundings just like a chameleon.
The wearer of this skin may be set up after all other models have been set up on the table,
anywhere out of sight from the enemy. The model can not be seen and therefore charged or
targeted by missiles or spells unless he either marches or charges in the movement phase.
Once the model has revealed it's position the enchantment will
be broken and will not work again for the rest of the battle.
KING NIGHTWOLF ONLY
MAGIC WEAPON 130 POINTS
SOUL DRINKER
When this blade hits an enemy is will try to suck away his soul to strengthen its bearer.
Each time the bearer of this blade hits with it in hand to hand combat he will wound
automatically. Only magical armour may save against blows from Soul drinker.
If the sword inflicts 2 or more wounds in a single hand to hand combat phase one
wound of the bearer will be healed.
NORSE ONLY
BOUND SPELL 60 POINTS
TALISMAN OF THIEVERY
This talisman was once a gift from Loki, the evil god of lies and mischief, to one of his
most devoted followers for services well rendered.
The bearer of this talisman can use it to cast a spell in his own magic phase. The bearer
must state the name of one magic item. If the magic item is within 12" he may try to
exchange it for one of his own. Roll a D6 and multiply the result by ten. Now add the
result to the point value of the magic item you want to exchange with and if it equals or
exceeds the point value of the target magic item the exchange is successful. Each character
may still only have one magic sword, one magic armour and so on.
NORSE ONLY
ENCHANTED ITEM 50 POINTS
TALISMAN OF ODIN
This talisman is a little statue of Odin, consecrated by his Runepriests to allow them to
channel their spells to him.
Any friendly Runesmith on the entire battlefield may make the model carrying the talisman
the target of any spell he casts, even if the model is outside the normal maximum range as
is indicated on the spell card.
If the spell cast has an area of effect the model carrying the talisman will become the center
of the area of effect and if the spell cast can normally effect a whole unit it may also
affect any unit the bearer is part of.
The spell is still considdered to be cast by the Runepriest and the talisman does not make
the bearer a spellcaster.
NORSE ONLY
ENHCANTED ITEM 60 POINTS
HEART OF ULF ESSANCE
This heart is a relic of the Iceblade Clan and has been in the posession of their greatest
Ulfwerenar at each time for longer than oldest men can remember.
An Ulfwerenar with this heart will never loose his frenzy, even when beaten in hand to hand
combat, and does not have to roll for loosing attacks after fighting in hand to hand combat.
Once per battle, at the beginning of the hand to hand combat phase the Ulfwerenar with the
heart may invoke its power to make him deadlier. The character may triple his attacks,
instead of doubling them, for that hand to hand combat phase only, and will regenerate any
wounds he already has suffered on the D6 roll of 4+.
After the heart has been used in this way its powers are temporarily exhausted and will not
work for the rest of the battle.
Note that the Ulfwerenar will have to roll for loosing an attack due to exhaustion at the end
of the hand to hand combat phase he exhausts the hearts power in.
NORSE ULFWERENAR ONLY
WIZARD ARCANNA 15 POINTS
RUNE OF NJALL
This talisman is inscribed with a Rune known only to Njall the Seer. He alone knows its
secret, how to invoke and what it does. It is rumoured that with the help of the rune Njall
will always have the Power Runes needed for every task.
The rune allows Njall the Seer to partially control what spells he has during the battle.
The rune allowes Njall to draw spells before any other models draw spells from the Power Rune
deck.
Additionally when drawing his spells Njall can remove four spells from the deck before he draws
his spells, making it more likely that he has spells that he might find usefull during the
combat.
After Njall has drawn his spells the four cards that where removed are returned to the
deck and other spellcasters may draw their spells as normal.
NJALL THE SEER ONLY
ENCHANTED ITEM 50 POINTS
GIRDLE OF ODIN
This girdle is said to have been a gift from the Allfather to the first Alsherjargoši and
has followed that title since.
The girdle protects the wearer from harm by powerful enemies.
If Njall is struck in hand to hand cumbat by an enemy with a greater strength than Njalls
toughness the girdle will reduce the strength of the attack by half, rounding fractions up.
NJALL THE SEER ONLY
ENCHANTED ITEM 25 POINTS
LEAFS OF DESTINY
King Fafnrbane once did the Witches of Destiny a great service and in return they gave him a
small bag with leafs from the world tree Yggdrasil so that he can partially control his
destiny..
King Fafnrbane will swallow one of the leafs before going into battle. During the battle he
can use the leafs power to automatically succeed in any one die roll he has just failed. The
Norse player must state that he is using the power of the leaf as soon as it is clear that
the roll is failed for he will be unable to change it if he has performed any other action.
KING FAFNRBANE ONLY
ENCHANTED ITEM 25 POINTS
HEART OF A BLIZZARD
Some Norse Shamans know the secret of capturing the heart of a blizzard, effectively storing it,
keeping to be released later.
The Blizzard can be released at the end of the Norse player turn and will last until the start
of his next turn.
The blizzard will create a barried around the affected model completly shielding it from
all ranged attacks.
If the affected unit is fighing in hand to hand combat all the fighing units will be affected,
friend and enemy alike.
NORSE ONLY