WARHAMMER ARMIES -
NORSE

REGIMENTS:

0-1 Vikings ..................................... 11 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

Equipment: Vikings carry axes and wear light armour and also carry shields.

Save: 5+

Options: The Vikings may exchange their shields for an extra hand weapon (0 pts) or may exchange their weapon and shield for double handed axes (+1 pts), may carry throwing axes for (+1 pts). Vikings may carry a Magic Standard.

Runes: A Viking may have upto three runes chosen from the Common and Arcane Rune lists.

Special Rules:

Determined: The Vikings are determined as described in the Army List section.

Skirmish: Vikings may skirmish as described in the Warhammer Rulebook.

0-1 Beserkers .................................... 11 points per model
The Vikings may be the best human fighters alive but the Beserkers are most certainly the deadliest. When the Beserkers charge forward even the toughest Chaos warrior or Dwarfen Slayer should take a moment to think about the afterlife for the Bersekers will more likely then not hack him to pieces should he get close enough.

Profile M WS BS S T W I A LD
Beserkers 4 4 3 4 3 1 3 1 8

Equipment: Axes or swords.

Save: None.

Options: The Beserkers may carry Double handed weapons (+2 pts). Beserkers may carry a Magical Standard.

Runes: A Beserker may have upto two Runes chosen from the Common and the Arcane Rune lists.

Special Rules:

Frenzy: Besekers are subject to Frenzy.

Determined: The Beserkers are determined as described in the Army List section.

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 5 5 4 4 1 6 1 10

Equipment: The Einherjar carry axes or swords and shields.

Save: 6+

Options: The Einherjar may exchange their shields for extra hand weapons (+0 pts) or doublehanded weapon (+1 pts). They may carry Javelins (+1 pt). May wear light armour (+2 pts). Einherjar may carry a Magical Standard.

Runes: The Einherjar may have upto three Runes chosen from the Common and Arcane Rune lists. Einherjar may not buy the Arcane Rune Regeneration.

Special Rules:

Determined: The Einherjar are determined as described in the Army Section.

Regeneration: The power of Odin infuses the Einherjars's bodies with vitality enabeling the Einherjar to regenerate wounds they might recieve. If an Einherjar model is wounded roll a D6. If the roll is 4+ then the wound has been regenrated if not the damage is taken as normal.

Magic Armour: Magical armour somehow interfears with the connection that Einherjar have to Odin. Einherjar Characters may not wear magic armour.

Psycology: The Einherjar have all died many various deaths and nothing can really shake their nerve anymore. Einherjar are immune to psycology and never fail break/panic tests.

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+ unmodified

Option: 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 chosen from the Common and Arcane Rune lists.

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 forests.

Parry: Valkyries are proficient at parrying with their shields and their armour saving throw will never be modified worse then 6+.

Norse Warriors ............................................. 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. Instead the Norse Warriors 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 Norse Warriors 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
Norse Warrior 4 4 3 4 3 1 3 1 8

Equipment: Norse Warriors are armed with a sword.

Options: The Norse Warriors may carry shields (+1 pt) and may wear light armour (+2 pts). They may carry javelins (+1 pt) and may exchange their hand weapon for spears (+1 pts).

Save: None.

Runes: The Norse Warriors may wear one Rune chosen from the Common or the Arcane Rune list.

Ulfernar ........................................ 8 points per model
Your army may include one regiment of Ulfwerenar for each regiment of Norse Warriors 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 4 1 7
Werewolves 6 4 0 4 4 1 5 1 9

Equipment: The Ulfwerenar are armed with two hand wepons. 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:

Transformation: At the beginning of battle a unit of Ulfwerenar are in their human form. At the start of each turn 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 a 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.

Blood Thirst: When in Werewolf form Ulfernar are subject to 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 turned frenzied.

Regeneration: When in Werewolf form Ulfernars are subject to 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.

Ulfjarl ............................................ 33 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 6 5 0 6 4 2 6 3 9
Beorg 4 5 0 6 5 3 5 4 9

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:

Disguise: At the start of the game a Ulfjarl may conceal himself in each regiment of Norse Warriors, Valkyries and Ulfwerenar. 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.

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.

Hunters ............................................. 9 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 4 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:

Skirmish: Since the archers are experienced hunters, used to hunt in forests and hilly mountains, they may skirmish.

Special Depolyment: 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 deployment zone, 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.

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 (+1 pt) and they may wear light armour (+2 pts).

Runes: The Outhbreakers may not have any Runes, being outcasts and not deemed worthy.

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 Oathbreakers 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.

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 these 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 (+1 pt).

Runes: None.

Beastmasters .......................................... 7 points per model
Wolfs + 2.5 points
Giant Wolfs + 4 points
Bears + 30 points
Snow Trolls + 83 points.

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. 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
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 (+1 pt) and bows (+2 pts).

Runes: The Beastmasters may have one Rune chosen from the Common or the Arcane Rune lists.

Special Rules:

Combat: 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.

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.

Snow Trolls:

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.

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.

Fear: Snow Trolls are large and imposing creatures and their fanged maws and deadly talons look very frightening. Snow Trolls cause 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 strenght 4.

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 (+1 pt) and may exchange their hand weapon for a double handed weapon (+2 pts). They may wear light armour (+2 pts). The Dwarfs may carry a magical standard.

Runes: The Dwarfs may have upto three Runes chosen from the Common or The Arcane Rune lists.

Special Rules:

Hate Orcs and Goblins: Dwarfs Hate all types Orcs and Goblins.

Pursuit and Flee: Dwarfs flee and pursue 1" less then other troops. They will there for 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.

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:

Hate Giants: The average Jotunn has been mistaken for one of the Thursar (Giants) more times then you could count and hate them for the misery, isolation and unnecessary fighting these incidents have caused.

Hate Chaos: The Jotunn race was scattered when the warp gate collapesed and they fort against the chaos armies that came down from the north. This means all Jotunn hate Chaos.

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.

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.

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