NORSE
In the cold north of the
Warhammer World lies the country of Norsca. The Norse are a warrior
race and like nothing better than a good fight. When not raiding
settlements in the Old World, they spend their time drinking and
fighting amongst themselves. They have no fear of death - this leads
them to perform heroic or stupid actions in battle that no ordinary
man would dare try.
THRALL
Thrall is the name
given to enemies of the Norse captured in a raid. They are forced
to perform deeds for their captors before they can be released.
They are armed with crude missile weapons. They are used in battles
to act as disposable troops.
|
Thrall |
Wounds |
4 |
Move |
4 |
Weapon Skill |
3 |
Ballistic
Skill |
5+ |
Strength |
2 |
Toughness |
3 |
Armour |
- |
Initiative |
3 |
Attacks |
1 |
Damage |
1D6 |
Gold |
35 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Thrall |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Thrall
Armed with Slings (Str 1).
HUSCARL
A Huscarl has the
responsibility to defend his village from attack while the other
Norse warriors are out adventuring. They are usually skilled fighters
and are expert with missile weapons to pick off the enemy before
they invade.
|
Huscarl |
Wounds |
9 |
Move |
3 |
Weapon Skill |
4 |
Ballistic
Skill |
4+ |
Strength |
3 |
Toughness |
3 (4) |
Armour |
1 |
Initiative |
2 |
Attacks |
1 |
Damage |
1D6 |
Gold |
90 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Huscarl |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Huscarl
Throw Spear (Str
3).
NORTHERN
STEED
The Norse have bred
horses to live in the cold weather of Norsca. These horses are called
Northern Steed. They are very feisty animals, and it takes a great
degree of skill to control one.
|
Northern
Steed |
Wounds |
5 |
Move |
8 |
Weapon Skill |
3 |
Ballistic
Skill |
- |
Strength |
3 |
Toughness |
3 |
Armour |
- |
Initiative |
3 |
Attacks |
1 |
Damage |
1D6 |
Gold |
45 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Northern Steed |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Northern Steed
-
Northern Steed
can be ridden by Norse Beastmasters, Norse Hunters, Valkyries, Norse
Warriors, Huscarls, and Vikings.
ULFWERENAR
Ulfwerenar are men
who have been bitten by a wolf infected by warpstone. Ulfwerenar
have the ability to change into a wolf and back into a man, but
unfortunately they have no control over when the change will happen.
|
Man |
Wolf |
Wounds |
10 |
3 |
Move |
4 |
9 |
Weapon Skill |
4 |
3 |
Ballistic
Skill |
4+ |
- |
Strength |
3 |
4 |
Toughness |
3 |
3 |
Armour |
- |
- |
Initiative |
3 |
4 |
Attacks |
1 |
1 |
Damage |
1D6 |
1D6 |
Gold |
40 |
60 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Man |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Wolf |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Man
Transformation.
Wolf
Feed; Frenzy 6+;
Gang Up.
Feed
Wolves can feed on
the bodies of the killed after a battle. If a Wolf kills a Warrior
who is then not healed in the same turn it will stop and feed on
the body. Roll 1D6. On a roll of 1 the Wolf starts to eat the body
of the dead Warrior. For the next turn he will not move or attack.
A dead Warrior who has been eaten by a Wolf cannot be resurrected.
Transformation
At the beginning
of the Monsters' Phase roll 1D6 and add the number of dead bodies
from this combat. If the amount is equal to or greater than 7 then
the Monster begins the transformation to a wolf. Roll for each Ulfwerenar
separately.
NORSE
BEASTMASTER
Beastmasters have
spent most of their lives in the wild, getting to know the various
beasts that exist. Over the years the beasts come to know the Beastmaster
and he is able to call on their assistance in battle.
|
Norse Beastmaster |
Wounds |
10 |
Move |
4 |
Weapon Skill |
4 |
Ballistic
Skill |
4+ |
Strength |
3 |
Toughness |
3 |
Armour |
- |
Initiative |
3 |
Attacks |
1 |
Damage |
1D6 |
Gold |
50 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Norse Beastmaster |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Norse Beastmaster
Beast Handler (Norse); Throw Axe
(Str 3).
Beast Handler (Norse)
A Norse Beastmaster
is accompanied in combat by many beasts which he has trained over
the years. When a Beastmaster is placed on the board, first roll
1D6 to see what beasts accompany him. Place the beasts first before
placing the Beastmaster.
1 1D3 Wolves
2 1D3 Great Wolves
3 1D3 Dire Wolves
4 1 Polar Bear
5 1 Snow Troll
6 Roll again and add
1 to the number of beasts which appear.
OATHBREAKER
Norse which have
committed a crime become outcasts from normal society. They live
far away from any Norse settlements. Sometimes they are given a
chance to redeem themselves through combat.
|
Oathbreaker |
Wounds |
8 |
Move |
4 |
Weapon Skill |
4 |
Ballistic
Skill |
4+ |
Strength |
4 |
Toughness |
3 (4) |
Armour |
1 |
Initiative |
4 |
Attacks |
1 |
Damage |
1D6 |
Gold |
90 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Oathbreaker |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Oathbreaker
-
VALKYRIES
Many Norse females
give up their traditional paces in Norse Society and join the Valkyries
- female warriors who dedicate their lives to the service of Odin.
They are skilled fighters - swift of movement and blade.
|
Valkyrie |
Valkyrie
Leader |
Valkyrie
Heroine |
Valkyrie
Queen |
Wounds |
10 |
18 |
29 |
35 |
Move |
5 |
5 |
5 |
5 |
Weapon Skill |
4 |
4 |
5 |
6 |
Ballistic
Skill |
4+ |
3+ |
2+ |
1+ |
Strength |
3 |
3 |
4 |
4 |
Toughness |
3 (4) |
3 (4) |
4 (6) |
4 (6) |
Armour |
1 |
1 |
2 |
2 |
Initiative |
5 |
6 |
7 |
9 |
Attacks |
1 |
2 |
3 |
4 |
Damage |
1D6 |
1D6 |
2D6 |
3D6 |
Gold |
60 |
300 |
800 |
1350 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Valkyrie |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Valkyrie Leader |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Valkyrie Heroine |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Valkyrie Queen |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Valkyrie
Parry 6+.
Valkyrie Leader
Magic Item; Parry 6+.
Valkyrie Heroine
Magic Item; Magic Weapon; Parry 5+.
Valkyrie Queen
Magic Armour; Magic
Item; Magic Weapon; Parry 5+.
NORSE
WARRIORS
Norse are big burly
men with bulging muscles who love to fight. They have long hair
which is sometimes twisted in plaits.
|
Bondsman |
Norse Leader |
Norse Jarl |
Norse King |
Wounds |
12 |
20 |
35 |
40 |
Move |
4 |
4 |
4 |
4 |
Weapon Skill |
4 |
4 |
5 |
6 |
Ballistic
Skill |
4+ |
3+ |
2+ |
1+ |
Strength |
3 |
4 |
4 |
5 |
Toughness |
3 (4) |
3 (5) |
4 (7) |
4 (8) |
Armour |
1 |
2 |
3 |
4 |
Initiative |
3 |
4 |
5 |
6 |
Attacks |
1 |
2 |
3 |
4 |
Damage |
1D6 |
2D6 |
3D6 |
4D6 |
Gold |
60 |
350 |
900 |
1600 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Bondsman |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Norse Leader |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Norse Jarl |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Norse King |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Bondsman
-
Norse Leader
Magic Item.
Norse Jarl
Ignore Pain 1; Magic Item; Magic
Weapon.
Norse King
Ignore Pain 2; Magic Armour; Magic
Item; Magic Weapon.
NORSE HUNTER
Norse Hunters are
expert scouts. They are skilled in the construction of bows which
they use to hunt for food for the village. It has been known for
a Norse Hunter to be gone for entire weeks hunting many animals.
|
Norse Hunter |
Wounds |
6 |
Move |
4 |
Weapon Skill |
3 |
Ballistic
Skill |
3+ |
Strength |
3 |
Toughness |
3 |
Armour |
- |
Initiative |
3 |
Attacks |
1 |
Damage |
1D6 |
Gold |
80 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Norse Hunter |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Norse Hunter
Armed with Bow (Str
3).
VIKINGS
The Vikings boast
of being the greatest warriors in the whole world. They like nothing
more than a good battle, except of course for drinking. Hoards of
Vikings often sail to the mainland and raid small villages. There,
they rape the woman and steal any treasure they find.
|
Viking |
Viking Leader |
Wounds |
11 |
13 |
Move |
4 |
4 |
Weapon Skill |
5 |
5 |
Ballistic
Skill |
3+ |
3+ |
Strength |
4 |
5 |
Toughness |
4 (5) |
4 (5) |
Armour |
1 |
1 |
Initiative |
4 |
5 |
Attacks |
1 |
2 |
Damage |
1D6 |
1D6 |
Gold |
150 |
230 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Viking |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Viking Leader |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Viking
Throw Axe (Str 4).
Viking Leader
Throw Axe (Str 5).
EINHERJAR
The Einherjar are
great Norse warriors that have come back from the afterlife to help
their fellow Norse in battle. They skills have been enhanced by
the Gods, making them extremely difficult to kill.
|
Einherjar |
Einherjar
Leader |
Einherjar
Jarl |
Einherjar
King |
Wounds |
12 |
20 |
30 |
40 |
Move |
4 |
4 |
4 |
4 |
Weapon Skill |
7 |
8 |
9 |
10 |
Ballistic
Skill |
2+ |
2+ |
1+ |
A |
Strength |
4 |
4 |
4 |
5 |
Toughness |
4 (5) |
4 (6) |
4 (7) |
4 (8) |
Armour |
1 |
2 |
3 |
4 |
Initiative |
6 |
7 |
8 |
9 |
Attacks |
1 |
2 |
3 |
4 |
Damage |
1D6 |
2D6 |
3D6 |
4D6 |
Gold |
150 |
500 |
1400 |
2300 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Einherjar |
2 |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
Einherjar Leader |
2 |
2 |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
Einherjar Jarl |
2 |
2 |
2 |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
Einherjar King |
2 |
2 |
2 |
2 |
3 |
3 |
3 |
3 |
3 |
4 |
Einherjar
Regenerate 1D3.
Einherjar Leader
Magic Item; Regenerate
1.
Einherjar Jarl
Magic Armour; Magic
Item; Magic Weapon; Regenerate 1.
Einherjar King
Magic Armour; Magic
Item x 2; Magic Weapon; Regenerate 2.
BEARMAN
OF URSLO
Bearmen are heavily
affected by the dark powers of Chaos. This has made them into beasts,
sometimes more than they are men. Most Bearmen are in some stage
of transformation between a man and a bear.
|
Bearman of
Urslo |
Wounds |
13 |
Move |
4 |
Weapon Skill |
4 |
Ballistic
Skill |
4+ |
Strength |
4 |
Toughness |
3 |
Armour |
1 |
Initiative |
4 |
Attacks |
1 |
Damage |
1D6 |
Gold |
90 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Bearman of
Urslo |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Bearman of Urslo
Bear Mutation.
Bear Mutation
Most Bearman are
in some partial stage of transformation between a man and a bear.
Some have wickedly sharp claws, others have hairy faces, while some
even have thick bear skin. Each group of Bearmen has the same mutation
- roll 1D6 for the whole group.
1 Nothing
The Bearmen have
not yet mutated.
2 Hairy Face
The Bearmen have
grown hair all over their bodies. Apart from looking scruffy,
this has no effect on their combat ability.
3 Slow Intellect
The Bearmen are
extremely slow to react due to their partial transformation of
their minds. They now must attack last in the Monsters' Phase
each turn.
4 Strength
The arms and legs
of the Bearmen have developed the muscles of a bear. Their Strength
is increased by +1.
5 Sharp Claws
Sharp Claws have
grown on the fingers of the Bearmen. They cause an extra +1 damage.
6 Thick Skin
The Thick skin
of a bear protects the Bearmen from harm. Each Bearman gains +1
Toughness.
POLAR
BEAR
Polar bears are cousins
of the bears found in the Old World. They have a thick layer of
white fur to protect them from the freezing cold conditions in Norsca.
|
Polar Bear |
Wounds |
15 |
Move |
6 |
Weapon Skill |
3 |
Ballistic
Skill |
- |
Strength |
4 |
Toughness |
4 |
Armour |
- |
Initiative |
3 |
Attacks |
2 |
Damage |
2D6 |
Gold |
400 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Polar Bear |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Polar Bear
-
JOTUNN
A Jotunn is a Norse
Warrior enhanced in size almost to the size of a Giant. However,
a Jotunn is more intelligent than a Giant, preferring just to beat
the innards out of anyone that comes near.
|
Jotunn |
Wounds |
58 |
Move |
7 |
Weapon Skill |
5 |
Ballistic
Skill |
3+ |
Strength |
7 |
Toughness |
6 (10) |
Armour |
4 |
Initiative |
3 |
Attacks |
4 |
Damage |
4D6 |
Gold |
2400 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Jotunn |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Jotunn
Fear 11; Ignore Blows
5+; Ignore Pain 8; Large Monster; Mighty Blow; Never Pinned; Throw
Rock (Str 5, One at end of each Monsters' Phase).
Mighty Blow
A Jotunn is extremely
large and heavy. When he attacks a Warrior, the attack carries into
the next square. Treat this ability as a death blow, although the
Warrior doesn't have to be dead for the Jotunn to carry on his attacks.
ULFJARL
Ulfjarl are Ulfwerenar
who have learnt to control their transformation and can stop halfway
through. They prefer to remain that way for fights, giving the manoeuvrability
of man and the ferocity of a wolf.
|
Ulfjarl |
Wounds |
12 |
Move |
6 |
Weapon Skill |
4 |
Ballistic
Skill |
6+ |
Strength |
5 |
Toughness |
4 |
Armour |
- |
Initiative |
8 |
Attacks |
2 |
Damage |
1D6 |
Gold |
290 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Ulfjarl |
2 |
3 |
2 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Ulfjarl
Fear 5; Frenzy 5+.
DOOMBRINGERS
Doombringers are
the most deadliest of the Norse Warriors. In battle, they think
nothing of the consequences of their actions, charging at their
nearest enemy, whether it be a Goblin or a Dragon.
|
Doombringer |
Doombringer
Leader |
Doombringer
Jarl |
Doombringer
King |
Wounds |
20 |
23 |
32 |
40 |
Move |
6 |
6 |
6 |
6 |
Weapon Skill |
3 |
4 |
5 |
6 |
Ballistic
Skill |
- |
- |
- |
- |
Strength |
6 |
6 |
6 |
7 |
Toughness |
4 |
4 |
4 |
4 |
Armour |
- |
- |
- |
- |
Initiative |
6 |
7 |
8 |
9 |
Attacks |
3 |
4 |
5 |
6 |
Damage |
1D6 |
2D6 |
3D6 |
4D6 |
Gold |
450 |
900 |
1500 |
2000 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Doombringer |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Doombringer
Leader |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Doombringer
Jarl |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Doombringer
King |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Doombringer
Immune to Fear.
Doombringer Leader
Immune to Fear; Magic Item.
Doombringer Jarl
Immune to Fear; Magic Item; Magic
Weapon.
Doombringer King
Immune to Fear; Magic Item x 2; Magic
Weapon.
NORSE
SHAMANS
Norse Shamans are
raggedly dressed, unkempt men who carry belts adorned with dead
birds, small dead animals and all manner of strange and disgusting
items. When they fight their mouth froths and their eyes go wild.
They leap around chanting at the top of their voices.
|
Norse Shaman |
Norse Shaman
Champion |
Master Norse
Shaman |
Norse Shaman
Lord |
Wounds |
8 |
15 |
24 |
30 |
Move |
4 |
4 |
4 |
4 |
Weapon Skill |
3 |
3 |
4 |
4 |
Ballistic
Skill |
4+ |
4+ |
3+ |
3+ |
Strength |
3 |
4 |
4 |
4 |
Toughness |
4 |
4 |
4 |
4 |
Armour |
- |
- |
- |
- |
Initiative |
4 |
4 |
5 |
6 |
Attacks |
1 |
1 |
2 |
3 |
Damage |
1D6 |
2D6 |
3D6 |
3D6 |
Gold |
420 |
1200 |
2190 |
3250 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Norse Shaman |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Norse Shaman
Champion |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Master Norse
Shaman |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Norse Shaman
Lord |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Norse Shaman
Ice Magic 1; Fear
4; Hate All; Magic Item; Magic Resistance 6+.
Norse Shaman Champion
Ice Magic 2; Fear
4; Hate All; Magic Item; Magic Resistance 6+; Magic Weapon.
Master Norse Shaman
Ice Magic 3; Fear
4; Hate All; Magic Item x 2; Magic Resistance 5+; Magic Weapon.
Norse Shaman Lord
Ice Magic 4; Fear
4; Hate All; Magic Item x 3; Magic Resistance 5+; Magic Weapon.
RUNEPRIESTS
Some Norse receive
visions of runes when they are young. If they seek the meaning of
these runes and learn how to invoke them, they will become Runepriests.
Runepriests are able to call upon the power of the runes to aid
their comrades in battle.
|
Runedreamer |
Runeseeker |
Runemaster
|
Godi |
Wounds |
10 |
20 |
30 |
40 |
Move |
4 |
4 |
4 |
4 |
Weapon Skill |
3 |
4 |
5 |
6 |
Ballistic
Skill |
4+ |
4+ |
3+ |
2+ |
Strength |
3 |
4 |
4 |
5 |
Toughness |
4 |
5 |
5 |
6 |
Armour |
- |
- |
- |
- |
Initiative |
4 |
5 |
5 |
6 |
Attacks |
1 |
2 |
3 |
4 |
Damage |
1D6 |
2D6 |
3D6 |
3D6 |
Gold |
500 |
1000 |
2000 |
3000 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Runedreamer |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Runeseeker |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Runemaster |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Godi |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Runedreamer
Invoke Runes 1; Magic Item.
Runeseeker
Invoke Runes 2; Magic Item; Magic
Weapon.
Runemaster
Invoke Runes 3; Magic Item x 2; Magic
Weapon.
Godi
Invoke Runes 4; Magic
Item x 3; Magic Resistance 6+; Magic Weapon.
Invoke Runes
Norse Runepriests
have the power to invoke the runes. At the beginning of each turn
roll 1D6 on the Runepriest Rune table to determine which runes he
invokes. All Norse troops can have Norse Runes invoked on them except
for Monsters (eg. Polar Bear, Jotunn etc). When the Runepriest invokes
the runes he selects a group of Norse at random (eg. Norse Warriors,
Vikings, etc) and applies the effects of the rune to them. All models
in the group are affected the same way. A group of Norse can have
more than 1 rune invoked on them in a battle. The effects of the
runes will last until each Monster is killed.
Runepriests Runes
When the Norse Runepriest
is required to invoke the power of the runes, roll 1D6 on the following
table to determine which type he invokes.
1-2 Common
Rune
3-5 Arcane
Rune
6 Power
Rune
Common Runes
1 Rune of
Swiftness
The Monster's senses
become increased, increasing its reactions. It gains +1 Initiative.
2 Rune of
Speed
The Monster can
move much faster and gains +1 to its Movement.
3 Rune of
Hunting
The Monster's eyesight
becomes sharper and it is able to pick out details at a longer
range. It gains +1 Ballistic Skill.
4 Rune of
Glory
This rune bestows
upon its target the ability to become a better fighter. The Monster
gains +1 Weapon Skill.
5 Rune of
Strength
The Monster's muscles
ripple and enlarge. It gains +1 Strength.
6 Rune of
Protection
This rune hardens
the skin of the Monster, giving it +1 Toughness.
Arcane Runes
1 Rune of
Fear
This rune creates
an illusion of a fearsome Monster around the target. It has Fear
5. The Warriors must immediately make a Fear test. If they fail
they are scared of the target Monster.
2 Rune of
Skill
The rune increases
the skill of the Monster. It gains +1 to all of its To Hit rolls,
either hand to hand or missile combat.
3 Rune of
Battle
This rune increases
the Monster's Attacks by +1, making him more deadly.
4 Rune of
Regeneration
The Monster's body
is able to heal itself. The Monster gains the Regenerate
1 skill.
5 Rune of
Might
The Monster gains
an extra Damage Dice.
6 Rune of
Life
The Monster feels
rejuvenated. It has its Wounds healed back to full!
Power Runes
A Power Rune may
only be invoked on the Norse Runepriest himself. It enables him
to cast 1 Ice Magic Spell per turn at the beginning of the Monsters'
Phase. A Norse Runepriest may only ever have one Power Rune. If
he invokes another one, roll again on the Runepriests Runes table.
YETI
Yetis live in caves
in the mountains of Norsca. They rarely let themselves be seen by
man, but when they do it is to kill them and drag them back to their
caves, before eating them.
|
Yeti |
Wounds |
20 |
Move |
6 |
Weapon Skill |
4 |
Ballistic
Skill |
6+ |
Strength |
4 |
Toughness |
4 |
Armour |
- |
Initiative |
3 |
Attacks |
2 |
Damage |
2D6 |
Gold |
550 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Yeti |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Yeti
Fear 5; Hug 6.
DIRE
WOLF
Dire Wolves have
been tainted by warpstone and thus differ from normal wolves. They
find great delight in hunting and slaying other creatures and have
incredibly sharp claws which rip into flesh and snap bones with
ease.
|
Dire Wolf |
Wounds |
9 |
Move |
10 |
Weapon Skill |
5 |
Ballistic
Skill |
- |
Strength |
4 |
Toughness |
4 |
Armour |
- |
Initiative |
7 |
Attacks |
2 |
Damage |
2D6 |
Gold |
700 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Dire Wolf |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Dire Wolf
Death Frenzy; Frenzy
5+.
Death Frenzy
When a Dire Wolf
knows that it is about to die it goes into an uncontrollable rage.
It lashes out at all models adjacent to it, whether fried or foe.
When a Dire Wolf is reduced to 0 Wounds, before removing the model
from the table make a To Hit roll on each adjacent model with a
-1 modifier. Any model that suffers a hit takes normal damage.
SNOW
TROLL
Snow Trolls are excellent
trackers and can follow their prey for many hundreds of miles if
need be. They have wickedly sharp claws which can slice through
their prey with one slash. Snow Trolls excel in fighting and once
in battle they are devastating.
|
Snow Troll |
Wounds |
25 |
Move |
6 |
Weapon Skill |
4 |
Ballistic
Skill |
6+ |
Strength |
5 |
Toughness |
4 |
Armour |
- |
Initiative |
1 |
Attacks |
3 |
Damage |
2D6 |
Gold |
850 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Snow Troll |
2 |
3 |
2 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Snow Troll
Fear 6; Frenzy 6+;
Regenerate 2*.
* A Snow Troll
cannot regenerate in the same turn as its flesh is burnt, either
from natural fire or from a magic weapon.
MAMMOTH
A Mammoth is one
of the largest land creatures in the Warhammer World. It is very
thick skinned and has a layer of white fur which protects it from
harm and the cold. Its huge tusks can skewer anyone within reach
and it can trample a normal human to death in seconds. The War Mammoth
Battle Tower consists of a small tower strapped to the back of the
Mammoth. Inside the tower are a small number of Norse warriors with
missile weapons. They fire these through small slits at their enemies
while staying protected inside the tower.
|
Mammoth |
Battle Tower |
Wounds |
60 |
25 |
Move |
8 |
- |
Weapon Skill |
3 |
- |
Ballistic
Skill |
- |
- |
Strength |
7 |
- |
Toughness |
6 (9) |
6 |
Armour |
3 |
- |
Initiative |
1 |
- |
Attacks |
4 |
- |
Damage |
4D6 |
- |
Gold |
2500 |
250 |
ENEMY'S WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Mammoth |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Mammoth
Ignore Blows 5+;
Ignore Pain 6; Large Monster; Rampage; Terror 11; Trample 4.
Battle Tower
The Warriors cannot
attack the Battle Tower except with spells or missile weapons. If
the Battle Tower is destroyed, all the Norse on it will fall off
- place them on adjacent squares, moving any other models out of
the way if necessary. If the Warriors succeed in killing the Mammoth,
the Battle Tower will topple over, depositing the Norse as above.
The Howdah is so heavy that the Mammoth carrying it has its movement
value reduced by -2.
Norse
Bestiary by Andrew Brockhouse.
|