MONSTERS:
The Norse Army may use any of the following Monsters full rules are in Warhammer Armies: Monsters.
Dragons
Dragon .................. 450 points
Great Dragon ............ 600 points
Emperor Dragon .......... 750 points
Chimera .................. 250 points
Cockatrice ............... 150 points
Dire Wolf ................ 95 points
Giant Scorpion ........... 50 points
Griffon .................. 150 points
Hippogriff ............... 145 points
Giant Scorpion ........... 50 points
Manticore ................ 200 points
War Mammoth .............. 200 points
Swarms ................... 100 points per base
Rats
Lizards
Serpents
Insects
Scorpions
WAR MAMMOTHS ................................. 200 points
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
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