Warhammer Armies: The Army of The Norse
Warhammer Armies: The Army of The Norse
Warhammer Armies: The Army of The Norse
Contents
Introduction 2 War Mammoth 13
The Norse 3 Norse Dwarf Warriors 14
The Lords of Norsca 4 Norse Dwarf Slayers 14
Norse Rune Casters 5 Norse Magic Items 15
Norse Spearman 5 Close Combat Weapons Table 21
Norse Archers 6 Missile Weapons Table 21
Norse Light Calvary 6 Army of the Norse 21
Bear Riders 6 Lords 24
Norse Pit Fighters 7 Heroes 26
Husecarles 7 Core Units 27
Norse Scouts 8 Special Units 29
Pack Masters 8 Rare Units 31
Norse Berserkers 9 Special Characters 33
Thrall Levy 10 Appendix 36
Ulfhednar 11 Rune Language 36
Troop Types 37
Endnotes 38
Disclaimer 38
This army list and others is available for download from: www.darkshadowgames.com
Special Thanks to Jeff Gardiner and Dave Beal.
1
Introduction
“Once long ago before the time of days un-
numbered, before the Kurgan and the Lords
of Chaos roamed the land was a golden time
for our people. We were masters of our land
and the pointed eared spirits from across the
sea were unknown to us.
From the Western seas came the accursed pointed ears bent on enslaving us and bringing
us to our knees. But we fought with the fury of Ulric himself! We lived, we fought, O how
our people fought, with the fury of the Gods themselves. The chaos tings fell before our
blades as what before the scythe.
O glorious battle did rage from which we cleared our foes from our lands and fought
back the evil tide. We learned the secrets of how to slay Trolls and defeat mighty giants.
We took from that land that which needed and never more than that.
I was but a boy then, barely 16 winters, but I remember it as if it were but yesterday. It
was there that my Wound – Taker drank its first blood on the foul children of the north
and their twisted allies. But now, my beard is white and bones creak with age; friends
and allies, kings and sword brethren have long since departed me, and yet I still endure. I
hold no illusions thou, one day the Spirit Thief will come for me and I’ll outfox him as I
have done with every foe I have ever faced. And when I’ve won I’ll sit in the golden
feasthall of my ancestors and feast and wench until the last battle calls me forth. And
battle on I shall, until the stars fall and break from the world sky.
- Spoken by Odo the Elder to his young son, Hareik, New Yarl of the Aesling Clan.
The Army of the Norse. This describes the unique troops, of the Army of the Norse and
gives full details of their rules.
Magic of Rune Casters. This section details the specialized magic of Rune Casters of
the Norse
2
The Army List. This provides all of the points values, weapon options and upgrades for
you to field a Norse army in games of Warhammer.
Special Characters of the Army of Norse. This section the special characters available
to the Army of the Norse
The Norse
The Norse are a people who are fiercely
independent. The idea of suzerainty is a
foreign concept to most of the Norscan
people and kings are rare individuals
indeed. There is no “King of Norsca” thou
many petty warlords and Yarls would
claim otherwise.
Norse society is divided among the various clans that inhabit the various regions of the
peninsula that is Norsca. From top to bottom there is a definite social order, the Kings
and Yarls at the top with the Thralls (Slaves) at the very lowest rung.
The lowest rank in the social order of the Norse is the Thralls. Thralls are slaves that are
captured in raids on far away lands such as Bretonnia, The Empire, Araby and Tilea,
Other tribes, especially the hated marauders of the Far North often fall to the Northman
as well. Thralls from other tribes are accorded some rights however. A thrall is the
property of another, as such the outright killing of one is frowned on, furthermore the
slayer of the thrall must compensate the owner.
Thralls work the fields in hard labor, mine the mountains of Norsca for ores, and perform
more of the mundane tasks in Norse society.
Thralls are not allowed to own property, Norse Thralls that distinguish themselves have
the chance to earn their freedom, in essence to begin their lives afresh.
The next level on the social order is the Freeman. Freeman are by and large the biggest
group in Norse society. Freeman can own land and almost all have farms and thralls to
work those farms.
3
The highest level of Norscan society is the Noble class. Kings and Yarls are the fiercest
warlords and maintain their position through sheer brute force that keeps others in line. It
is worth noting that there is no King of Norsca as the people are too independent to bow
to such centralized government. Rather the strongest and bravest warrior that can hold
power in the land rules each region.
In appearance and temperament the Norse are both similar and dissimilar to the Chaos
Marauders of the North. The Norse wear furs and hides like Chaos Marauders but do not
worship the same gods. They have the same warlike temperament and thirst for battle, but
the Norse do not battle in the name of the Gods as the Marauders do.
The Norse are faired haired and skinned, pale in completion often with ruddy cheeks. The
hair of the Norse in both sexes is fair as well with red and blond being very common,
auburn and light brown next so and dark hair being rare or nearly unknown.
Perhaps due to the climate that they live in the Norse are stronger and hardier then the
civilized lands of the south. They are broad and have strong constitutions; they must be
so as the Lands of Norsca are unforgiving and cold.
Special Rules
• Fiercely Independent
• Immune to Panic
• Woad
Fiercely Independent: Norsemen are a fiercely independent, high spirited hard drinking
lot. As such they are not prone to the strict discipline that armies of the Empire are used
to for instance. As such any unit of Norseman must make a Ld test in order to do
anything other march their full movement towards the enemy, maneuvering around
terrain in order to get to grips with the foe.
Immunity to Panic: By the time a Norseman reaches his late teens he has most likely
fought countless battles against Dark Elves, Chaos, and Marauder Tribes, in addition to
raiding Bretonnia, the Empire and beyond. As a result of this all Norse units are Immune
to Panic.
Woad: Certain Norse warriors such as berserkers adorn themselves in war-paint of vivid
blue or black ad white in strip patterns similar to those of a tiger.
These Norse warriors believe that the woad has mystical powers that will protect them in
battle. As such models adorned in woad count as having light armor and thus a 6+ armor
save. Additionally the power of the belief in the woad is so strong that it provides a –2 to
enemy shooting attacks.
4
Norse nobility are powerful leaders who often lead their followers into battle against the
Dark elves, High elves, on raids to the Old World, against the Marauders and Warriors of
Chaos and barring any of the above then against themselves!
Characters M WS BS S T W I A Ld
Yarl 4 6 5 4 4 3 6 4 9
Captain 4 5 5 4 4 2 5 3 8
Special Rules
• Fiercely Independent
• Immunity to Panic
Rune Caster devote their time to contemplation of the natural of the world and how t
channels this energy which is so prevalent in Norsca. Additionally they spend time
carving runes into the rock that makes up Norsca, warding it against those that would do
the Norse harm, a crude imitation of the old High elf monoliths of old.
Characters M WS BS S T W I A Ld
Rune Master 4 3 3 3 4 3 3 1 8
Rune Caster 4 3 3 3 4 2 3 1 7
Special Rules
• Fiercely Independent
• Immunity to Panic
Magic: Rune Casters are Wizards and follow all the normal rules for Wizards. The Norse
use the term Rune Caster describes spellcasters in general and this throughout this article
but includes Rune Masters as well. For example, a Rune Master may also take a magic
item that is listed as being available only to a Rune Caster
Each Norseman must provide his own arms and armor for the battle. The idea of a
regimental color scheme or emblem is a foreign idea; the Norse are too independent for
such matters.
5
Bow are used more for hunting than for warfare, as the Norse prefer to get to grips with
the enemy in hand-to-hand combat. The Norse Archers are often young warriors getting
their first taste of battle.
Norse Infantry M WS BS S T W I A Ld
Spearman 4 3 3 3 3 1 3 1 7
Archer 4 3 3 3 3 1 3 1 7
Special Rules
• Fiercely Independent
• Immunity to Panic
When the Norse go raiding the do take war-horses with them for scouts to use. The Norse
are not skilled in combat from horse back as other races are, and are not that adept at
missile fire from horse back either. Their main armament is a set of light armor, a kite
shield, sword and occasionally a spear.
Norse Cavalry M WS BS S T W I A Ld
Norse Light Cavalry 4 3 3 3 3 1 3 1 7
Cavalry Champion 4 3 3 3 3 1 3 2 7
Warhorse 8 3 0 3 3 1 3 1 5
Special Rules
• Fiercely Independent
• Immunity to Panic
Bear Riders
Bear Riders are one of the most powerful units in the Norse Army. Wild bears are a
common sight in the lands of Norsca, especially the father north one goes. The same can
be said if one goes deeper into the snow capped pine forests of the mountains of the
interior.
Bear Riders set out every spring to capture young bears and tame them to be fierce battle
mounts. While not overly fast they are capable of charging over short distances at
startling speeds. In combat bears are able to rend with their might paws almost any foe
that they will face. As such the are highly respected and may occasionally be seen allied
with Kislevite armies.
6
Their thick hides adorn the riders themselves as a matter of course, often these are from
previous mounts that the rider may have had. This coupled with woad makes them
fearsome warriors to behold on the battlefield.
M WS BS S T W I A Ld
Bear Riders 4 3 3 3 3 1 3 1 8
Bear Rider Champion 4 3 3 3 3 1 3 2 8
Bear 4 3 0 4 4 2 3 2 6
Special Rules
• Fiercely Independent
• Immunity to Panic
• Woad
• Bear Riders Cause Fear
In battle units Pit fighters joint together and take on the toughest foes that they can find.
A pit fighter who has the most experience, or has one the most gladiatorial combats leads
them. If the question of who will lead can’t be resolved by consensus then it is settled by
combat before a battle with the victor earning the right to lead, the loser is entitled to a
“dirt-nap”, before the battle even begins!
M WS BS S T W I A Ld
Pit Fighter 4 4 3 3 3 1 4 1 8
Pit Fighter Champion 4 4 3 3 3 1 4 2 8
Special Rules
• Fiercely Independent
• Immunity to Panic
Husecarles
Husecarles are the elite guards of the
General of the Army. They are his personal
retainers and bodyguard. The usually the
best armored and equipped warriors in the
Norse army as well. Husecarles go to battle
armed in long sleeve mailed coats with
sturdy helms and large kite shields.
Typically armament is a spear and hand axe
as weapons.
7
Husecarles due to the elite status are Stubborn, unlikely to give ground, ask or give
quarter.
M WS BS S T W I A Ld
Husecarles 4 4 3 3 3 1 4 1 8
Husecarles Champion 4 4 3 3 3 1 4 1 8
Special Rules
• Fiercely Independent
• Immunity to Panic
• Stubborn
Norse Scouts
It is the job of the Norse Scouts to range ahead of the main columns and identify enemy
units and the lay of the land as well. They are stealthy and quick of foot, able to cover
long distances on foot with weapons and armor and mimic animal calls to communicate.
They are also adept trackers as well as hunters.
Norse scouts are amongst the most disciplined units in the Norse army as they are not
subject to the fiercely independent rule. While they are just as eager for battle as the next
Norseman they understand that is their role to bring all of the Norse army to battle.
M WS BS S T W I A Ld
Norse Scout 4 3 3 3 3 1 3 1 7
Scout Champion 4 3 3 3 3 1 3 2 7
Special Rules
• Scouts
• Skirmishers
• Not subject to the Fiercely Independent rule
Beast Pack
The lands of Norsca are alive with many predators in addition to unnatural horrors such
as Trolls, Orcs and Giants. There are the fearsome beasts of nature to contend with
wolves, bears and war dogs.
The Norse have learned over the centuries to master and tame these beasts and use them
in battle. Through fire and the whip the Norse drive these animals ahead and feast on the
foe!
M WS BS S T W I A Ld
Bear 4 3 0 4 4 2 3 2 6
Wolf 9 3 0 3 3 1 3 1 6
Warhound 7 3 0 3 3 1 4 1 6
Special Rules
• Fiercely Independent
8
Pack formation: Beast Packs do not gain the benefit of the Fast Calvary rules. However
due to their weight of numbers in combat they are able to gain rank formation bonuses.
Bear
Bear are common predators in the forests of Norsca. The Norse for their power, size and
strength gives bears a great deal of respect. It is seen as a test of manhood to best a bear
in single combat should the situation arise.
M WS BS S T W I A Ld
Bear 4 3 0 4 4 2 3 2 6
Wolf (1)
Giant Wolves are vicious creatures with slavering fangs and sharp claws, quite often
more dangerous than the Goblins who frequently ride them into battle. They are faster
than horses too.
Wolves of the wilds of Norsca are a bit more feral and larger in size then the ones that the
goblins ride.
The rules and background for Wolves are listed in Warhammer Armies: Orcs and
Goblins on page 20.
M WS BS S T W I A Ld
Wolf 9 3 0 3 3 1 3 2 6
Warhound
Warhounds are a kind of ferocious canine, which has been trained to hunt, fight and kill.
They are stocky and powerfully built with strong bit attacks.
M WS BS S T W I A Ld
War Hound 6 3 0 3 3 1 4 1 6
Berserkers
Beserkers are the wild-men of the Norse
army, raving nutters who chomp on their
shields, foam at the mouth and howl with an
innate fury that few other troops can match. In
combat these madmen work themselves up
into an almost suicidal fury in eagerness to
come to grips with the foe.
9
Berserkers have little care for their own personal well being. Beserkers adorn themselves
with woad and use shields only. They disdain armor as a sign of weakness and some even
fight with weapons in both hands, more often than not however they simply use big axes
to cleave through their foes.
M WS BS S T W I A Ld
Berserker 4 4 3 3 4 1 3 1 10
Champion Berserker 4 4 3 3 4 1 3 2 10
Special Rules
• Fiercely Independent
• Immunity to all Psychology
• Subject to Frenzy
• Woad
Thralls
The lowest rank of the social order in Norsca is that of Thrall or slave. Slavery is a
common way of life in Norsca, as anyone who is not part of the clan is an outsider and
subject to scorn and contempt.
Only Thralls of Norscan decent are used in combat, as the ever-suspicious Norse deem all
other races untrustworthy. To send Orcs or elves into battle is also an affront to the pride
of the Norse, who are a very martial people, but sending their worthless slaves towards
certain doom fits well with the somewhat sadistic side of the Norse.
Thralls have the singular task of fodder on the battlefield. While they have value in
normal society, some are unfit in the eyes of their masters or otherwise deemed
expendable and thus are used for some of the more unpleasant tasks on the battlefield,
such as tying up a unit of Rat Ogres so the real warriors can get into position. Thralls of
value can sometimes earn their freedom, and as such are spared the Thrall Levies.
As a result of all of this Thralls are not eager battle participants. They are herded onto the
battlefield and then funneled towards the enemy and to almost certain death.
M WS BS S T W I A Ld
Thrall 4 2 2 3 3 1 2 1 6
Special Rules
• Levy
• Not Subject to the Fiercely Independent rule
Levy: Thrall Levies are a poor excuse for troops. As such they do not have any military
training. When Thrall Levies take the field of battle they do so in a special mob
formation. Once lined up in their starting formation they may not expand or contract their
frontage, nor may they perform any function except wheel to maneuver. (Authors note: I
realize that wheeling is a highly complex maneuver, but they have to get around
battlefield somehow!) Thrall levels may not ‘lap around’ the sides of an enemy unit if by
some miracle they win a round of combat. Thrall levies do have rank bonuses as such
thus they are not totally useless, but are unlikely to be decisive forces in a battle.
10
Ulfhednar
Tales of Berserkers who are able to change into animal shape are a common folktale told
by mothers in the Empire and Kislev to frighten unruly children and coerce them at
bedtime. Little do these mothers know that such things are actually true!
Ulfhednar are berserkers who are able to take on animal aspects in battle. Through sheer
battle lust they are able to tap into a deep primal urge in the human spirit and unleash it
upon the foe in battle.
Most often when assuming an animal aspect they take on one countenance of the great
predators, the wolf, bear or warhound.
These warriors are highly respected in Norse society and feared as well. Before
transforming they are often undistinguishable from berserkers. They only give away is
that they wear huge pelts of the predators mentioned above.
M WS BS S T W I A Ld
Ulfhednar 4 4 3 4 4 1 3 1 10
Ulfhednar Champion 4 4 3 4 4 1 3 2 10
Special Rules:
• Fiercely Independent
• Immunity to all Psychology
• Subject to Frenzy
• Shape Change
Shape Change: The Ulfhednar are able to shape change into one of three animal aspects.
This power is actually a result of Chaos and the deepness that it is rooted in the human
psyche. The Norse themselves are unaware of this, believing it is simply a gift from
Ulric, The White Wolf.
The transformation is not a full one however as the Ulfhednar still retain a humanlike
shape, albeit one that takes on a feral and animal aspect. They are still able to use
weapons if they choose to do so. However when transformed into a bear animal aspect it
is more likely that they will just attack with their hands.
Each animal aspect lasts for the entire game and may not be changed as the process of
assuming animal form is taxing to the constitution. The animal forms that they may
assume are as follows:
Bear
Wolf
Warhound
In order to transform into an animal form the Ulfhednar must work themselves into a
fever pitch as the battle approaches. A Ulfhednar unit must make a Ld test if it seeks to
transform into an animal form. This Ld represents the Ulfhednar units attempt to channel
magical energy to affect the change in their bodies.
11
Ulfhednar may only change their animal aspects during their turns and not their
opponents. The change lasts for as long as the player decides to keep them in animal
form, and may change to various shapes but may only change from shape to shape once
per turn and only in the players turn not his opponents.
Bear
Bear are common predators in the forests of Norsca. Bears are given a great deal of
respect by the Norse for their power, size and strength in the Wilds of Norsca. It is seen
as a test of manhood to best a bear in single combat should the situation arise.
M WS BS S T W I A Ld
Bear 4 3 0 4 4 2 3 2 6
Special Rule: When changed into bear form the Ulfhednar is more powerful. Ulfhednar
transformed into bears have an additional –1 to a foes armor check penalty from their
attacks.
Wolf (2)
Giant Wolves are vicious creatures with slavering fangs and sharp claws, quite often
more dangerous than the Goblins who frequently ride them into battle. They are faster
than horses too.
Wolves of the wilds of Norsca are a bit more feral and larger in size then the ones that the
goblins ride.
The rules and background for Wolves are listed in Warhammer Armies: Orcs and
Goblins on page 20.
M WS BS S T W I A Ld
Wolf 9 3 0 3 3 1 3 1 6
Special Rule: None as such, however don’t forget that Ulfhednar transformed into wolf
may charge 18”.
Warhound
Warhounds are a kind of ferocious canine, which has been trained to hunt, fight and kill.
They are stocky and powerfully built with strong bit attacks.
M WS BS S T W I A Ld
War Hound 6 3 0 4 3 1 4 2 6
12
Special Rule: None as such, however don’t forget that Ulfhednar transformed into
Warhounds have two attacks a S4!
Mammoths are War Beasts and subject to all the rules pertaining to Monsters as listed on
page 103-105 of the Warhammer Rulebook.
A Mammoth must be fitted with a howda that can hold a maximum of 10 Norse Warriors.
M WS BS S T W I A Ld
Mammoth 8 3 0 5 6 5 3 3 7
Norse Warrior 4 3 3 3 3 1 3 1 7
Special Rules:
• Cause Fear
• Shaggy Hide
• Armor Saving Throw Penalty
Shaggy Hide: A Mammoths hide is incredibly thick and shaggy. As a result it has a 5+
Armor Save.
Armor Saving Throw Penalty: The Mammoth is a large, powerful creature. Any
damaging blows struck by them have a greater than average chance of penetrating armor.
An enemy’s saving throw is reduced by –2 when hit by a Mammoth
Stomp: Mammoths are absolute behemoths, and in combat they use their great weight so
squash enemies flat. In battle 1 of the Mammoths attacks is a special Stomp Attack. This
one attack will automatically cause D3 points of damage to any creature under 10’ tall
that is successfully struck, no need to roll to wound as it happens automatically.
Creatures over ten feet tall include but are not limited to: Dragons; Daemons; Wyverns;
Nightmares; Zombie Dragons; Forest Dragons; Ogres; Giants; Treemen; Minotaurs;
Taurus ; Lammasu; Chaos Dragons; Dragon Ogres; Bone Giants; etc…
Howda: A howda is a large wooden structure that is often mounted & strapped to the
back or a war mammoth. It provides a mobile wooden strongpoint on the back of the
Mammoth.
The Howda provides a 5+save for the crew. Note: that the crew does not gain an
additional +1 to their armor save for being “mounted”.
Hits against Monsters are found on page 103 & 104 of the Warhammer Battle book.
13
Norse Dwarfs (4)
To the far north lies Kraka Drak, home of the Norse Dwarfs. So long ago did their
ancestors enter the Norscan fountains that these Dwarfs have a different language and
customs, something which unites all of the other Holds together. In many respects they
share traits and traditions with the Men of Norsca, both in dress, beliefs and behavior.
However, whether this is because they have become more like the Norse, or the Norse
have become more like the Dwarfs, is a matter of conjecture and speculation. The Norse
Dwarfs are regarded as even madder than other expatriate Dwarfs by many, and much of
this is blamed on their Hold’s closer proximity to the Chaos Wastes and the Chaos-
worshipping humans of the cold and bleak north. Norse Dwarfs are famed even amongst
other Holds for their skill at drinking, holding annual quaffing contests to determine the
greatest ale-throats.
M WS BS S T W I A Ld
Norse Dwarf 3 4 3 3 4 1 2 1 9
N. Dwarf Champion 3 4 3 3 4 1 2 2 9
Special Rules:
• Ancestral Grudge
• Resolute
• Relentless
• Not Subject to Fiercely Independent Rule
Ancestral Grudge: Dwarfs hold grudges for along time, possibly forever. They have
never forgiven the fall of their strongholds at the hands of the Orcish enemy. Dwarfs hate
all types of Orcs, Goblins and Snotlings, including Night Goblins and Black Orcs,
Hobgoblins… in fact all greenskins of any description!
Resolute: Dwarfs fight with grim determination and are slow to abandon their position.
Dwarfs flee and pursue 2D6-1” instead of the normal 2D6”.
Relentless: A Dwarf on the march is as implacable as the turning of the years, and just as
impossible to halt. Dwarf units may march even if there are enemy within 8”.
M WS BS S T W I A Ld
Norse Daemon Slayer 3 7 3 4 5 3 5 4 10
Norse Dragon Slayer 3 6 3 4 4 2 4 3 10
Norse Giant Slayer 3 5 3 4 4 1 3 2 10
14
Norse Troll Slayer 3 4 3 3 4 1 2 1 10
Special Rules:
• Slayer Champions
• Unbreakable
• Loner
• Slayer
Slayer Champions: Any Slayer regiment may have as many Giant Slayers as you wish –
the normal limitation of having only one champion per regiment does not apply to
Slayers.
Unbreakable: See the Warhammer rulebook, pg 112. Note however that Slayers still
hate greenskins.
Loner: Daemon Slayers and Dragon Slayers may only fight alone or join a Slayers unit.
Daemon and Dragon Slayers can never be the army’s general.
Slayer: All Slayers have the uncanny ability, which makes the particularly effective
against especially tough opponents. When rolling a wound, a Slayer’s Strength including
any modifiers for weapons (eg. A Great Axe), is increased until it is equal to the
Toughness of his opponent, up to a maximum of Strength 6. If the opponents I slower
than the Slayer’s Strength, including and modifiers for weapons, the Slayer does not
receive any Strength bonus. For example, a Slayer armed with a Great Axe (S5) us
fighting a Dragon (T6): normally he needs a 5+ to wound, but because of the Slayer skill
his strength is increased to 6 and he therefore wounds on a 4+. Note that the armor save
modifier is calculated at the modified Strength score, in this case it is –3 for a Strength 6
hit. If the Slayer were fighting a weedy goblin (T3), he would use his normal Strength 5
and would therefore wound the Goblin on a 2+, with an armor save modifier of –2.
The Norse have access to common magic items these are represented in the fact that these
weapons are often acquired via plunder.
15
SWORD OF MIGHT 20 points
Weapon; + 1 Strength.
All of the common magic items are discussed in depth on page 154 of the Warhammer
Rulebook.
Magic Weapons
Great Axe of the One Eye 75 points
This fearsome two-handed axe is inlaid with precious silver and encrusted with runes of
awesome power; its origin is totally unknown.
+2 to S. Each attack that hits causes D3 wounds which only may saved by magic armor
or a item that confers a special save.
Once per the player’s shooting phase the sword may thrown for a single S5 hit up to 24”
away. The sword returns when thrown. This attack is in addition to and other missile
attacks the model may have.
Any hit on a Chaos Marauder (on foot or Horse) is instantly slain no save, except for
special saves.
16
+2 to hit. All hits automatically wound. Armor saves are at –2.
Once per magic phase the Axe of Odo is able to make a single magical attack at a S10
that if successful causes 1 W regardless of armor or special saves.
All successful hits to wound cause not one wound but two.
Once per the player’s magic phase this sword emits a Forked Lightning spell (same as the
Lore of the Heavens spell- Forked Lightning Warhammer rulebook).
The wielder of this sword may regenerate wounds as Troll does. (See pg. XX of the
Warhammer Armies: Orcs and Goblins).
The bearer of this spear may throw it once per turn as if it were fired from a bolt thrower.
This spear functions the same as the High Elf Bow of the Seafarer (pg. 16 of the High Elf
Warhammer Armies book).
Treated as a spear except that a hit from it is the same as a single shot from a bolt thrower
(see page 124 of the Warhammer rulebook).
17
+1 to S. Ignore the rule that two-handed weapons strike last. Attacks are made in order of
Initiative.
Magic Armor
Mail Shirt of Stone 80 points
Created by the Norse Dwarf Runesmith this mail shirt is as tough as granite.
+1S, +1 to T, & +1 to W.
6+ save. Wearer suffers no movement penalties associated with wearing armor; nor does
he suffer penalties for crossing difficult or very difficult terrain.
The character wearing this item imposes a -2 penalty to hit on opponents rolls for missile
fire. This protection also applies to a unit of the character in question is accompanying
one.
Talismans
Bear Claw 55 points
Hacked from the paw of the Father of Bears by Olof the Reckless this ancient artifact is
imbued with great power.
May re-roll any failed armor save. Additionally, the bearer may make an armor save vs
any attack that does not normally allow a save. Such attacks are Bolt Throwers, Cannons,
Stone throwers, Warpfire throwers, etc.
The wearer of these boots is immune to all fire based attacks including spells.
18
Iron Boots 25 points
Shod with iron bands and rivets these boots are formidable weapons.
The wearer of these boots may make 1 extra attack at S5 each round in addition to his
normal number of attacks.
Wolfhide 25 points
Looking like nothing more than a tattered and torn pelt is value is not readily apparent.
The wearer of this necklace may ignore the first wound that he would normally suffer.
Enchanted Items
Baldric of Protection 60 points
This belt is finely engraves and of a richly tooled leather.
Any spell cast at the bearer or the unit that he accompanies will be dispelled on a 4+. If
the enemy spell is deflected, roll a D6. On a 4+, the magical energies are bounced back at
the caster causing 1S4 hit for each die used to power the spell.
When worn the wearer has the option of transforming into a bear for close combat. The
bearer’s statistics remain the same except for attacks, which are 2, and at a S4.
No monster or monster ridden will attack the bearer of this charm, nor will they attack
them through long ran attacks such as breath weapons (i.e. dragon’s breath of fire).
19
Drinking Horn of Endless Mead 30 points
With their courage buoyed by this mystical drink the recipient is willing to face any and
all dangers!
The drinker of this potion is Immunity to Psychology; The user must actually take use it
during their magic phase to activate it; may not be activated in the opponents magic
phase.
Functions as a shield, i.e. +1 to saves; may not be combined with a magical or non-
magical shield.
Magic Standards
Standard of the White Wolf 65 points
This massive standard is a sign that the Gold of Winter, Ulric, is surely with the bearers.
The bound spell within may be cast during the player’s magic phase. D6 blasts of Icy
cold shoot forth up to 24” and cause a S4 hit, no armor saves are allowed. Line of sight
does apply for this attack.
The unit carrying this banner causes Terror and thus fear as well.
The unit bearing this standard must move directly towards the enemy! This standard
functions exactly as the Fiercely Independent rule as stated above, except the unit may
not make a Ld test. As a result the unit may add 2D6” to their M score. If this brings the
unit in question into base to base contact with an enemy unit the unit bearing the banner
counts as having charged.
The unit bearing this standard is immune to terror and fear caused by flying creatures.
The unit receives a +D6 bonus combat bonus against the flying creature.
20
Banner of the Wolf of Wounding 25 points
Adorned on this banner is the image of a Axe inflicting mighty and terrible wounds on the
foes of the Norse.
If the unit bearing this standard has Great Weapons they may strike first in melee combat.
As well as providing points costs, the list also divides the army into its constituent units.
The list describes the weapons and optional equipment that troops can have and
occasionally restricts the number of very powerful units an army can include.
21
How the Army List is Intended to be
Used
Arms lists enable two players to choose armies of equal point’s value to fight a battle, as
described in the main body of the Warhammer rules. The following list has been
constructed with this purpose in mind.
The list can also he used when playing specific scenarios, either those described in the
Warhammer rulebook or others, including ones invented by the players. In this case, the
list provides a framework, which the players can adapt as required. It might, for example,
be felt necessary to increase or decrease the number of characters or units allowed, or to
restrict or remove options in the standard list such as magic items or monstrous mounts.
If you refer to the Scenarios section of the Warhammer rulebook (pages 196-213), you’ll
find some examples of this kind.
CHARACTERS
These represent the most able, skilled and successful individuals in your army:
extraordinary leaders such as Kings and Yarls. They form a vital and potent part of your
forces.
CORE UNITS
Core units represent the most common warriors. They usually form the hulk of the army
and will often hear the brunt of the fighting.
SPECIAL UNITS
Special units are the best of your warriors, scouting forces, and chariots. They are
available to your army in limited numbers.
RARE UNITS
Rare units are so called because they are scarce compared to your ordinary troops. They
represent unique units, uncommon creatures and unusual machines.
CHOOSING AN ARMY
Both players choose armies to the same agreed point value. Most players’ find that 2,000
points is about right for a battle that will last over an evening. Whatever value you agree,
this is the maximum number of points you can spend on your army. You can spend less
and will probably find it is impossible to use up every last point. Most 2,000 points
armies will therefore be something like 1,998 or 1,999 points, but they are still ‘2,000’
points armies for our purposes.
Once you have decided on a total point’s value it is time to choose your force.
22
Choosing Characters
Characters are divided into two broad categories: Lords (the most powerful
characters) and Heroes (the rest). The maximum number of characters an army can
include is shown on the chart below:
Army Max Total Max Max
Points Value Characters Lords Heroes
Less than 2,000 3 0 3
2,000 or more 4 1 4
3,000 or more 6 2 6
4,000 or more 8 3 8
Each +1,000 +2 +1 +2
An army does not have to include the maximum number of characters allowed it can
always include fewer than indicated. However an army must always include at least
one character: the General. An Army does not have to include Lords, it can include all
of its characters as Heroes if you prefer. At the beginning of the battle, choose one of the
characters to be the general and make sure that you let your opponent know which one it
is.
For example, a 2500 point army could include an Yarl (Lord), a Rune Caster (Hero), a
Daemon Slayer (Hero), and a Lord (Hero) (i.e. four characters in total, of which one is a
Lord.
Choosing Troops
Troops are divided into Core, Special and Rare units. The number of each type of
unit available depends on the army’s point value, indicated on the chart below.
In some cases other limitations may apply to a particular kind of unit. This is specified in
the unit entry. For example the Ronin Rare unit entry is accompanied by note explaining
that a maximum of one unit of this kind can be included in the army.
Unit Entries
Each unit is represented by an entry in the army list. The unit’s name is given and any
limitations that apply are explained.
Profiles. The characteristic profiles for the troops in each unit are given in the unit entry.
Where several profiles are required, these are also given even if, as in many cases, they
are optional.
Unit Sizes. Each entry specifies the minimum size for each unit. In the case of Core units
23
this is usually 10 models. In the case of other units it is usually less. There are exceptions:
as you will see. In some cases, units also have a maximum size.
Weapons and Armor: Each entry lists the standard weapons and armor for that unit
type. The value of these items are included in the points value. Additional or optional
weapons and armor cost extra and are covered in the Options section of the unit entry.
Options. Lists the different weapon, armor one equipment options for the unit and any
additional point cost for taking them. It may also include the option to upgrade a unit
member into a Champion. While this model may have a specific name, all the rules that
apply to Champions apply to them. See the appropriate section of the Warhammer
rulebook for details (pages 108-109).
Special Rules: Many troops have special rules, which are fully described elsewhere in
this hook. These rules are also summarized for your convenience in the army list.
It would be a long and tedious business to repeat all the special rules for every unit within
the army list itself. The army list is intended primarily as a tool for choosing armies
rather than for presenting game rules. Wherever possible we have indicated where special
rules apply and, where space permits, we have provided notes within the list as memory
joggers’. Bear in mind that these descriptions are not necessarily exhaustive or definitive
and players should refer to the main rules for a full account.
Dogs of War
Dogs of War are troops of other races who are prepared to fight under your flag in return
for money, food, or some other suitable reward. The most common type of Dogs of War
unit are the Regiments of Renown. Although the two terms are used to describe
mercenary units, both work in the same way in the army list. A selection of such
regiments are available as part of the Dogs of War range of models. The descriptions and
rules for these very specialized units can be found in White Dwarf magazine or the
Warhammer Annual.
The option to include Dogs of War units is included in the army list as part of the Rare
troop section. However, certain Regiments of Renown are more commonly available and
can be included in an army as a Special choice instead of a Rare choice. Some Dogs of
War may also take tip additional Rare choices, or choices from your Character entries.
The rules for individual Regiments of Renown detail exactly which armies may take
them and which army list choices they use up.
Lords
Yarls and the term warlord are synonymous in the lands of Norsca. With no central
government the various kings of different clans rule with absolute authority. Yarls
generally are the richest landholders in Norsca as well, often having multiple farms in
various villages in their lands.
Yarl Points/model: 90
M WS BS S T W I A Ld
24
Yarl 4 6 5 4 4 3 6 4 9
Special Rules:
• Fiercely Independent
• Immune to Panic
Special Rules:
• Slayer
• Unbreakable
• Loner
25
Weapons: Hand Weapon
Options:
• May choose either a Great Weapon (+4pts), or a additional hand weapon (+4 pts).
• May choose runic items from the Weapons lists from the Warhammer Armies Dwarfs
on pages 20-23, with a maximum total value of 50 pts.
Special Rules:
• Slayer
• Unbreakable
• Loner
Heroes
Lords and Rune Casters are among the most powerful individuals in the Army of
the Norse.
Lords are the noble class of Norsca and in some areas are the sole rulers. They
have their own households with their own retainers whom they bring to war with them
forming the nucleus of the Norse Army.
Rune Casters are individuals who have completed their training by a Rune Master
and are just setting out on the course of rune casting (Magic).
Captain Points/model: 60
M WS BS S T W I A Ld
Captain 4 5 5 4 4 2 5 3 9
Weapons: Axe
Options:
• May choose a spear at +4 pts, a great weapon at + 4 pts, a halberd at + 4 pts or an
additional hand weapon (a second axe or sword) for 6pts.
• May also choose a longbow at (+10 pts).
• May wear either Light Armor +2 pts, or Heavy Armor +4 pts,
• May ride either a Warhorse (+10 pts), or a Bear (+20 pts).
• May choose magic items from the Common and Norse Army lists, to a maximum of
50 pts.
Special Rules:
• Fiercely Independent
• Immune to Panic
The Battle Standard Bearer may not be the army’s General even if he has the highest
Leadership value in the army.
The Battle Standard Bearer cannot choose any non-magical equipment except for light, or
heavy armor.
The Battle Standard Bearer can have any magic banner (no points limit), but if he carries
26
a magic banner he cannot carry other magic items.
Character’s Steeds
Below are the profiles for steeds that can he ridden by Norse characters.
M WS BS S T W I A Ld
Warhorse 8 3 0 3 3 1 3 1 5
Bear 5 5 0 5 5 3 3 3 8
Core Units
Core units are made up of troops from all over the lands of Norsca. Core units are
comprised of Clan warriors and troops of the Kings and Yarls of the lands. The members
that comprise the Base Infantry are not fulltime warrior, but part-time ones. They are
craftsmen mostly blacksmiths, armorers, and weaponsmiths, etc…
Core units are the most numerous troops within the Army of the Norse. There is a
minimum number of Core units that must be fielded, and this varies depending on the
size of the army.
There is no maximum to the number of core units that can be fielded.
27
• Upgrade one Spearman/Archer to a Champion for + 8 points.
• One unit may be given a magic standard worth up to 25 points.
Special Rules
• Fiercely Independent
• Immunity to Panic
Unit Size: 5+
Weapons and Armor: Hand Weapon (Axe) & light armor
Options:
• Any Norse Light Cavalry unit may be equipped with Spear for + 1 point per
model.
• Any Norse Light Cavalry unit may be equipped with Shield for + 1 point per
model.
• Upgrade one Norse Light Cavalry to a Musician for + 5 points.
• Upgrade one Norse Light Cavalry to a Standard Bearer for + 10 points.
• Upgrade one Norse Light Cavalry to a Champion for + 10 points.
Special Rules
• Fiercely Independent
• Immunity to Panic
Options:
• Any Thrall Levy unit may be equipped with spears at + .5 points per model.
• Any Thrall Levy unit may be equipped with Light Armor at + .5 points per
model.
Special Rules
• Levy
• Not Subject to the Fiercely Independent rule
28
Options:
• Any Pit Fighter unit may be equipped with Halberd for + 2 points per model.
• Any Pit Fighter unit may be equipped with an additional hand weapon for + 1
point per model.
• Any Pit Fighter unit may be equipped with Great Weapons for + 2 point per
model.
• Any Pit Fighter unit may be equipped with spears for + 1 point per model.
• Any Pit Fighter unit may be equipped with Shields for + 1 point per model.
• Upgrade one Pit Fighter to a Musician for + 4 points.
• Upgrade one Pit Fighter to a Standard Bearer for + 8 points.
• Upgrade one Pit Fighter to a Champion for + 8 points.
• Any unit may be given a magic standard worth up to 25 points.
Special Rules
• Fiercely Independent
• Immunity to Panic
Special Units
Special units are troops that hail from a particular region of the Lands of Norsca.
These troops are considered Elite units in the army.
There is a maximum number of Special Units that may be fielded and varies with
the size of the army.
Unit Size: 5+
Weapons and Armor: Heavy Armor, Sword or (Axe)
Options:
• A Bear Rider unit may be equipped with Spear for + 1 point per model.
• Upgrade one Bear Rider to a Musician for + 6 points.
• Upgrade one Bear Rider to a Standard Bearer for + 12 points.
• Upgrade one Bear Rider to a Champion for + 12 points.
• A Standard Bearer may carry a magic standard up to 50 points
• The Bear Rider champion may choose up to 25 points of magic items.
Special Rules
• Fiercely Independent
• Immunity to Panic
• Woad
• Bear Riders Cause Fear
Husecarles Points/model: 10
M WS BS S T W I A Ld
Husecarles 4 4 3 3 3 1 4 1 8
29
Husecarles Champion 4 4 3 3 3 1 4 1 8
Special Rules
• Fiercely Independent
• Immunity to Panic
• Stubborn
Unit Size: 5+
Weapons and Armor: Bow, Sword or Axe,
Options:
• Any Norse Scout unit may be may be equipped with Light Armor +1 point per
model.
• Any Norse Scout unit may be may be equipped with Spears +2 point per
model.
• Any Norse Scout unit may be may be equipped with Light Armor +1 point per
model.
• Any Norse Scout may be upgraded to a Champion for 16 points per model.
Special Rules
• Scouts
• Skirmishers
• Not subject to the Fiercely Independent rule
30
Unit Size: 5+
Weapons and Armor: NA
Options:
• Any Beast Pack may have a Bear in his pack for +20 points per bear.
• Any Beast Pack may have a Wolf in his pack for +8 points per bear.
• Any Beast Pack may have a Warhound in his pack for +10 points per bear.
Special Rules
• Ancestral Grudge
• Resolute
• Relentless
• Not subject to the Fiercely Independent rule
Rare Units
Norsca Rare units include some of the most powerful and skillful warriors in the
Army of Norsca.
There is a maximum number of Rare units that may be fielded and varies with the
size of the army.
Beserkers Points/model: 12
M WS BS S T W I A Ld
Berserker 4 4 3 3 4 1 3 1 10
Champion Berserker 4 4 3 3 4 1 3 2 10
Special Rules
• Fiercely Independent
• Immunity to all Psychology
• Subject to Frenzy
• Woad
31
Unit Size: 10+
Weapons and Armor: Hand Weapon (Axe)
Options:
• Any Berserker unit may be equipped with Spears for +1 points per model.
• Any Berserker unit may be equipped with Shields for +1 points per model.
• Any Berserker unit may be equipped with an additional hand weapon for + 1
point per model.
• Any Berserker unit may be equipped with Great Weapons for + 2 point per
model.
• Upgrade one Berserker to a Standard Bearer for + 4 points.
• Upgrade one Berserker to a Musician for + 4 points.
• Upgrade one Berserker to a Champion for + 8 points
• A Standard Bearer may carry a magic standard up to 50 points.
• The Berserker champion may choose up to 25 points of magic items.
Options:
• Any Ulfhednar unit may be equipped with Spears for +1 points per model.
• Any Ulfhednar unit may be equipped with Shields for +1 points per model.
• Any Ulfhednar unit may be equipped with an additional hand weapon for + 1
point per model.
• Any Ulfhednar unit may be equipped with Great Weapons for + 2 point per
model.
• Upgrade one Berserker to a Standard Bearer for + 4 points.
• Upgrade one Berserker to a Musician for + 4 points.
• Upgrade one Berserker to a Champion for + 8 points
• A Standard Bearer may carry a magic standard up to 50 points.
• The Berserker champion may choose up to 25 points of magic items.
Special Rules:
• Fiercely Independent
• Immunity to all Psychology
• Subject to Frenzy
• Shape Change
32
Weapons and Armor: Light Armor, Hand Weapon (Axe) & Bows (Howda Riders only)
Options:
• Any Howda Riders unit may be equipped with Spears for +4 points per
model.
• Any Ulfhednar unit may be equipped with Shields for +2 points per model.
• The Howda ma be reinforced adding an additional +1 to the crews Armor
Save for 20 points
• A Second tier may be added to the Howda for 40 points.
• The second tier can possess up to 5 additional Howda Riders for +10 points
for each rider.
Special Rules:
• Cause Fear
• Shaggy Hide
• Armor Saving Throw Penalty
• Howda
* A Norse Army may contain 1 Mammoth per 1000 points of the army. Thus a 3,00 point
army could possess 3 Mammoths .
Special Rules
• Slayers
• Immune to Psychology
Special Characters
Norse history is full of mighty heroes, ones that have lived long in sagas and stories long
after they have perished. Most are recalled by the poets and skalds of the lands and are
often depicted as fierce, hard drinking and vindictive.
33
There are also a number of heroes from the present age of Norsca as well.
A testament to Leif’s luck is the time that he was able to elude 3 Dark elf Black Arks on
patrol near the straits of Nagarond after being blown off course trying to skirt past
Ulthulan.
M WS BS S T W I A Ld
Leif the Lucky 4 5 5 4 4 2 5 4 9
Points: 125
Special Rules
• Fiercely Independent
• Immunity to Panic.
+1 to M; +1 to WS; +1 to S; +1 to T; -1 to I
34
Sonya the Red
Known as “the Red” due to her flaming red hair, Sonya is well known throughout Norsca
She is a indomitable fighter but rather rash as she feels the constant pressure of being a
female warrior in a mans world.
Sonya’s tragic history is what shapes her today. Her entire family was murdered before
her eyes, and she was left for dead, raped and discarded by an attack of opposing Norse
forces. She awoke with her family butchered, her siblings, and parents either captured or
killed. She limped of into the countryside, how she did not die is unknown. She
recovered, recouped her strength and brooded. Swearing a powerful oath of vengeance
she swore to track down her attackers one by one and slay them all.
In the following years she did just that. Month by month, year by year she would slip into
the village where the attackers hailed from and removed them one-by-one. Then just as
quietly slip away in the cover of darkness. Eventually she destroyed them all. Embittered
by her experience she left for the wilds. With her powerful blood oath of vengeance
driving her she felt unfulfilled. She wandered through Norsca and Kislev observing many
battles. It was while in Kislev that she happened upon a battle in which Trollslayers were
attacking a group of Chaos Beastmen. She rushed to fight them with the dwarves. The
dwarves though dour were sympathetic to her plight (as much as Slayers could be), and
told her of their mission, how they were each dishonored in some way and how each
sought death. It impressed her that all though they sought death that each dwarf fought
with the will to win.
All though they would not train her they had given her a purpose, to seek death in
combat. Whereas before she was as rudderless ship, she now gained newfound
determination. And as such she seeks death still, but she fears it will be along time before
her wish is granted, the only fear she has left.
M WS BS S T W I A Ld
Sonya the Red 4 5 5 4 3 2 5 4 10
Points: 125
Special Rules
• Fiercely Independent*
• Fearless
• May not Lead
*Sonya the Red is subject to the fiercely independent rule just like any of the Norse. She
is subject to it always and may not make a Ld roll as stated. This reflects the fact that she
is brash and impetuous in battle, always having to prove herself as a warrior in a land
dominated by men.
35
Fearless: As a result of her trauma Sonya is immune to psychology. She seeks death and
has no fear left.
May not Lead: Sonya the Red may not lead a unit of Norse, nor may join a unit of
Norse. This special rule also prevents here from being the army general even if she has
the highest leadership score in the army.
As she always fights on foot she may not join Calvary units either.
Adds +2 to S.
Once per the player’s melee combat he may re-roll any 1 miss. Note this only applies to
the player’s combat round and not his opponents.
Appendix
A- Where do I find Norse Figures?
GW made many Norse figures in the early editions of Warhammer. Once the 5th edition
was released however the Norse figures were discontinued, as they were also eliminated
from the rules.
Fortunately for 6th edition Games Workshop has revamped the Chaos line for Marauders.
They have also modeled their background on tribes of warriors who inhabit the northern
polar wastes, which are very similar to the Norse. As such they are an ideal place to start
for the modeling opportunities that the Norse Army represents.
The option that I think provides great models for a Norse Army is the Lord of the Rings
line from GW. The Rhorrim are based on Viking culture and fit the bill quite nicely.
Additionally converting them is easy. 25mm Calvary bases and 20mm infantry bases will
need to be purchased separately for these but shouldn’t be too hard as GW sells them.
Light Calvary can easily be modeled from the Riders of Rohan. The Wild Men of
Dunlain could be used as Beserkers.
36
When it comes to units such as the Bear Riders and the Ulfhednar the going will be tuff.
In 4th edition Warhammer shape changers could have been modeled from Bear &
Warhound figures, but now such models are no longer in production and hard to find.
C-Reference:
Lords M WS BS S T W I A Ld Special Rules
Yarl 4 6 5 4 4 3 6 3 10 Fiercely Independent; Immunity to Panic
Rune Master 4 3 3 3 4 3 3 1 8 Magic
Norse Daemon Slayer 3 7 3 4 5 3 5 4 10 Slayer Champions; Unbreakable; Loner; Slayer
Norse Dragon Slayer 3 6 3 4 4 3 5 4 10 Slayer Champions; Unbreakable; Loner; Slayer
37
Norse Archers 4 3 3 3 3 1 3 1 7 Fiercely Independent; Immunity to Panic
Norse Archer Champion 4 3 3 3 3 1 3 2 7 Fiercely Independent; Immunity to Panic
Light Calvary 4 3 3 3 3 1 3 1 7 Fiercely Independent; Immunity to Panic
Light Calvary Champion 4 3 3 3 3 1 3 2 8 Fiercely Independent; Immunity to Panic
Pit Fighter Infantry 4 4 3 3 4 1 4 1 8 Fiercely Independent; Immunity to Panic
Pit Fighter Infantry Champion 4 4 3 3 4 1 4 2 8 Fiercely Independent; Immunity to Panic
D-End Notes
[1] 6th Edition Warhammer Armies: Orcs & Goblins 2001 (pg. 20)
[2] 6th Edition Warhammer Armies: Orcs & Goblins 2001 (pg. 20))
Disclaimer
38
This army list is for use with the Warhammer 6th edition rules.
This list is entirely unofficial and is intended to simply add to Warhammer World for
home use. Games Workshop is in no way shape or form affiliated with these rules nor is
it to be implied.
This article and the rules herein are directly formatted after the current Warhammer
Armies books (specifically the High Elves and Empire Army books). This is intentional,
to present the look a feel of the official armies of the Warhammer world. There are
sections that were taken from the 4th Edition Warhammer rulebook, & the 4th Edition
Warhammer Armies book which is the last time that Games Workshop presented any
official material in a release of Warhammer on the Lands of Norsca. The illustrations,
which are also from the 4th edition Warhammer Armies book, are the property of Games
Workshop, copyright 1988.
Additional material from the 5th edition Warhammer Magic book formed the basis of
several magic items and a few spells in the Norse Magic Item section. These to are GW
property. Games Workshop, copyright 1997.
Again in closing, none of the material presented here is official. Also, none of the
material here is to be taken as my own. Simply put, the ideas are mainly from Games
Workshop, and various other sources, some of which I have simply modified to represent
the army list presented herein.
39