WARHAMMER ARMIES -
NORSE

SPECIAL CHARECTERS:

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 in the Army List Section.

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 toshort 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.

GUNNAR DĘMON ............. 180 points
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 unnar“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.

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 in the Army List 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 Dragon, for he had recently been severely injured and would surely have perished if not for Gunnars help. Blizzard is a white Emperor Dragon and all the rules concerning Dragons also apply to him. 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 points
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 Beserker 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 Beserkers. 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.

BESERKER KING: Egill is a direct descendant of Völsungur, the first Beserker King, and has more stamina than almost anyone else. Therefore he does not have to roll for exhaustion as other Beserkers have to, but apart from that, all rules that affect Beserkers.

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.

NJALL THE SEER ....... 370 points
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.

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.

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 bethe 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 in the Army List section.

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 points
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.

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 points
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 ulebook. 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.

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 blowsuccessfully 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.

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