WARHAMMER ARMIES -
NORSE

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 DÆMON 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 DÆMON 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 MEGINGJARÐIR
These Megingjarðir where once a gift from the Jotuness Gríður to the Norse God Thor in Thors hour of need. The Megingjarðir work in exactly the same way as Thors own Megingjarðir.

While Gunnar wears the Megingjarðir his strength is doubled upto a maximum of 10.
GUNNAR DÆMON 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 thecombat. 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 Alsherjargoði 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

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