Source: Warhammer Armies Project: Unofficial 9th Edition

Army List: Norsca
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Norsca

Based on PDF Version 1.1, Last Modified: 2023 March 29 @ 09:07

Army Special Rules

This section describes all the different units used in a Norse army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring 'army special rules' that apply to several Norse units, and these are detailed here.

Whenever a model with this special rule makes a successful charge (including Counter-Charge, Pursuit and Overrun), they are subject to Frenzy in the following first round of close combat.

A fur cloak gives the wearer the Natural Armour (6+) special rule against missile attacks.

A unit where the majority of the models have this special rule can declare to use Counter-Charge as a charge reaction (including Frenzied units) if they are charged to the front by an enemy that is more than its Movement value away from the Norse unit.

Before the enemy roll their charge distance, the Norse unit must take a Leadership test. If failed, treat the charge reaction as a Hold. If passed, the Norse unit moves 2D3" forwards using the Random Movement special rule, but stopping within 1" of any enemy unit. They may also use any Quick to Fire weapons they might have before they move.

The enemy unit then rolls their charge distance and complete the charge as normal. If the charge is successful, then both units will counts as charging in the ensuing combat phase.

Lords

King. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 pts

MWSBSSTWIALd
King474443649

Troop Type: Infantry (Character)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Spear (3 pts)

    • Additional hand weapon (3 pts)

    • Great weapon (8 pts)

  • May take throwing axes (5 pts)

  • May carry a shield (3 pts)

  • May wear a fur cloak (1.5 pts)

  • May upgrade to medium armour (3 pts)

  • May be mounted one of the following:

    • Warhorse (18 pts)

    • War Wolf Chariot (replacing one of the crew) (70 pts)

    • War Mammoth (replacing one of the crew) (325 pts)

  • May take one Saga and/or magic items up to a total of 100 pts

Blood Rage, Counter-Charge

Vitki. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

MWSBSSTWIALd
Vitki433343318

Troop Type: Infantry (Character)

Magic: Vitki is a Level 3 Wizard who uses spells from the Lore of Fire, the Lore of Beasts, the Lore of Heavens, the Lore of Shadow or the Lore of Death.

Hand weapon.

  • May be upgraded to a Level 4 Wizard (35 pts)

  • May wear a fur cloak (1.5 pts)

  • May take magic items up to a total of 100 pts

Heroes

Jarl. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts

MWSBSSTWIALd
Jarl464442538

Troop Type: Infantry (Character)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Spear (2 pts)

    • Additional hand weapon (2 pts)

    • Great weapon (6 pts)

  • May take throwing axes (5 pts)

  • May carry a shield (2 pts)

  • May wear a fur cloak (1 pt)

  • May upgrade to medium armour (2 pts)

  • May be mounted one of the following:

    • Warhorse (12 pts)

    • War Wolf Chariot (replacing one of the crew) (70 pts)

  • May take one Saga and/or magic items up to a total of 50 pts

  • One Skald or Jarl in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total 25 pts.

Blood Rage, Counter-Charge

Seer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Seer433332317

Troop Type: Infantry (Character)

Magic: Seer is a Level 1 Wizard who uses spells from the Lore of Fire, the Lore of Beasts, the Lore of Heavens, the Lore of Shadow or the Lore of Death.

Hand weapon.

  • May be upgraded to a Level 2 Wizard (35 pts)

  • May wear a fur cloak (1 pt)

  • May take magic items up to a total of 50 pts

Beastmaster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 pts

MWSBSSTWIALd
Beastmaster454442428

Troop Type: Infantry (Character)

Hand weapon.

  • May be armed with any of the following:

    • Additional hand weapon (2 pts)

    • Throwing axes (5 pts)

    • Bow (5 pts)

  • May wear a fur cloak (1 pt)

  • May take magic items up to a total of 25 pts

Beastmaster, Blood Rage, Counter-Charge

A Beastmaster may only join units of War Wolves, Ice Wolves or Snow Trolls, following the rules for Mixed Units. All War Wolves, Ice Wolves or Snow Trolls joined by a Beastmaster gain the Devastating Charge special rule. However, a Beastmaster may never be your Army General.

Skald. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts

MWSBSSTWIALd
Skald444442428

Troop Type: Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon 2 pts

    • Great weapon 4 pts

  • May take throwing axes 5 pts

  • May wear light armour 2 pts

  • May wear a fur cloak 1 pt

  • May take magic items up to a total of 50 pts

  • One Skald or Jarl in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total 25 pts.

Blood Rage, Counter-Charge, Skald

A Skald counts as a Musician, and may not be the army's General. At the start of the Norse turn, the Skald may choose one of the following songs or tales to tell his unit. Each song can only be sung once per battle by the same Skald, and any unit can only be affected by it once per battle, and only one per turn. Each effect lasts until the start of the next Norse turn.

  • The Ballad of Three Heroes: All models in the unit gain +1 Attack.

  • The Tale of Beowulf: All models in the unit gain the Stubborn and Immunity (Psychology) special rules.

  • The War Chant of Olric: All models in the unit gain +1 To Wound in close combat.

Valkyrie. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts

MWSBSSTWIALd
Valkyrie454442539

A Valkyrie may not be the army's General.

Troop Type: Infantry (Character)

Hand weapon, light armour, shield.

  • May be armed with a spear (free)

  • May take magic items up to a total of 50 pts

Counter-Charge, Fly (10), Immunity (Psychology), Messenger of the Gods

A Valkyrie counts as having the Inspiring Presence ability with a range of 6".

Ulfjarl. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

MWSBSSTWIALd
Ulfjarl760554548

Troop Type: Monstrous Beast (Character)

  • May take Talisman up to a total of 50 pts

Counter-Charge, Frenzy, Hidden, Regeneration (4+)

Mounts

Mounts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Warhorse830331315

Troop Type: War Beast (Animal)

Core Units

Bondsmen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Bondsman433331317
Herse433331327

Unit Size: 10+

Troop Type: Infantry

Hand weapon, shield.

  • May upgrade one Bondsman to a Herse (10 pts)

  • May upgrade one Bondsman to a musician (10 pts)

  • May upgrade one Bondsman to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may choose one of the following:

    • Spears (1 pt per model)

    • Replace shields with bows (2 pts per model)

  • The entire unit may wear light armour (1 pt per model)

  • The entire unit may wear fur cloaks (½ pt per model)

Blood Rage, Counter-Charge

Marauders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Marauder443331317
Jerg443331327

Unit Size: 10+

Troop Type: Infantry

Hand weapon.

  • May upgrade one Marauder to a Jerg (10 pts)

  • May upgrade one Marauder to a musician (10 pts)

  • May upgrade one Marauder to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may be armed with great weapons (2 pts per model)

  • The entire unit may be armed with shields (1 pt per model)

  • The entire unit may wear light armour (1 pt per model)

  • The entire unit may wear fur cloaks (½ pt per model)

Blood Rage, Counter-Charge

Reavers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Reaver443331318
Helmsman443331328

Unit Size: 10+

Troop Type: Infantry

Hand weapon, shield.

  • May upgrade one Reaver to a Helmsman (10 pts)

  • May upgrade one Reaver to a musician (10 pts)

  • May upgrade one Reaver to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may be armed with any of the following:

    • Additional hand weapons (1 pt per model)

    • Throwing axes (1 pt per model)

  • The entire unit may wear light armour (1 pt per model)

  • The entire unit may wear fur cloaks (½ pt per model)

Ambushers, Blood Rage, Counter-Charge

Whalers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Whaler433331317
Kraken Slayer434331317

Unit Size: 10+

Troop Type: Infantry

Hand weapon, javelin.

  • May upgrade one Whaler to a Kraken Slayer (10 pts)

  • May upgrade one Whaler to a musician (10 pts)

  • The entire unit may be armed with shields (1 pt per model)

Blood Rage, Counter-Charge, Skirmishers

Thralls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 pts per model

MWSBSSTWIALd
Thrall422331315
Slaver432331317

Unit Size: 20+

Troop Type: Infantry

Hand weapon, sling.

  • May upgrade one Thrall to a Slaver (20 pts)

  • May upgrade one Thrall to a musician (5 pts)

  • May upgrade one Thrall to a standard bearer (5 pts)

  • The entire unit may replace their slings with one of the following:

    • Spears (free)

    • Javelins (free)

  • The entire unit may be armed with shields (½ pt per model)

Expendable, Mixed Unit

Norse Horsemen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Horseman443331317
Horsemaster443331327
Warhorse830331315

You may not have more units of Norse Horsemen than you have units of Bondsmen, Marauders and/or Reavers.

Unit Size: 5+

Troop Type: Cavalry

Hand weapon, shield.

  • May upgrade one Horseman to a Horsemaster (10 pts)

  • May upgrade one Horseman to a musician (10 pts)

  • May upgrade one Horseman to a standard bearer (10 pts)

  • The entire unit may be armed with one of the following:

    • Spears (1 pt per model)

    • Throwing axes (1 pt per model)

    • Javelins (1 pt per model)

  • The entire unit may wear light armour (1 pt per model)

  • The entire unit may wear fur cloaks (½ pt per model)

Blood Rage, Counter-Charge, Fast Cavalry

War Wolves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
War Wolf930331315

Unit Size: 5+

Troop Type: War Beast

Special Units

Huscarls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Huscarl443431418
hersir443431428

Unit Size: 10+

Troop Type: Infantry

Hand weapon, light armour, shield.

  • May upgrade one Huscarl to a Hersir (10 pts)

  • May upgrade one Huscarl to a musician (10 pts)

  • May upgrade one Huscarl to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may be armed with great weapons (2 pts per model)

  • The entire unit may upgrade to medium armour (1 pt per model)

  • The entire unit may wear fur cloaks (½ pt per model)

Blood Rage, Counter-Charge, Shieldwall, Stubborn

All models with this special rule gain an additional +1 to their armour save against missile attacks to their front and sides from their shields.

Berserkers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 pts per model

MWSBSSTWIALd
Berserker443441418
Shieldbiter443441428

Unit Size: 10+

Troop Type: Infantry

Hand weapon, Fur Cloak, shield.

  • May upgrade one Berserker to a Shieldbiter (10 pts)

  • May upgrade one Berserker to a musician (10 pts)

  • May upgrade one Berserker to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may replace their shields with one of the following:

    • Additional hand weapons (free)

    • Great weapons (1 pt per model)

  • The entire unit may be Skirmishers (free)

Counter-Charge, Devastating Charge, Frenzy

Shieldmaidens. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Shieldmaiden444331417
Shieldsister444331427

Unit Size: 10+

Troop Type: Infantry

Hand weapon, shield.

  • May upgrade one Shieldmaiden to a Shieldsister (10 pts)

  • May upgrade one Shieldmaiden to a musician (10 pts)

  • May upgrade one Shieldmaiden to a standard bearer (10 pts)

    • May carry a magic standard worth up to 25 pts

  • The entire unit may be armed with javelins (2 pts per model)

  • The entire unit may wear light armour (1 pt per model)

  • The entire unit may wear fur cloaks (½ pt per model)

Blood Rage, Counter-Charge, Shield Parry

Shieldmaidens may re-roll failed Parry saves.

Hunters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Hunter444331418
Huntmaster445331418

Unit Size: 5-20

Troop Type: Infantry

Hand weapon, bow.

  • May upgrade one Hunter to a Huntmaster (10 pts)

  • May upgrade one Hunter to a musician (10 pts)

  • The entire unit may take additional hand weapons (1 pt per model)

  • The entire unit may wear fur cloaks (½ pt per model)

Blood Rage, Counter-Charge, Scouts, Skirmishers

Ulfwerenar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 pts per model

MWSBSSTWIALd
Ulfwerenar750441527
Werekin750441537

Unit Size: 5+

Troop Type: War Beast

  • May upgrade one Ulfwerenar to a Werekin (10 pts)

  • The entire unit may be Skirmishers (free)

Counter-Charge, Fear, Frenzy, Regeneration (4+)

Skin Wolves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 pts per model

MWSBSSTWIALd
Skin Wolf750443537

Unit Size: 3+

Troop Type: Monstrous Beast

Counter-Charge, Frenzy, Regeneration (5+)

War Wolf Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 pts per model

MWSBSSTWIALd
War Wolf Chariot8--544---
Marauder Crew-433--317
War Wolf-303--31-

Unit Size: 1 Chariot, 2 Marauder Crew & 2 War Wolves

Troop Type: Chariot (Armour Save 6+)

Spear, javelins, scythes.

  • The Marauder Crew take any of the following:

    • Light armour (5 pts)

    • Shields (5 pts)

    • Fur cloaks (3 pts)

Blood Rage, Counter-Charge

Ice Wolves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 pts per model

MWSBSSTWIALd
Ice Wolf940543436

Unit Size: 3+

Troop Type: Monstrous Beast

Ice Attacks

Norse Cold One Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Cold One Rider443331317
Cold One730441223

Can only be taken be taken if Flóki 'Lostson' is in your army.

Unit Size: 5+

Troop Type: Cavalry

Hand weapon, shield.

Blood Rage, Counter-Charge, Fear, Natural Armour (6+), Stupidity

Rare Units

Werebeast. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170 pts per model

MWSBSSTWIALd
Werebeast740554446

Unit Size: 1

Troop Type: Monster

  • May choose any of the following:

    • Knitting Flesh 10 pts

    • Scaly Hide 8 pts

    • Snarling Fangs 15 pts

    • Steel-hard Claws 5 pts

The Werebeast gains the Regeneration (4+) special rule.

The Werebeast gains the Natural Armour (5+) special rule.

The Werebeast gains the Multiple Wounds (D3) special rule.

The Werebeast gains the Armour Piercing (1) special rule.

Counter-Charge, Frenzy, Hatred, Raging Beast, Regeneration (5+), Unbreakable

For the purposes of calculating combat result bonuses, a Werebeast counts as having no flanks or rear.

Snow Trolls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 pts per model

MWSBSSTWIALd
Snow Troll631543236

Unit Size: 3+

Troop Type: Monstrous Infantry

Armour Piercing (1), Frenzy, Frost Breath, Regeneration (4+), Stupidity

Instead of attacking normally, the whole unit can choose to breathe ice on the enemy. Each model inflicts one automatic Strength 4 hit with the Ignores Armour Saves and Ice Attacks special rule, distributed as hits from shooting.

Frost Giant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts per model

MWSBSSTWIALd
Frost Giant6406663510

Unit Size: 1

Troop Type: Monster

Hand weapon.

  • May choose one the following:

    • Shield (6 pts)

    • Additional hand weapon (6 pts)

    • Great weapon (10 pts)

  • May choose one the following:

    • Light armour (6 pts)

    • Medium armour (12 pts)

Ice Attacks, Immunity (Psychology), Stubborn

Cursed Ettin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 pts per model

MWSBSSTWIALd
Cursed Ettin640666257

Unit Size: 1

Troop Type: Monster

  • May choose one of the following:

    • Gibberer (15 pts)

    • Man Scyther (10 pts)

    • Rune Caller (25 pts)

    • Scaled Horror (25 pts)

All enemy units within 8" of the Cursed Ettin suffer -1 to their Leadership. This has no effect on models with Immunity (Psychology).

The Cursed Ettin loses the Hammer Hand special rule but gains the Impact Hits (D6+1) special rule and +1 Attack.

The Cursed Ettin loses the Hammer Hand special rule but becomes a Level 1 Wizard that uses spell from the Lore of Beasts, Shadow or Death. Should the Cursed Ettin miscast, their personality will automatically shift (with no Leadership test required).

The Cursed Ettin gains the Natural Armour (4+) special rule. In addition, whenever it suffers an unsaved Wound in close combat, the unit which inflicted the wound suffer D6 Strength 2 Hits with the Poisoned Attacks special rule.

Bitter Cruelty, Hammer Hand, Regeneration (5+), Stubborn, Two-headed

When the Cursed Ettin charged an enemy unit in the flank or rear, the bonus to its combat resolution is doubled.

The Hammer Hand is an additional Attack that is resolved at Strength 8 with the Heroic Killing Blow special rule.

Choose which personality of the Cursed Ettin to be in control at the start of the game. At the end of any phase in which the Cursed Ettin has suffered a Wound, it must take a Leadership test. If passed, the Cursed Ettin retains its current personality, if failed the other takes over.

  • The Betrayer: The Cursed Ettin has the Hatred and Bitter Cruelty special rule.

  • The Savage: The Cursed Ettin has +1 Strength, -1 Weapon Skill, -1 Leadership, Frenzy.

Ice Drake. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 pts per model

MWSBSSTWIALd
Ice Drake650555447

Unit Size: 1

Troop Type: Monster

Fly (8), Ice Attacks, Natural Armour (4+)

War Mammoth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .325 pts per model

MWSBSSTWIALd
War Mammoth83076101*5
Marauder Crew-433--317

See Mammoth Special Rules for detailed special rules.

Unit Size: 1 Mammoth & 5 Crew

Troop Type: Monster

Hand weapon, javelin.

Immunity (Psychology), Impact Hits (D6+1), Large Target (10), Mammoth Attacks, Natural Armour (5+)

Special Characters - Lords

Erik Redaxe. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .270 pts

MWSBSSTWIALd
Erik Redaxe4744436510

Troop Type: Infantry (Special Character)

Medium armour, shield.

Magic Items / Abilities: Battle-Troll, Saga of the Eternal Warrior, Saga of the Shining Hero

Attacks from this weapon Ignores Armour Saves. In addition, it gives Erik a Ward Save (4+).

Once this model is reduced to 0 Wounds, roll a D6; on a 4+ the model remains fighting with 1 Wound. This has no effect against Killing Blow or other attacks that would instantly kill the model.

The model gains the Inspiring Presence ability with a 6" range. If this is taken by the army General, their Inspiring Presence ability range is increased by 6".

Blood Rage, Counter-Charge, Fear, Invocation of Thunder

Once per game, at the beginning of any of your turns, Erik may call upon the Invocation of Thunder. The effects of the Invocation last until the start of the next Norse turn. All missile fire during this time suffers -1 to hit. One enemy unit of your choice suffers D6 Strength 4 hits which Ignores Armour Saves.

Sturmjarl. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .315 pts

MWSBSSTWIALd
Sturmjarl453443528

Troop Type: Infantry (Special Character)

Magic: Sturmjarl is a Level 4 Wizard who uses spells from the Lore of Heavens or the Lore of Shadow.

Hand weapon.

Magic Items / Abilities: Ejsgard Runes, Gift of Tchar, Staff of Storms

Sturmjarl may reroll one failed attempt to dispel a spell once per Magic phase.

Every time Sturmjarl casts a spell he may use one additional free power dice. If you roll a 1 on this dice, Sturmjarl is overcome by the mischievous schemes of Tchar and must immediately pass a Leadership test or suffer a Miscast.

Sturmjarl and any unit he joins are treated as if in soft cover. In addition, whenever Sturmjarl casts a magic missile spell, he may re-roll the number of hits caused by the spell.

Hymns of Malice

If Sturmjarl is in a unit with the Blood Rage rule, then the unit is subject to Hatred.

Keorl Thunderhand. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 pts

MWSBSSTWIALd
Keorl Thunderhand474443649

Troop Type: Infantry (Special Character)

Medium armour.

Magic Items / Abilities: Dragonslayer, Torgrim's Circlet, Saga of the Beastslayer

Dragonslayer gives the wielder +3 to his Strength and the Multiple Wounds (D3) special rule. When used against Dragons, it Wounds on a 2+ and has the Multiple Wounds (D6) special rule. In addition, it causes Fear against Dragons even if they are normally immune to it.

Keorl gains Immunity (Flaming Attacks, Breath Weapons). In addition, due to the reflecting qualities of the circlet, any model targeting Keorl or the unit he has joined with a Flaming Attack must roll a D6 for each Hit; on a 4+, the Hit is instead reflected back onto the attacker.

The model gains Immunity (Terror). In addition, they gain +1 To Hit and To Wound when fighting War Beasts, Monstrous Beasts or Monsters in close combat.

Blood Rage, Counter-Charge

Fenrir Wolfclaw. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .235 pts

MWSBSSTWIALd
Fenrir Wolfclaw774554659

Troop Type: Monstrous Beast (Special Character)

Magic Items / Abilities: Runic Shackles

The Runic Shackles grant Fenrir a Ward Save (6+). and the Magic Resistance (2) special rule.

Counter-Charge, Frenzy, King of the Wolfkin, Regeneration (5+), Tormented Mind

If Fenrir is your Army General, Ulfwerenar counts as Core Units instead of Special Units. In addition, all friendly units of Ulfwerenar and Skin Wolves within 12" of Fenrir may re-roll their charge distance results (including Counter-Charge).

At the start of each of your turns, Fenrir must take a Leadership test. If passed, Fenrir retains control over his mind and acts as normal this turn. If failed, he will automatically fail any Berserk Rage test he is required to make this turn, but he may also re-roll all failed rolls To Hit in close combat.

Styrmir Rimefrost. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .465 pts

MWSBSSTWIALd
Styrmir Rimefrost6637673610

Styrmir may never be the army's General. If Styrmir is included in your army, you may take 1-2 Frost Giants as a single Rare choice.

Troop Type: Monster (Special Character)

Magic Items / Abilities: Rixbrand, Glacier Plates

Great weapon. Rixbrand gives Styrmir the Heroic Killing Blow and Ice Attacks special rules.

The Glacier Plates gives Styrmir a Ward Save (4+) against all missile attacks and Immunity (Ice Attacks).

Ice Breath, Immunity (Psychology), Stubborn

Ice Breath is a Breath Weapon Attack. Hits are resolved at Strength 4 with the Ignores Armour Saves and Ice Attacks special rule. Any hits are distributed as hits from shooting.

Special Characters - Heroes

Flóki 'Lostson'. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 pts

MWSBSSTWIALd
Flóki 'Lostson'464442538
Sharptooth730441223

If your army contains Flóki 'Lostson', you may upgrade one unit Norse Horsemen to Norse Cold One Riders for +6 points per model. This unit counts as a Special Choice.

Troop Type: Cavalry (Special Character)

Light armour.

Magic Items / Abilities: Obsidian Axe, Old Bloodied Cloak, Gilded Trinket

Great weapon. All attacks made with this weapon has the Ignores Armour Saves special rule.

Fur Cloak. Models from Warhammer: Lizardmen are subject to Hatred when fighting against Flóki and any unit he joined. Whenever Flóki rolls a 6 To Hit in close combat, he immediately makes another Attack; roll To Hit and To Wound as normal. Attacks generated this way do not generate further Attacks.

The Gilded Trinket grants Flóki a Ward Save (5+). In addition, he and any unit he has joined has the Forest Strider special rule.

Blood Rage, Counter-Charge, Fear, Fearless, Natural Armour (6+), Stupidity, Warhird of Skeggi

Flóki 'Lostson' and any unit he joined may re-roll Psychology tests.

If your army contains Flóki 'Lostson', you may upgrade one unit Norse Horsemen to Norse Cold One Riders, gaining the Fear, Natural Armour (6+) and Stupidity special rules. This unit counts as a Special Choice.

Drenok Johansen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135 pts

MWSBSSTWIALd
Drenok464442538

Troop Type: Infantry (Special Character)

Light armour.

Magic Items / Abilities: Ice Fang Axe, Sabertusk Tiger Hide, Saga of the Relentless Warrior

Great weapon. The Ice Fang Axe gives Drenok the Armour Piercing (1) and Multiple Wounds (D3) special rule.

Fur cloak. The Sabertusk Tiger Hide gives the wearer the Fear special rule.

The character gains +1 Attack for every enemy model in base contact with them when it is their turn to strike, up to a maximum of +3.

Blood Rage, Counter-Charge

Bragi Sturluson. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 pts

MWSBSSTWIALd
Bragi Sturluson444442428

Troop Type: Infantry (Special Character)

Hand weapon, light armour.

Magic Items / Abilities: Loreweaver's Harp

The Loreweaver's Harp fires as a missile weapon with the following profile:

RangeStrengthSpecial Rules
18"4-

Blood Rage, Counter-Charge, Rune-etched Tongue, Skald

Any Skald song sung by Bragi affects all friendly units within 8" of him, rather than just his unit.

A Skald counts as a Musician, and may not be the army's General. At the start of the Norse turn, the Skald may choose one of the following songs or tales to tell his unit. Each song can only be sung once per battle by the same Skald, and any unit can only be affected by it once per battle, and only one per turn. Each effect lasts until the start of the next Norse turn.

  • The Ballad of Three Heroes: All models in the unit gain +1 Attack.

  • The Tale of Beowulf: All models in the unit gain the Stubborn and Immunity (Psychology) special rules.

  • The War Chant of Olric: All models in the unit gain +1 To Wound in close combat.

Sigrun the Proud. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts

MWSBSSTWIALd
Sigrun the Proud464442638

Troop Type: Infantry (Special Character)

Light armour.

Magic Items / Abilities: Eagle's Talon, Valkmira, Protector's Shield, Saga of the Ever-Vigilant

Eagle's Talon gives Sigrun the Flaming Attacks and Strength Bonus (2) special rules.

Shield. Any models targeting Sigrun in close combat or with missile attacks must re-roll successful rolls To Hit.

Model on foot with shield only. The character gains the Parry (6+) special rule, and enemies suffer -1 To Hit the model in close combat.

Blood Rage, Counter-Charge, Defiant, Shield Bash, Shield Parry

Sigrun, and any unit of Shieldmaidens that she joins, has the Stubborn special rule.

For every successful Parry save made by Sigrun, she immediately gets to make an additional Attack back against the model that struck the blow. This attack does not benefit from the effects of her weapon.

Shieldmaidens may re-roll failed Parry saves.

Njal Troelson. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 pts

MWSBSSTWIALd
Njal Troelson456442538

Troop Type: Special Character (Infantry)

Two hand weapons, throwing axes.

Magic Items / Abilities: Steelbane, Scrimshaw Talisman, Saga of the Glorious Hunter

Longbow. Attacks made with Steelbane are resolved at Strength 4 with the Killing Blow special rule.

The Scrimshaw Talisman grants Njal a Ward Save (5+), and enemy missile attacks targeted at him or his unit suffer -1 To Hit.

Model on foot only. After deployment, but before the first turn begins, select a single character or monster in your opponent’s army. This is the character's primary quarry. The character may re-roll all failed To Hit and To Wound rolls against his primary quarry in close combat and with missile attacks.

Blood Rage, Counter-Charge, Hatred (Empire), Scouts, Sniper

Jora and Bjorn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .245 pts

MWSBSSTWIALd
Jora454442538
Bjorn660554548

Troop Type (Jora): Infantry (Special Character)

Troop Type (Bjorn): Monstrous Beast (Special Character)

Light armour.

Magic Items / Abilities (Jora): Baernsonling Broadsword

Great weapon. Each successful Hit with this weapon is multiplied into 2 Hits.

Blood Rage, Counter-Charge, Deep Bond, Regeneration (4+) (Bjorn only), Skirmishers

Jora and Bjorn must always be in the same unit if they join one. As long as both Jora and Bjorn are alive, they have Immunity (Psychology). Roll a D6 for each Hit Jora suffers, on a 4+, Bjorn steps in to protect her; resolve the Hit against him instead. If Jora is slain, Bjorn becomes Frenzied and Unbreakable. If Bjorn is slain, then Jora becomes Unbreakable and Hates the unit that killed him.

The Ravenswyrd. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 pts

MWSBSSTWIALd
The Ravenswyrd4754426310

Troop Type: Infantry (Special Character)

Fur Cloak

Magic Items / Abilities: Gram and Balmung, Helm of the Norns

Paired weapons. Gram gives the Ravenswyrd the Always Strikes First special rule, and Balmung gives him the Strength Bonus () and Armour Piercing (1) special rules.

6+ armour save. Any missile attacks targeted against the Ravenswyrd suffer -1 To Hit.

Ambusher, Counter-Charge, Loner, The Ravens, Unbreakable

The Ravenswyrd may never be the army's General, and he cannot ever join any unit.

Each of the two Ravens gives the Ravenswyrd an additional Attack that are resolved at Weapon Skill 3 and Strength 3. These attacks do not benefit from any bonuses or Magic Weapons.

If the Ravenswyrd is wounded, roll a D6 for each wound suffered. On a 2+, the Ravenswyrd may ignore the wound and reduce his Strength, Toughness or Attacks by 1 instead. On a 1, one of his Ravens are slain instead. If both Ravens are killed then the Ravenswyrd will also die and is removed from the table.

In addition, roll a D6 at beginning of the Norse turn. On a roll of a 6 the Ravenswyrd may increase his Strength, Toughness or Attacks by 1. This increase may not take it above the Ravenwyrd's starting characteristics.

Sagas

The sagas of the Norse chronicle their history and lore. Unlike most other races, they preserve the past through oral tradition rather than in written form by the tribe's Skalds. These Sagas retell stories of great feats attributed to great Norsemen of legends past. These Sagas are then attempted to be re-lived by their descendants who want to rise to the heights of their ancestors by achieving the same deeds in battle. A warrior who attempts to relive such a Saga will often fight in a manner that accentuates his natural talent, or even change his name to reflect it.

Certain characters in the Norscan army can choose one of the Sagas on this page, as detailed in the army list. No Saga may be taken more than once per army (not including Special Characters).

The character and any unit they are with roll 3D6 for all Leadership tests and discard the highest result.

Model on foot with shield only. The character gains the Parry (6+) special rule, and enemies suffer -1 To Hit the model in close combat.

The character gains +1 Attack for every enemy model in base contact with them when it is their turn to strike, up to a maximum of +3.

The model gains the Inspiring Presence ability with a 6" range. If this is taken by the army General, their Inspiring Presence ability range is increased by 6".

The model gains Immunity (Terror). In addition, they gain +1 To Hit and To Wound when fighting War Beasts, Monstrous Beasts or Monsters in close combat.

Once this model is reduced to 0 Wounds, roll a D6; on a 4+ the model remains fighting with 1 Wound. This has no effect against Killing Blow or other attacks that would instantly kill the model.

Model on foot only. After deployment, but before the first turn begins, select a single character or monster in your opponent’s army. This is the character's primary quarry. The character may re-roll all failed To Hit and To Wound rolls against his primary quarry in close combat and with missile attacks.

Artefacts of the Gods

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Norse. These may be used in addition to the magic items found in the Warhammer rulebook.

Magic Weapons

Great weapon. Attacks made with the Crusher have the Lightning Attacks and Multiple Wounds (D6) special rules.

Spear/javelin. All close combat and missile attack made with the Swaying Spear Hit always Hit on a 2+ and have the Heroic Killing Blow special rule.

Tyrfang gives it wielder +1 To Hit in close combat, and the Ignores Armour Saves and Flaming Attacks special rules. If the wielder does not kill at least one opponent in each round of close combat he is in, they suffer 1 Wound which Ignores Armour saves and Regeneration saves as the sword strikes its wielder instead.

Magic Armour

Medium armour. The model wearing this armour gains +1 Wound and the Regeneration (4+) special rule.

Shield. For each successful Armour Save or Ward Save the bearer makes, all models in the unit attacking him suffer -1 to their Weapon Skill and Attacks to the end of the next turn.

Talismans

A model equipped with the Gleaming Torc adds +1 to their leadership. In addition, all enemy models in base contact with the wearer must pass a Leadership test at the start of each close combat phase. If failed, they will be unable to attack and will be Hit automatically.

Arcane Items

At the start of each of your Magic phases, choose any of the eight Lores of Battle Magic and roll a D6; the result is the spell they receive and may use for the remainder of this Magic phase, even if this spell would normally be unavailable to them.

Enchanted Items

The Girdle of Might doubles the Strength characteristic of anyone wearing it.

One use only. The Horn can be used at the start of any of your turns. When the Horn is sounded, all Norse units within 12" will move towards the nearest foe using the Random Movement (D6) rule. In addition, all enemy units within 12" must take an immediate Panic test.

Magic Standards

The unit carrying the Raven Banner causes Fear and all friendly units within 12" of it gain Immunity (Fear, Panic).

Mammoth Special Attacks

Mammoths are huge beasts who rely on their near unstoppable mass and tree trunk sized tusks to gouge and crush their foes. When the Mammoth attacks, roll on the appropriate following table to determine its action. If no suitable target is in base contact, roll again on the chart until you get another result.

Man-sized Things Chart

Use this chart when fighting Infantry, Cavalry, War Beasts or Swarms.

D6

Result

1-2

Trample

3-4

Stomp

5

Bellow

6

Pick up and...

Big Things Chart

Use this chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

D6

Attack Type

1-2

Butt

3-5

Gore

6

Bellow

The Mammoth tramples and crushes the enemy, splattering its victims like over-ripe fruit beneath its feet. A single enemy unit in base contact suffers D3 Strength 7 hits for each rank of five or more models it has.

The Mammoth inflicts 3D6 Hits with its Stomp Attack this turn.

The Mammoth trumpets and roars with deafening force. Neither the Mammoth nor any unit in contact with it fight if they have not already done so this turn. The army fielding the Mammoth automatically wins the combat by 3 points. This result has no effect against Animated Constructs.

The Mammoth uses its agile trunk to grab a helpless enemy Character from the target unit (Mammoth player's choice). Roll a D6 to see what unfortunate fate befalls the victim.

D6

Result

1-2

Throw Back into Combat. The victim is hurled back into their own unit like a missile. The victim suffers D3 Strength 6 Hits which Ignores Armour Saves, and D6 Strength 3 hits are inflicted on the unit (save as normal).

3-4

Hurl. The victim is hurled into an enemy unit within 12" of the Mammoth – randomly determine which. The victim is removed as a casualty, and the unit takes D6 Strength 3 hits. Unsaved Wounds from these hits count towards the Mammoth's combat result. If no enemy units are in range, treat this as a Throw Back into Combat result instead.

5

Eat. The Mammoth swings the victim into its maw and bites down. The victim model is removed as a casualty, and the Mammoth may immediately recover a single Wound it has lost previously in the game.

6

Squash and Grab Another. The Mammoth's trunk constricts around the target, crushing their bones to splinters. The model is removed as a casualty and the Mammoth then picks another victim. Roll again on this table to see what happens.

The Mammoth charges, ramming its victim with its massive head. The Mammoth inflicts one automatic hit against one model in base contact (your choice), causing D3 Strength 7 hits with the Multiple Wounds (D3) special rule.

The Mammoth gouges at the enemy with its massive tusks. The Mammoth makes D6 attacks against a chosen unit in close combat with the Heroic Killing Blow special rule.

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Berserkers

Infantry

20x20 or 25x25

Bjorn

Monstrous Infantry

40x40

Bondsmen

Infantry

20x20 or 25x25

Bragi Sturluson

Infantry

20x20 or 25x25

Cursed Ettin

Monster

50x100

Drenok Johansen

Infantry

20x20 or 25x25

Erik Redaxe

Infantry

20x20 or 25x25

Fenrir Wolfclaw

Monstrous Infantry

40x40

Floki 'Lostson'

Infantry

20x20 or 25x25

Frost Giant

Monster

50x50 or 50x75

Giant Wolves

Warbeast

25x50

Huscarls

Infantry

20x20 or 25x25

Ice Drake

Monster

50x50 or 50x100

Ice Wolf

Monstrous Beast

50x50

Jora

Infantry

20x20 or 25x25

Keorl Thunderhand

Infantry

20x20 or 25x25

Marauders

Infantry

20x20 or 25x25

Njal Troelson

Infantry

20x20 or 25x25

Norse Horsemen

Cavalry

25x50

Norse Hunters

Infantry

20x20 or 25x25

Norse Jarl

Infantry

20x20 or 25x25

Norse King

Infantry

20x20 or 25x25

Reavers

Infantry

20x20 or 25x25

Seer

Infantry

20x20 or 25x25

Shieldmaidens

Infantry

20x20

Sigrun the Proud

Infantry

20x20

Skald

Infantry

20x20 or 25x25

Skin Wolf

Monstrous Beast

40x40

Snow Trolls

Monstrous Infantry

40x40

Sturmjarl

Infantry

20x20 or 25x25

Styrmir Rimefrost

Monster

50x50 or 50x75

The Ravenswyrd

Infantry

20x20 or 25x25

Thralls

Infantry

20x20 or 25x25

Ulfjarl

Monstrous Beast

40x40

Ulfwerenar

Warbeast

25x25

Valkyries

Infantry

25x25

Vitki

Infantry

20x20 or 25x25

War Mammoth

Monster

100x150

War Wolf Chariot

Chariot

50x100

Warhorse

Warbeast

25x50

Whalers

Infantry

20x20 or 25x25