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Warhammer Armies

Tribes
of
Norsca Versio 1.1

by Markus Vilander and Marko Vesa

This document is completely unofficial and in no way endorsed by Games Workshop Limited.
No challenge to their status intended. All Rights Reserved to their respective owners.

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CONTENT
CONTENT......................................................2 NORSCAN ARMY LIST..............................25
Lords.........................................................26
INTRODUCTION...........................................3
Heroes.......................................................27
Folk of Norsca.................................................4 Core Units.................................................28
Special Units.............................................29
FORCES OF NORSCA..................................5
Shamans......................................................5 Rare Units.................................................30
King of the High Tribe................................6
SUMMARY...................................................31
Yarls............................................................6
Scalds..........................................................7
Berserkers...................................................8
Freemen......................................................9
EDITION VARIATIONS..............................32
Thralls.........................................................9
5th Edition.................................................32
Chosens.....................................................10
The Army List....................................32
Hunters......................................................10
Equipment List...................................33
Scouting Party...........................................11
Modified Special Rules......................33
Ulfsark.......................................................11
Modified Character............................33
Modifed Regiments...........................34
High Tribes....................................................12
Added Monsters.................................34
Shaman's Lore...............................................14 Magic Item Modifications.................34
Shaman's Lore Modifications............35
Norsca Tactica...............................................15
Modified High Tribes........................35
Tools of Legends...........................................19
Common Magic Items..............................19
6th Edition.................................................35
Enchanted Items........................................19
Modifed Regiments...........................35
Talisman....................................................20
Magic Armours.........................................21
8th Edition.................................................36
Magic Weapons ........................................22
The Army List....................................36
Arcane Items.............................................23
Special Rule Modification.................36
Norscan Equipment ......................................24 Shaman's Lore Modifications............36

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INTRODUCTION
Dwellers of Norsca are strong but scattered people who bow to one of seven kings of high tribes.
They are barbarians for civilizated people of Old World and often mistaken to marauders from
Chaos Wastes. Still, they are not feared without reason: they are brave warriors and masters of
seafearing, and once their sails are spotted in horizon, there is little time to prepare or flee from
upcoming raid.

This book is made to bring life for country which have gone without real attention outside
sidenotes, yet having been crossing point for most of great struggles between forces of chaos and
Old World. Or just to be able to field all those great-looking converted armies and old viking-style
models as they are instead just pretending to be such.

Material in this book is not official and may have serious errors or imbalances. Additionally, variant
for alternative editions is added to end of this book. Any thoughts, experiences, questions and
feedback would be highly valuabled.

We thank everyone who has given feedback and ideas to keep project going. Even it still not include
pictures, maps or history, it is now compatible with every edition since 5th (and possible 4th).
And if craving for more fluff or want something notable different, we recommend high quality 8th
edition Norse armybook made by Mathias ”M4cR1II3n” Eliasson.

Final thanks for Jackdays' Kalevala Hammer: Norsca the Tribes unoffical expancion for
Warhammer Fantasy Roleplay for information and inspiration.

We wish happy gaming and enjoyable time with Tribes of Norsca.

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Folk of Norsca
People living in Norsca are heavily scattered There is also peasants and thralls who are
across the cold land, living generally nomad's property of yarls and jergs but who are under
life or in villages no larger than few protection of one of freemen. While thralls do
households. While larger settlements do exist, not have any social status except being
those can flourish only in most propitious property, peasants are still members of tribe
locations. and – if given by their master – right to
command and use thralls as they seems fit,
Structure of norcans' – as they are sometimes
called by foreigns – society is heavily tied to Peasants generally keep care of farming and
the clans. Clan can consist multiple families other practical works required to keep
lead by yarl. Excluding largest settlements, all household standing. Freemen does what they
members of settlement generally belongs to seems required – hunting for example is needs
same clan. skills most of servants do not have.

Clan is everything for norscas – tiers are close Freemen are warriors when yarl is need of
and each member support each other and them and bulk of crew on yarl's long-boats.
personal honour becomes clan's honour. Insult Seafeavering journays that are made norscas
against member of clan is insult against so famous may take months – even years – to
everyone and each insult or misdeed has its accomplish and for many clans those are
price – in silver or in blood. On other hand, integral part of living. Such travels are made
being expelled from clan is worst kind of for raiding coastal towns and villages near and
punishment for norscan as it means losing far in hopes of capturing thralls or other goods
every bound to your family and friends. but also for trade and expedition.

Largest clans living one area or settelements Because men can be abroad for long periods, it
with multiple clans are sometimes called as a is not uncommon to women have control over
minor tribes, lead by jergs, which can be household's businesses. They are also known
translated as a chieftain. Even then, all clans for their prowness in warfare even rarely
are part of one of seven high tribe and jarls and shown when men are at home. Still,
jergs are oath bounded their high tribe's king. underestimating norsewomen can be last
mistake for any invader – they are not used to
Even there is no real nations in Norsca, be damsels in distress.
belonging one of high tribes holds great
importance for each individual's identity – it To constrats of close community of clans,
hold traditions, belief, purpose and as well as shamans do live outside of clans and high
protection of kinship against rest of high tribes. And while they are feared by norscans,
tribes. they are respected as a holymen and women
who are contacted with gods themselves and
Each king rules one of the high tribes and is thus are searched or called to aid out only
highest authory within his territories. He during most important moments of life.
divines his lands for yarls and jergs bound to
him, who continue give them as a favours and And only few norsca dare to deny them
gifts for their loyal warriors. This structure anything if requested or raise weapon against
binds all freemen of Norsca to their tribe even them even on battlefield, as it is believed that
if not perconally sweared loyalty to their king. even single thought against them can cause
serious curse or even swift death.

4
FORCES OF NORSCA
This section of the book details the forces Impatient
from tribes of Norsca. It provides rules At start of the turn, roll d6 for each unit in
neccessery to use all elements of the army in army. On result of 1 unit is treated having
your games of Warhammer. frenzy until beginning of next shooting phase.
Every regiment and character is descripted Mixed Equipment
here. Any special rules that apply to a Weapon upgrades may vary inside a unit and
particular model are given here. models may use different weapons in same
combat. However, each model may still have
All units of Forces of Norsca have following only one weapon upgrade.
special rules unless noted otherwise:
First rank is always treated fighting with
Hard Folk shield and hand weapon regardless original
Norscans have Magic resistance (1). gear unless player declares otherwise at
Additionally, all toughness tests required to begining of the combat.
take are succeed on 2+ instead normal test.
When removing casaulties from ranged
attacks, do not randomize. Controlling player
is free to choose which model is lost.

Shamans
Shamans are rare individuals who are able to long alive.
bend winds of magic and use it travel between
realms of living and dead. Such travels are In general, shamans rarely interfere lives of
dangerous and tiring but allows them search others if they leave shamans alone. Still
wisdom of ancestors or revive spirits back to sometimes, they do join fields of battle.
realm of living. Reasons for such actions are never revealed
but whenever they are guided by gods or
Reason why shamans live in solitude isn't merely twist of fate, their wrath will not go
known yet norscan are only happy about that unnoticed.
tradition as dealing with shaman is consired
more dangerous than encountering enraged M WS BS S T W I A Ld
bear. Shaman 4 4 3 4 4 4 4 3 8

Yet, time to time, people will search for Hard Folk, Scout, Immune to Psychology
shaman to request aid in tasks where nobody
other could help - from difficult childbirth to Feared
strange illness, initial rites or dealing with Shaman causes fear and may not join any unit.
spirits.
Curse
And while shamans never request any Roll d6 for each Power dice, Dispel dice or To
payments for any of task they perform, leaving Hit dice used directly against Shaman. On roll
them emptyhanded would spell misfortune for of 6 aggressor suffer single automatic wound
years to come – assuming one will survive that without armour saves allowed.

5
King of the High Tribe Yarls
Each one of Seven Kings of Norsca has holds Yarls are powerful individuals or descendant
great power. His words are the law and espect of such men who have proven themselves as
that any order will be fulfilled without great heroes, able commanders or having
hestitation. strong support to be noticed in eyes of High
King.
Dozens of Yarls have pledged loyalty to him
and he can be sure that non of them would And while all yarls and jergs have pledged
dishonour the oath. So when it comes times of loyalty to their king, fights between yarls are
war, he has every warrior – and longboat - he common, meaning no escape for fight for man
requires under his command. with his status – if known from cowardly,
rivalting yarls are quickly making their visit.
And like kings before them, they do not fear
sea, blood or fight – right to be king is earned Each yarl have men at least few handful of
with bravely, might and success. As only few loyal men under their command. These men
kings have ever stopped their habbits once are espected to take part to any military
archived kinghood, it is not uncommon for the campaign or voyage their master goes, so it is
King to gather fleet and leave his territories to not surprising that bond between yarls and
personally lead voyage. their men are very close.
M WS BS S T W I A Ld M WS BS S T W I A Ld
High King 4 6 3 5 5 3 6 5 9 Yarl 4 5 3 4 4 2 5 3 8
Hard Folk Hard Folk

Surpreme Commander Independent Commander


King must have at least two Yarls belonging to Each yarl must have tribe and no tribe can be
same Tribe under his command. Yarls of his chosen more than once and each yarl act as
tribe loses their Indepented Commander rule. army general for all his tribe members.

6
Scalds
While Norscans may seem barbaric and
uncivilizated people without higher M WS BS S T W I A Ld
understanding, they are not without owm Warrior 4 4 3 4 4 2 4 2 8
traditions.
Hard Folk
Norscans generally have fear of written words
as letters are believed to carry strange powers Superior Musician
– which is more than true case of wardstones Scald is treated as a musician. Additionally to
of elven or dwarven origin scattered through normal rules he also negates benefit of
the lands of Norsca. opponent's musicians in any combat he is with.

Only greatest of events or stories are engraved Songs and Tales


to stone, rest of knowledge are passed down At start of the own turn, scald may choose to
by storytellers known as scalds. They are not perform single tale or song (s)he haven't yet
merely source of old stories but any performed during the battle. Perform will last
information crucial for community. until scald wishes perform another one or is
forced to flee.
There are few scalds who were chosen to fill
their role as most of them were mere kids – All units (friend or woe) belonging to any of
sometimes only peasants – who were really high tribes are affected by permormance as
interested about stories and able to absorb long as at least one model from unit is within
even smallest details told to them. 6” from scald. If unit is affected by multiple
permormances, neither have any benefit due
When such ability is reconized – rarely staying confusion it causes.
hidden past teens – he or she is generally
attached local scald's retinue where anything Tale of Egill’s Life
worth to known is passed down in progress All affected units becomes stubborn.
which may take decades.
Song of Brodir’s Village
While accuiring knowledge never end, scald All affected units hates all their enemies.
with vast knowledge is recarded as truthsayers,
neutral witness, source of reliable information Tale of Freydí’s Fury
and – during times of need – inspiration. All affected units becomes frenzied.

And in the end, becoming real scald still Song of Skeggi’s Life
requires more than good memory. Unlike All affected units will automatically pass all
written text, spoken or song words may vary leadership (but not break) tests required to
from time to time and only thing that matters take.
for true storyteller is keeping context as it was
– rest is mere decorations that makes tale more
interesting; it is told that Bjorn the Onetale Designer’s Notes
I personally dislike frenzy
was one of greatest masters of storytelling yet almost all sources about
because his cursed poor memory - while Bjorn Norscan suggest that all of
was able to remember only tale of Egill’s Life them are frenzied madmen.
and no others, he was able to tell that tale
every night for four winters. What happened to Tale of Freydí's Fury and
Impatient rule allowed me to
him after that, however, is forgotten ages a go. alter a bit such stereotype.

7
Designer's Notes
Berserkers are must to have in Norsca army.
However, I felt wrong to place them to their own units and seprate them from
rest or limit their number only to heroes - they were famous forefighter aftre all.
So I left option for champion away and made average berserker to take that role.
Because Norscans lack standards and ability to gain or negate rank bonuses
- not being cheapest models either - they really required something to balance
the odds; losing against goblins or mere militia every time would be a shame.
Still, initiative of assault is key factor for Norscans to win: as all berserkers have
great weapons, they strike first only turn they charge. After that... they rarely last long.

Berserkers
M WS BS S T W I A Ld
Many believes that Norscans are half-naked, Berserk 4 4 3 4 4 2 4 2 8
blood-thirsty monsters. While such Great 4 4 3 4 5 2 5 4 9
destrciption do not fit for most of Norscans, it Berserk
clearly discript group of warriors known as
berserkers. Hard Folk, Immune to Psychology

Berserkers are usually large men – even in Very Impatient


Norscan standard – known for their bravery Berserker and any unit he is accompanied will
and strength. They are foremost fighters in any be affected by impatient rule on 1 and 2.
Yarl's force and heart of any attack.
Massacre
While their appearance is similar to dwarf As long as any berserker is part of close
slayers, who are common sight in Norsca, combat, only inflicted wounds are counted
berserkers do not seek their death. Still fate towards combat resolution.
and reputation of these two groups are about
the same. Tattoos
Tattoos gives berserkers 6+ ward save or
Berserkers relies on simple rule of the improves existing ward save by +1.
strongest: kill or be killed and single sweep
from their sword or far more commonly axe
can slay any man standing too close.

In the end, most of their powers are still


coming from bloodroot that is mixed with
liquids and comsumed at dawn of battle.
Sensation of pain numbs (due the root, not due
tattoos) and berserk enter state where he is
driven mostly by his killing instincts.

8
Freemen Thralls
Freemen are awerage dweller of Norsca. They Thralls are prisoners of war, raids or simply
have access to land and live their lives as well men and women unable pay their debts. Most
as they can, taking care of their lands to feed of them are direct property of yarls, yet they
their families. rarely keep more than needed within their
households. Rest of the thralls are granted for
However, those lands are not come for free. freemen loyal to yarl to help them in their
Freemen are bound to yarls and expected to everyday works.
answer their request and calls to arms if ever
sounded. While thralls are slaves in many senses and
many are sacrificed in rituals, they are not
And due eternal powerstruggle between yarls totally without rights: Punishing thralls
and month-long voyages, many freemen may without reason or neglecting their health is
find themselves to serving under their yarls for treated as insult against good will of yarl.
majority of the year.
Being brave warrior and worthy opponent may
While few Norscans could be truly said to prevent being enslaved even if captured, as
have thirst for blood, for them battlefields are such men or women are proven their
places were honour, skill and bravery can truly worthiness and thus earned their freedom.
be expressed. However for this same reason, there are few
thralls that are skilled or brave making them
Downside of such strong individual expression unreliable force if armed for combat. Still, due
is lack of dicipline and patence. Once their Norscan individualistic view, armed thralls are
assault is halted, they are usually quickly push not expected to die but prove themselves.
by forces trained to fight together.
M WS BS S T W I A Ld
M WS BS S T W I A Ld Thrall 4 2 2 3 3 1 3 1 6
Norscan 4 4 3 3 3 1 3 1 7
Skirmish
Skirmish
Mere Thralls
Thralls are not affected by Impantient or Hard
Folk special rules.

9
Chosens Hunters
In larger clans, chosens are those who form Hunters are freemen who gain their living
inner circle of Yarl and where most freemen do from hunting, which is very dangerous method
live on their own households, chosens and to earn living and while common method
their families share household with yarl within nomadic tribes of north, there are only
himself. few hunters in southern tribes.

Common with chosens are that they all have While hunting with snares and traps could feed
enough land and thralls not to required to take hunter himself, they are forced to go after
part of daily tasks. This extra free time allows larger beasts like mammoths and elks if
them to master talents and special skills that wishing to feed their family also. Success
attracted yarl's interest in first place. would still mean food for weeks and still some
to sell so such hunt is often worth of risks.
Whenever chosen is skilled smith, carpenter or
navigator, he is valuable resource for yarl. And Because Norsca is home for many beasts,
while number and roles greatly varies, most sometimes protecting quarry from them may
common chosen is still experienced, brave prove much harder task than actual hunt;
and strong warrior. bears, trolls and others are eager to get their
share of meat.
Reason for number of chosen warriors is
Norscan way to worthy themselves but also Hunters have still two advances against the
because yarls tend to choose them more easily beasts. First is great spear – or swordspear –
– it is easier to judge skills that you know well which allows to turn weigth of the beast
and most yarls are known figthrers. against them and another are hunting hounds,
trained to kill or tire and harass any prey until
As many yarls spend most of their year on hunter can come and give final blow.
voyages to trade and raid or skirmishing with
their rival, nothing prove more protection than Hunters rarely leave their hounds even when
group of brave and extremely dangerous men going to battle, even battlefields are often too
as a bodyguards. bizarre for hounds to truly do their job.

M WS BS S T W I A Ld M WS BS S T W I A Ld
Chosen 4 4 3 4 4 1 4 1 8 Hunter 4 4 3 3 3 1 3 1 7
Hounds 6 3 0 4 3 1 4 1 5
Skirmish
Skirmish
Furious Fighters
On turn chosens charges, enemy unit is always Hounds
treated as they would have been charged to Hounds are animals and they do not benefit
their rear instead their actual facing. any of Norscan special rules.

Bodyguard Hounds may be released at start of any players


When Yarl or High King joins the unit, it turn or are released immediatly when last
becomes stubborn and is treated as rank-and- hunter is removed from unit.
file unit in close combat instead skirmishers.
Once released, hounds becomes frenzied and
stubborn, treating all units except hunters as
enemies. Hounds cannot lose their frenzy even
if they lose round in combat.

10
Scouting Party Ulfsark
Norscans are famous for their expedition Chaos Wastes are close and winds of magic
around the seas. However, thanks to their blows strong. Not even wards made by shaman
longships they are able to sail up even rivers are always powerful enough to prevent all the
normally too shallow for most of other ships – mutations.
and nothing surprise more than Norscan raid
miles inland. Ulfsarks are shapeshifters that can assume
form of wolf or bear. Reasons for such ability
While norscans do have wide knowledge about are only guessed and varies greatly between
locations and areas, most of information is different areas – it may be seen blessing or
based on either maps or spoken world and that curse of shaman or even gift of gods.
are often more than inaccurare.
While all ulfsarks are feared it doesn't mean
For this reason, yarls often send hunters to that they would be outright banished from
scout unfamiliar areas. Faster than target is their clan. And even they are strong and
located, there is higher chance for succeful unexpected, they are not outright evil or
surprise attack. dangerous.

And while Norscan has distant fear for riding Those who have managed to create and
as it is something unnatural to be top of upkeep true friendship with ulfsarks have
another creature, they understand benefit for gained powerful and loyal ally.
having four legs instead two.
Ulfsark M WS BS S T W I A Ld
Some yarls prefers to keep some of horses Human form 4 4 3 4 4 5 5 3 9
onboard to make sure that possible raids can Bear form 6 3 0 5 5 5 3 2 9
be performed as fast as possible. And while
rarely used in actual battle, sometimes riders Stubborn, Immune to Psychology
are send to encircle enemies that has managed
to call alarm soon enough. Shape-Shifter
Ulfsark may turn his form at start of any magic
M WS BS S T W I A Ld phase. Wounds do not replenish but he always
Scout 4 4 3 3 3 1 3 1 7 has 4+ ward save against non-magical attacks.
Norse Horse 7 3 0 4 3 1 3 1 5
Bear's Hug
Skirmish, Scout Ulfsark may not use gear in bear form but if he
manages to hit with both attacks against non-
Encircle large target, victim suffers additional d3
Player may left Scouting Party to reserve in wounds that ignores armour save.
order to encircle. At start of second and any
following movement phase, roll d6 for each Hidden
Scouting Party in army and reduce one point When models are placed, ulfsark is placed in
for each scout unit in opponent's army. human form with any norscan unit on foot.
You don't need to reveal location of ulfsark
On result of 4 or more Scouting Party is placed unless revealed or affected somehow.
to any table edge and act like they would have
pursued off the table earlier turn. While they Independed
may not volutary declare charges but may still Ulfsark is moved and treated as character. Yet
be forced to do so due their Impatentiet rule. no unit may use his leadership and if unit he is
part fails learership test and flees, he avoid that
affect by passing his own leadership test.

11
High Tribes
Each and single respectable Norscan - apart Shamans and Vikti – belongs one of the High Tribes.

Due intepended nature, no two yarls in single army may belong in same clan unless lead by High
King himself. Each yarl (or High King) is treated army general but only for those who belongs in
his tribe. When forming Norscan army, tribe upgrade isn't merely added option, it is requirement to
identifity the High Tribe where fielded Norscans belongs and who will be their general.

Because Norscan 'army' is more likely made up from small, competitive forces instead single solid
force, Norscan may all ignore panic tests that is caused by friendly units not belonging same High
Tribe - only fate of own kinsmen or leader does matter. Downside of this benefit is that if general is
slain, all units belonging to that tribe are forced to make panic test.

Baersonlings Skaelings
Baersonlings are known from their Skaelings are most powerful High tribe when
unfriendliness, furiousity and ulfsarks, who it comes to wealth, commerce and size land
are far more common than they are within any and fleet. Seaweavering is in their blood and
other High Tribe. on voyages they learn quickly to trust their
kinsmen even in most desperate moments.
Frenzy from Impatient rolls last whole turn
instead only movement phase. Additionally, Skaelings are Immune to Panic.
ulfsarks belonging Baersonlings High Tribe
are special choice instead rare.
Craelings
Craelings are known slavers and reavers,
Bjornlings sailing mostly in northern seas. And while they
Bjornlings are least chaos-influenced of all fear Dark Elves, they are still most
High Tribes and known for hatred against it. experienced Norscan to face them.
They are also very skilled and brave
seafeavers, traiders and pirates. Craelings may re-roll distance they pursue
broken enemies. They may also re-roll
Lasting hatred towards all Chaos influenced distance they flee if broken by any elven.
forces including beastmen and skaven. Rerolls
are gained even in later rounds. Aeslings
Aeslings are most dangerous High Tribe due
Sarls their bloodthirst and brutality, often directed
Sarls are rugged and harsh people who live towards Norse Dwarves. Aeslings have no
hard location surrounded by enemies. They place for weak or coward within tribe...
are known to be fearless seamen who hunt
even largest of seamonsters. Aeslings are Immune to Fear and they Hate
Dwarves.
Immune to Fear caused by living Large Target.
Additionally, any freemen may upgrade their
spears to great spears with +2 points per
model.

12
Vargs Amazons
Vargs are most nomadic of all High Tribes as Amazons are descended from Norscan settlers
only few of them live stationary around the in Lustria yet living society totally different
year. Harsh life has teached them to enjoy in from Norscan ancestors. Because they are all
every opportunity and pushed many right in female, many have ended to believe that they
the Slaanesh's embrace. are immortal.

All Vargs gains +1 to their Initiative. No other High Tribe may be present if
Amazons are wielded. They are have Female
quality and all their weapons are poisoned.

Designer's Notes

What would all the mess about High Tribes would be without real influence?

Benefits – and point costs – will vary greatly between tribes. I tried to make them
to reflect features of their origins yet it proved much more difficult than I
originally thought it would. After all seven tribes should be unique from each other.

I didn't add limitations for which tribes actually do go-work and which ones are
bloody enemies for each others, as there is no simple general rule between
politics of High Tribes.

In general Baernlings, Bjornlings Sarls and Skaelings as a southern and less


chaos-corrupted tribes while Graelings, Vargs and Aeslings are nothern tribe
who are more influecned by Chaos.

However, because chaos gods are just about part of every High Tribe's pantheons,
old grudges are more likely have more influence when declaring allies and enemies.
After all, it is much simpler to raid neighbours.

Also, I wanted to add Amazons 'High Tribe' to allow them re-appear, even they are
not Norscans anymore. Felt somehow wrong to left them out, as if I would write
army book for Amazon, they would be something very similar to Norscans; main
difference would probably be naming of troops. Shamans would be High Priests,
Ulfsarks would be totem warriors, Scout parties would be riding lizards instead
horses and so on.

Of course, now they cannot access directly sun staffs or relic claws right away,
but don't worry, there are magic items similar effects of those.

13
Shaman's Lore
Each shaman knows four spells randomized from Shaman lore. To randomly generate a spell from
Shaman's lore, roll a d6 and consult the chart below. If same spell is rolled twice, roll again.
Shaman may always swamp one of his spells for Trance.

D6 Spell Difficulty D6 Spell Difficulty


1 Trance 12 4 Magical Ward 8
2 Control of Winds 7 5 Rust of Age 11
3 Evil Eye 6 6 Seeking of Lost 10

Control of Winds Cast on 7+ Evil Eye Cast on 6+


Shaman forces winds of magic to her binding, Shaman’s gaze can be enough to freeze blood
making them flow more favourable for her. in the veins or break effects of magic that hold
daemons and undead in this world.
If successfully cast, Shaman stoles 1d3 dispel
dices from opponent’s dice pool and may use Evil Eye is Magic Missile. If succesfully cast,
those dices normally as power dices. Shaman causes d3 wounds on any single
model within 12” without armour saves
allowed.
Magical Ward Cast on 8+
Shaman uses her powers to ward away hostile
effects of winds of magic. Usually this ward is Trance Cast on 12+
made to protect womb when girl grows to Remains in Play
woman to protect future children being Shaman enters in deep slumber, releasing her
mutated by corruptive powers of chaos yet it spirit from the mortal shell.
helps also larger groups while it does not last
as long. If successfully cast, Shaman becomes ethereal.
As long as she remains in trance, she gains +2
This spell can be cast on single friendly unit to total of her any casting or dispel result.
within 18”. Unit gains Magic Resistance (3)
until beginning of Shaman's next magic phase.
Seeking of Lost Cast on 12+
Shaman must be ethereal to cast this spell.
Rust of Age Cast on 11+ Shaman moves in the realm of the dead,
Shaman use her powers to dull and rust seeking those who are entering or entered
weapons of her enemies, broking them or there for answers or bringing them back.
making them hard to be used effective.
If successfully cast, Trance is dispelled and
This spell can be cast on single enemy unit shaman either
within 18”. Once affected, unit suffer -1 to hit 1) Heals single character anywhere on
for rest of the game. Guess weapons has to roll tabletop excluding herself,
misfire table twice if malfunctioned. Animals 2) Resurrects slain character with single
and magical gear is immune to this effect. wound and he is placed within 6” from
shaman or
3) Gain 1d3+1 re-rolls to any dice roll
made by shaman until beginning her
next magic phase.

14
Norsca Tactica

Clans of Norsca is very challenging army Major power of freemen is their freedom.
when compared to other forces available to They are skirmishers thus their line of sight
Warhammer Fantasy Battles; they have no or covers almost everything and only impossible
only very limited access to magic, cavalry, terrains can truly slow them down. And march
monsters and war machines. They are superior blocking them is hard task indeed – as if close
melee fighters neither, merely good at it. And enought to slow Norscan down, that poor soul
still they are more expensive and is close enought to be charged.
uncontrollable than most equal enemies...
Thing what makes Clans of Norsca In many respects, Norscan are fast strike force
competitive is their ability to adaptation and regardless lack of high number of mounts. And
react. There are only few thing they cannot terrain that is normallyseen troublesome offer
deal or avoid. best possible safety against enemy missiles.

The Soul Anothing feature that allows freemen to over-


Nothing is more important for Norscan than its come many difficulties is their ability to
own clan and tribe. Each and every member of benefit from mixed equipments. Not only that
Norscan army do belong one of the High models with hand weapon, light armour and
Tribes. And apart Amazons, for each shield is durable opponent in close combat,
additional yarl army has, another tribe is second rank is still able to fight with their
unlocked, allowing build multiple independed spears! And if charged by enemy, some of
task-forces. Norscan can hinder the chargers with ranged
attacks while rest form up their shield walls.
Baersonlings, Skaelings, Vargs and Amazons
are all-around High Tribes that are equally Last but not least comes berserkers. They are
useful against any opponent they face. Rest of far more than average champion to distract
them are more spesific but still offer useful enemy characters for wiping out whole units –
benefits against anyone – only Bjornlings they are men who allows push freemen
requires specific enemy to shine. And while througth even against most well ranked
most effective when enemy is known, High infantry units. When only wounds are counted
Tribes offer benefits and often surprises even towards combat resolution, combats become
against unknown enemy. much more personal business and it can easily
throw opponent who relies on combat
The Backbone resulations to off-balance.
Freemen are always form bulk of any raid no
matter what. Unlike most of armies, Norscan Still, sometimes berserker causes more trouble
really don't have any other options. However, than help. Units with them are more hard to
while choice is matter of course that enemy control and there are still situations where 'the
know to expect, opponent may not be ever fair play' favours the Norscan but those are
sure what that actually includes. When risks what general must weight when
combined with High Tribe, results may be mustering their forces.
totally different from each others.

15
The Muscles

Both chosens and thralls are similar to freemen Hunters are far more specialized forces than
in many respects. However, both of them add previous two. They all are armed with great
their own special punch to the force. spears meaning that they excel fighting big
nasties better than anyone else in Norscan
Thralls are unskilled and often unarmoured army – apart Sarls who all live for it.
fighters. However, they are also cheap in
points, allowing yarls wield them in numbers. However, they are also exposed troops
themselves and almost anything that can hit
They not only offer effective screens that can them disables them so they have to keep away
divert most of ranged attacks away from the from trouble before time to strike. Fleeing is
rest of army or alluring opponent to failed solid plan for if hunters get charged – they are
charges but also can be used to control often too valuable to fight against odds.
impatient charges of own forces.
Hunters are may also become dual-unit if
Because thralls are often treated as warriors hounds are brought. Hounds are cheaper than
proving themselves, they are sometimes armed freemen but still more than well suited for
similarly than any freemen. Not only that combat – and each killed hound is wound off
boosts survivability and combat provess, they from the hunters.
can act as decoy as well.
If released, hounds become shock troops of
Opponents not keeping clear track which unit Norsca army – fast and lethal. Only downside
is where can find themselves treating thralls as is that they treat anyone apart hunters as
freemen (or even chosens!) and other way enemies, making releasings need careful
around. Sometimes even single zig-zag move planning. If wanted to be released early on, it
for switched places is enough to do the trick. is good to use hunters as a screen – often task
more easile said than done.
Because they all are skirmishers and none of
them are carrying clear identifications Scouting Parties are only mounted troops
markings (read: standards), mistaken happens. available and even then they are more like
Still, remember to play fair, so make sure that wild card than ace: They are like light cavalry
opponent is witnessing your moves, otherwise without benefits of being one.
such actions may feel like cheating.
While encircling and scout special rules allow
Chosens on other hand, are strong, durable them to cause confusion in enemy's marching
warriors able to stand against almost any and backlines, they are still quite toothless
opponent on battlefield. They are hard-hitting against most of enemies in actual combat.
unit that can break most enemies even without Luckily, being skirmishing cavalry, drawing
aid of berserker. And more often than not, their them to unwanted battle may prove to be
combat potential is increased even more by the difficult.
presence of Yarl.
Their power lies in what they can do, not in
Such unit is both excelent in offence as well as what they actually do: War machine or
forming rallying point for fellow tribemen. character hunting, rear charges, dispatching
However, they rarely can be both at same time fleeing troops... Few can ignore them thus they
and while outside of combat, they are very will draw attetion away from rest of forces.
potent unit to attrack missile fire and enemy Don't seek desperate fights and if they still die,
specialists. So remember protect them well don't worry, they have already done what they
unless used as a bait. supposed to do: drawn the attention.

16
The Heart

Characters play huge part in Norscan forces. Use of scald needs some long term thinking as
Without aid of easily portable war machines or once tale or song is used, it is not available
even real cavalry, men of north has to rely only during the battle – so Skeggi's Life could be
on themselves and nobody do it better than useful to close in against shooty enemy while
mighty heroes and god-touched. Freydi's Fury would useful when time to
warcries!
Yarls and High Kings are the brave and skilled
fighters as well as leaders. They are also in key If working with multiple scalds, they can be
role to form suitable raiding host. Under formed as a check points – while one scald is
command of multiple yarls and/or high kings start point to make sure that freemen keep
army can be turned to collection of separate fighting while other keeps sure that if they still
groups instead being one solid army. fail, unit will not ran too far off. Just remember
keep safe distances, otherwise all gained
Remember, unless serving high king, each and bonuses are lost!
every of them are army general. While they
can handle a lot alone, they are important to Great Berserkers are combat specialists. They
keep alive. Not only losing normal benefits kill or get killed. There is little one can do with
from general but causing panic as well. them but their presense is essential for
breaking enemies if units in combat do not
Shamans are only spell-casters in army and contain berserkes or they have already died.
even then rarely seen. They are expensive
models unable to join regiments unlike their Ironically, because they are men who are able
colleges. to turn whole tide of battle alone, they are
probably greatest targets for enemy. They
As a scout, they may start wherever they aren't that durable and once dealt, balance is
seems to most suitable and their potent curse changed.
should keep most of enemies for trying lucky
shots with massed shooting. And lastly, Ulfsarks are triumph card of
norscan generals. They are able dish out and
Causing fear may save shaman being charged take real damage and because hidden among
if caught in open and while shaman in melee is equals, they are practically invisible support
shamans in trouble, simply attacking shaman unit – like night goblin fanatics, every lone
can hurt opponent more than shaman – unit can be notable threat but it can be simply
especially if wearing ritual attire. bluff as well.

Still, it is their magic what makes them useful. Still, keep in mind that even might of ulfsark is
Spells in Shaman's Lore are potent and can not that much when compared many other
cripple even the best of opponent's plans – or beings walking on battlefields.
even undone those already done.

Scalds are men (or women) who known


secrets of motivation. They play key role in
army as units in their presence do most likely
what they are expected to do.

17
The Wholeness

In norscan army there is non unit apart shaman As far as possible, terrains should be utilized.
who could hope to complish their job alone. Each and every model in army can move
While running towards and bashing anything throught them without being slowed and
on the path may sounds a plan, as soon as especially forests offer additional cover and
berserkers are down, the push is halted – protection. Such terrains allow units to lure
cunny opponent may indeed refuse from enemy within charge range with their ranged
challenges just to make sure that all possible capasity and then charge once close enough.
rank-and-file soldiers gets a chance to hit the This works especially well against infantry but
berserker to break tip of their spearhead. being deep enough in very difficult terrain can
balance the odds against even fastest of
It is important to charge opponent with cavalry.
multiple units to make sure that assaults are
swift and brutal. If opponent manages to hold Lone characters and warmachines are
their ground, Norscans are most likely in excellent targets for shooting purposes as well
trouble. as charges if close enough. It also good notice
that heavy cavalry should be always charged
Be aware that being impatient can foil even instead shot if possible, regardless the odds. As
best of the plans. As being factor that cannot if cavalry gets their charge, Norscan have little
be avoided, it often better to embrace it and go hope to stand against it.
along – if one of the units are most likely to
charge, it is better to send additional units as a Big and dangerous beings like ogres and chaos
backup instead letting unit to try and die alone! knights should be avoided unless sure that they
don't get many hits back. Norscan should be
Thanks to overall mobility of Norscan forces, sure that they are able to flank them before
attacking enemy from multiple directions is charging in.
often a good method make break enemy's
coherence – and if they don't want to expose Larger monsters – dragons and griffons to
their flanks, they must divert their units and name few – should be better to leave outright
breaking their target priority. for hunters or heroes if possible. Ranged
attacks are just too weak to slay those mighty
Remember that Yarl and few his men can beasts and odds are that they also inflict many
easily go and strike right flank while other yarl more wounds than take in close combat unless
takes left one – and they all are fully effective stabbed with great spears. So it is better to
as they are lead by own generals. There is no make sure there is always few around.
real harm from being cut off from main army
so do not worry if your flanking forces gets No matter what opponents have in their
isolated – enemy is most likely putting more sleeves, Norscan are able to adept and
efford for such action than is actually gaining overcome it. Against skilled general it may be
from it. hard task indeed but remember: there are only
few if any who can out-manoeuvre whole
armies.

18
Tools of Legends
In this section the common magic items are listed first (see page 122 of the Warhammer rulebook
for a complete description).
‘Norscan only’ magic items are also listed and these can only be used by models from this book.
Any magic items chosen must be selected within the point limitations set by the army list section.
All the rules on magic items presented in Warhammer rulebook also apply to the ‘Norscan only’
magic items.

Common Magic Items


Sword of Striking:...……………..…… 30 pts Enchanted Shield:…..……..…………. 10 pts
Weapon; +1 To Hit. Armour; +5 Armour save.
Talisman of Protection:....…………… 15 pts
Sword of Battle:……...………..……… 25 pts
Weapon; +1 Attack. Talisman; 6+ Ward save.

Sword of Might:…...………….……… 20 pts Dispel Scroll:……………….………… 25 pts


Weapon; +1 Strength. Arcane; One Use Only; Automatically dispel
an enemy spell.
Biting Blade:..………………..……….. 10 pts
Weapon; -1 Armour save. Power Stone:………………..………… 25 pts
Arcane; One Use Only; +2 dice to cast a spell.

Enchanted Items
Winter Fur 50 points Bracelets of Helenir 35 points
During winter in Norsca sight of sun is just Norscan believes that when people die, their
fragment in memories and winds blow strong. souls go to place called Doedigard, Realm of
Winter is Olric’s tool to purge the weak and the Dead, ruled by god Helenir and
foul. Wolf is natural survivor and Wolf Belts commander of Warrior Hags. Souls of dead
are mark of strength, and sometimes it is even are his responsibility and clad to help anyone
more. who would return any stolen soul to his realm.

Add +1 to armour save against shooting. Character is immune against fear and terror
Additionally, character is immune to any effect caused by undead creatures. Additionally, any
or wound caused by attack considered as cold undead model with base contact with character
(Lore of Ice etc) or flamming. suffers automatic wound without armour saves
at very beginning of Combat Phase.

Howl of Winter 35 points


Bound Spell 4
Even coldest winter feels warmer when not frozen winds blowing. Howl of
wind and wolves tells about Olric’s presence or calls him if not watching.

Target single watery terrain feature (river, lake, swamp etc.) on the battlefield.
Water turns in the ice and terrain acts as open ground for moving purpose. Any
model fully within terrain feature when is frozen suffers single Strength 3 hit.

19
Talisman
Servant’s Twilight 45 points
Female only Fang of Great Bear 40 points
Helenir, God of Realms of Dead, often have Great Bear mother protecting her cubs is
heroic females in servitude, each of them impressive sight, and extremely deadly for
carrying Helenir’s symbol. While these anyone dare too close. It is believed that
heroines are not natural dwellers of carrying tooth of such being gives wearer her
Doedigard, it is said that each day in Helenir’s strength, fury, and stubbornness enough to
servitude transfers part of servant’s souls trying impossible and gaining successions in
towards Doedigard, Sometimes it is told, that it.
those who never died before soul fully
transferred to other side becomes immortal Character wearing amulet is stubborn and
Warrior Hags as those heroines are beings always negates opponents’ rank bonuses.
who have passed point of death without dying.

Character becomes Ethereal but is still allowed Promise of Heroic Death 35 points
join non-ethereal units. Cannot be used by Shamans or Scalds.
True warrior is prepared to meet his death
face to face, as it is not shame to die by hand
Buckle of Hagmar 25 points of better if fought bravely.
Originally belt-buckle made by Hagmar
Wyrmwschlager upon bones of dragon. Later Gives character 3+ Ward Save against ranged
turned in talisman and caused lost most of its attacks and impact hits character suffer.
powers yet some strength of dragon is still left. However, if character or his unit breaks from
combat and flees, character is treated as dead
Add +1 to character’s strength. even if not pursued.

20
Magic Armours

Crown Helmet 50 points Chainmail of Hagmar 25 points


High King Only Forged upon fire of dragon bones by Hagmar
While Kings of Norsca are commonly known Wyrmwschlager, this mail coat is said
only through sagas, crown helmets are items mirroring hardness of dragon’s scales.
that are treated with respect and fear, as they
are contain symbol of unquestionable ruler. Light armour that gives wearer scaly skin
armour save of 3+.
Add +1 to armour saves. Additionally, any
leadership test made by High King or any unit
using his leadership are tested against Jotun’s Buckle 10 points
unmodified leadership of 10. While giants are stupid and slow-witted now a
days, legends tells about time before chaos,
when Jotuns, race of High Giants, ruled the
Shield of Warrior Hag 50 points north. While Jotun’s Buckle is common name
Female Only for large iron shields, it also reminds weight of
While in Old World woman’s place isn’t on foolishness of denying Olric’s wisdom.
battlefield, no Norsemen would be surprised
by sight of Shield Maiden. It is said that they Shield that gives 5+ armour save but ably –1
sometimes carry Shields of Warrior Hag – modifier to all flee and pursue rolls made by
divine, unbreakable tools of immortal beings character or unit he is within.
who seek the bravest souls of dead warriors to
carry those with them to Kreghalla, Olric’s
Halls of Glory. Wolf Cloak 10 points
While wolves are considered as holy animals
Shield. Offers 5+ Ward Save and character and are not hunted but if they do attack
carrying shield is treated as battle standard someone, it is test of Olric and those who are
bearer. worthy can be proud owners of Wolf Cloak.
While important in symbolic meaning, thick
hide provides also protection.

Wolf Cloak adds +1 to Armour Save against


shooting. This item isn’t magical.

21
Magic Weapons
Kaosfaenir 100 points Dwarven Rune Weapon Varies
Kaosfaenir is said to be name of Olric’s Great While not the legendary Runehammer
Axe. As he sometimes does travel with mortals, Kalevala made by Drumin Flamearm for
it is believed that he lent his axe for worthy Bjornling hero Juti Kalevala, there are still
heroes. True or not, wielding great axe named many other rune weapons gifted – or stolen –
as Kaosfaenir inspires fear and awe in those from dwarves and those have passed down as
who recognize that name, and as god fearing heirloom for centuries.
folk, such names are not given slightly.
Choose minimum of one and up to three
Great Weapon. Attacks ignore opponent’s common magic weapon qualities; single
Ward Saves. Models suffering wound by quality may chosen multiple times. Cost is
Kaosfaenir must pass strength test or be equal to point cost that would be required to
instantly slain. by all magic weapons seperately.

Fang of Fenris 40 points Winter Bite 25 points


Fang of Fenris is sword that Keorl Winter Bite is hand axe with ornaments and
Thunderhand, later King of Saris, used to slay runes used by Norsemen. Even handle is cold
mighty dragon he challenged. to touch and blade itself will not warm even if
placed in fire.
Hand Weapon. Add +1 to user's Strength.
Additionally, it gives Poison and Killing Blow Hand Weapon. Each natural 6 on to hit roll
ability against large targets. causes two hits instead of one towards that
target.
Great Spear of Fury 30 points
While most of weapons are famous because Berserker’s Blessing 20 points
those who carried, crafted or performed Berserkers and Great Berserkers only
heroic deeds with it, sometimes weapon’s own While berserkers can fight even with bare
reputation is enough to drive men using them hands, good weapon is part of body for them
to acts they wouldn’t normally dare to try. instead of being only a tool. While not outright
magical, berserk who have lived dozens of
Great Spear. Instead normal attacks, character fights can call his trusty weapon as blessed or
can cause single impact hit for every model, at least really sharp.
friend or woe, in base contact with him before
any other strikes are dealt. Great Weapon. Gives Armour Piercing special
rule and Ward Save of 6+. This weapon isn’t
Fate of Heroes 30 points magical and do not effect normal point limit of
There are have been many great men and magical items carried by character.
women, yet tales of rarely tell answer to their
final fate. Dagger of Hagmar 20 points
Forged by Hagmar Wyrmwschlager from
Hand Weapon. In challenge, each successful bones of dragon he tricked to death alongside
hit will reduce opponent’s attack by 1 until end other artefacts he made. It is said that this
of challenge. dagger carry bitterness of dragon.

Hand Weapon. Gives Armour Piercing special


rule and any wound caused by this weapon
cannot be regenerated.

22
Arcane Items
Ritual Attire 50 points Witch Drum 25 points
While shamans do possess great knowledge, Witch Drum is said to be the most basic tool of
they rarely share it unless sure other’s every shaman, and that can be true. Drumbeat
understanding. While these cloths are not allow shaman to enter state of trance easy like
magical on their own, shamans seem to closing his eyes.
become even more powerful when wearing
those. It is told that each shaman makes their Allow cast Trance multiple times during
own Ritual Attire after he is learnt insight of Magic Phase and increases final casting roll
own skills as shamans. result by 1d6.

Add +1 to all dispel attempts. Additionally,


Shaman’s Curse special rule will take effect on Wolf Belt 20 points
5+. There are many stories about shamans who
dress belt of wolf to become wolf. Shamans are
more likely take hide of animal they are going
Female 35 points to become once fallen in the trance, but wolf
Women are not uncommon even in role of Yarl. are most of infamous and mixed to shape
While basically there is no difference between shifters.
boys and girls in Norsca, becoming woman
requires certain rites performed by shaman When Shaman with Wolf Belt is in trance, his
and once done, things are bit different for movement value is increased to 9 and
women afterwards. toughness increases by 1.

All magical effects affecting female is ignored


on 3+. This is not dispel, magic just don't work Wisdom of Bones 15 points
on her. Because result of shamanistic rite done One use Only
for every norscan female, any character, Many of skills and methods are generally
berserker or ulfsark in army may have this consider as hedge wizardry or acts of
quality and it doesn't affect point limits of charlatan by scholars, and only fool and
magic items. uncivilized could believe in such, yet when
done by the shaman, only fool would deny
powers in such act.
Poisonous Herbs 35 points
Shamans do eat poisonous herbs and Shaman is allowed to re-roll any single roll or
mushrooms, but generally too small amounts test she made or force opponent re-roll such a
to be lethal. This allows their spirit act more roll if it involves Shaman somehow.
freely from limits of body.

Shaman may consume herbs once per magic


phase, gaining d3 power or dispel dices.
However, if 6 is rolled, she suffer wound
instead without saves of any kind.

Designer's Note
Originally I had misunderstanding about how magic resistance worked.
Females had Magic Resistance (3) but once I realised my mistake
- how powerful female quality truly was -
I wanted to turn it something more personal, back to original purpose.

23
Norscan Equipment

Great Spear Norse Horse


Great spear is named after its large, blade-like Horses owned by Norsemen are used usually
tip similar to spear tips used by Elves. only for dragging logs or working on farms,
However, the shaft is much sturdier and and are ridden only very rarely if at all. Norse
shorter in length. These spears are mainly Horses are clearly workhorses instead mounts,
used when hunting down large creatures like and it is not surprise that they do grow larger
bears and mammoths, but very useful also than any other horse breed. They also do have
against any creature with large enough. thick fur to keep them warm in cold
environment of Norsca.
Against smaller creatures – like deers and
wild horses – who move faster and usually While they are clearly slower than their warm-
wrong direction, spear lose it benefit for being blooded counterparts, their speed is enough
heavy and ability to benefit from body mass of for them; while fast enough to flee hungry
the target. It still works as heavy slashing bears and trolls, they have enough strength to
weapon against targets that are not running easily kill giant wolf that would run down even
away. faster horse anyway.

Halberd. Instead strenght bonus, creatures with M WS BS S T W I A Ld


Large Target special rule are always wounded Norse Horse 7 3 0 4 3 1 3 1 5
on 4+. If wounded, creature suffers d3 wounds
instead one.

Bonfire Beacon
Bonfire Beacons are warning system of
Norsca. Placed on areas with good visibility
with men who have good sight. If unknown
ships, riders or large groups are spotted,
Bonfire Beacons are lighted to warn others.
Even few bonfire beacons on good places can
warn settlements miles away just in few
minutes.

Each Bonfire Beacon gives +1 to roll who


goes first.

24
NORSCAN ARMY LIST

This section is here to build your own army. Choosing Characters


As descripted in Warhammer rulebook, the
army list is divined into four sections: Characters are divined into two gategories:
Characters (Lords and Heroes), Core Units, Lords and Heroes. The maximum number of
Special Units and Rare Units. characters an army can include is shown on the
chart below. Of these, only certain number can
Army List Entries be lords.

Profiles: The characteristic profile for the Arny Point Max Total Max Max
model(s) in each unit are provided as a Value Character Lords Heroes
reminder. Where several profiles are included, Less than 2000 3 0 3
these are also given even if they are optional. 2000 or more 4 1 4
3000 or more 6 2 6
Unit Size: Each troop entry specifies the 4000 or more 8 3 8
minimum number size for each unit, which is Each +1000 .+2 .+1 .+2
smallest number of models needed to form that
unit. In some cases, this also includes the Norscan army must always have at least one
maximum number of models. Yarl or High King to act as a general for each
High Tribe army includes.
Equipment:Each entry lists the standard
armours and weapons for that type of unit. The Choosing Troops
cost of those items is included the base point
value. Additional or optional equipment cost The number of each type of unit allowed and
extra and are covered in the Options section of required depends on the army's point value
the unit entry.
Arny Point Core Special Rare
Special Rules: Many troops have special rules Value Units Units Units
that are fully descripted earlier in this book. Less than 2000 .2+ 0-3 0-1
The names of these rules are listed as a 2000 or more .3+ 0-4 0-2
reminder. 3000 or more .4+ 0-5 0-3
4000 or more .5+ 0-6 0-4
Options: Many entries list different armours, Each +1000 .1+ +0-1 +0-1
weapons and equipment options, along with
any additional point cost for giving then in the
unit. This includes magic items and other
upgrades for characters. It may also include
the option to upgrade unit member to chaption,
musicant or standard bearer.

25
LORDS

High King
Options
160 points Must choose single tribe.

M WS BS S T W I A Ld May have great weapon (+6 pts), great spear (+6 points)
High King 4 6 3 5 5 3 6 5 9 and/or an additional hand weapon (+6 pts).

Equipment May have bow (+4 pts) or throwing axes (+6 pts).
Hand Weapon, Shield and Light Armour.
May choose up to 100 points of magic items chosen from
Special Rules Norscan or Common magic items.
Hard Folk, Surpreme Commander

Shaman
350 points. Count as two rare choises as well as Lord choice.
Special Rules
M WS BS S T W I A Ld Hard Folk, Curse, Feared, Scout, Immune to Psychology
Shaman 4 4 3 4 4 4 4 3 8
Options
Magic May choose up to 100 points of magic items chosen from
Shaman is level 4 wizard. Norscan or Common magic items.

Equipment
Hand Weapon

26
HEROES

1+ Yarl
60 points Options:
Must choose single tribe.
M WS BS S T W I A Ld
Yarl 4 5 3 4 4 2 5 3 8 May have great weapon (+4 pts), great spear (+4 pts) and/or
an additional hand weapon (+4 pts).
Equipment
Hand Weapon, Shield and Light Armour May have bow (+2 pts) or throwing axes (+3 pts).
Special Rules May choose up to 50 points of magic items chosen from
Hard Folk, Independed Commander Norscan or Common magic items.

Scald
90 points Options
Must belong in same tribe with one of Yarls or High Kings.
M WS BS S T W I A Ld
Scald 4 4 3 4 4 2 4 2 8 May have great weapon (+4 pts), great spear (+4 pts) and/or
an additional hand weapon (+4 pts).
Equipment
Hand Weapon May have bow (+2 pts) or throwing axes (+3 pts).

Special Rules May have light armour (+2 pts) and / or shield (+2 pts).
Hard Folk, Songs and Tales, Superior Musician
May choose up to 50 points of magic items chosen from
Norscan or Common magic items.

Great Berserker
80 points
Special Rules
M WS BS S T W I A Ld Hard Folk, Massacre, Tattoos, Very Impantient
Great Berserker 4 4 3 4 5 2 5 4 9
Options
Equipment May choose up to 50 points of magic items chosen from
Great Weapon Norscan or Common magic items.

27
CORE UNITS
Freemen (2+ per Yarl)

Points/model: 8 Options
Must belong in same tribe with one of Yarls or High Kings and
M WS BS S T W I A Ld at least two units of freemen must be serving each yarl.
Freemen 4 4 3 3 3 1 3 1 7
Berserker 4 4 3 4 4 2 4 2 8 Up to half of freemen may be equipment with bows or
throwing axes for +2 points per model.
Unit Size Equipment
10+ Hand Weapon and Shields Any freemen without ranged weapon may have spear for +1
point per model.
Special Rules
Hard Folk, Impantient, Mixed Equipment, Skirmish Unit may be equipment with light armours for +1point per
Berserker only: Massacre, Tattoos, Very Impantient model.

Upgrade one freemen to musician for +4 pts.

Add berserker to unit for +25 pts. He is armed with great


weapon and acts as a unit champion.

Thralls

Points/model: 3
Options
M WS BS S T W I A Ld Unit may have spears for +1 points per model.
Thrall 4 2 2 3 3 1 3 1 6
Unit may be equipment with shield for +2 points per model
Unit Size Equipment and / or light armour for +2 points per model.
10+ Hand Weapons

Special Rules
Mere Thralls, Skirmish

28
SPECIAL UNITS

Chosens

Points/model: 14

M WS BS S T W I A Ld Options
Chosen 4 4 3 4 4 1 4 1 8 Must belong in same tribe with one of Yarls or High Kings.
Berserker 4 4 3 4 4 1 4 2 8
Any of chosen may be equipment with bows or throwing axes
Unit Size Equipment for +2 points per model.
5+ Hand Weapon,
Shield and Light Armour Any chosen without ranged weapon may have spear for +1
Special Rules point per model or great weapons for +2 per model.
Hard Folk, Impantient, Mixed Equipment, Skirmish, Furious
Fighters, Bodyguards Upgrade one chosen to musician for +4 pts.
Berserker only: Massacre, Tattoos, Very Umpantient
Add berserker to unit for +25 pts. He is armed with great
weapon and acts as a unit champion.

Hunters

Points/model: 7
Options
M WS BS S T W I A Ld Must belong in same tribe with one of Yarls or High Kings.
Hunter 4 4 3 3 3 1 3 1 7
Hound 6 3 0 4 3 1 4 1 5 Any of chosen may be equipment with bows, throwing axes or
javelins for +2 points per model.
Unit Size Equipment
5+ Hand Weapon and Great Spear Any hunter may have up to three hounds for 5 points per
Jaws (hand weapon) for hounds hound.
Special Rules
Hard Folk, Impantient, Mixed Equipment, Skirmish, Hounds Upgrade one hunter to musician for +4 pts.

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RARE UNITS
Ulfsark
Points/model: 115 Special Rules
Hard Folk, Impantient, Bear's Hug, Hidden, Immune to
M WS BS S T W I A Ld Psychology, Intepended, Shape-Shifter, Stubborn
Human Form 4 4 3 4 4 5 5 3 9
Bear Form 6 3 0 5 5 5 3 2 9 Options
Must belong in same tribe with one of Yarls or High Kings.
Unit Size Equipment
1 Hand Weapon and Shield May have spear (+1 pts).or great spear (+3 pts).

May have light armour (+2 pts).

Scouting Party
Points/model: 17 Special Rules
Hard Folk, Impantient, Encircle, Scout, Skirmish
M WS BS S T W I A Ld
Scout 4 4 3 3 3 1 3 1 7 Options
Norse Horse 7 3 0 4 3 1 3 2 5 Must belong in same tribe with one of Yarls or High Kings.

Unit Size Equipment Scouts may have spears (+2 pts/model).and/or light armour
5+ Hand Weapon and Shield (+2 pts/model).

May lit single bonfire beacon (+15 pts)-

Upgrade single scout to musician for +6 points.

30
SUMMARY
Lords M WS BS S T W I A Ld Special Rules
High King 4 6 3 5 5 3 6 5 9 Hard Folk, Surpreme Commander
Shaman 4 4 3 4 4 4 4 3 8 Hard Folk, Curse, Feared, Scout, Immune to
Psychologu

Heroes M WS BS S T W I A Ld Special Rules


Yarl 4 5 3 4 4 2 5 3 8 Hard Folk, Independed Commander
Scald 4 4 3 4 4 2 4 2 8 Hard Folk, Songs and Tales, Superiour Musician
Great Berserker 4 4 3 4 5 2 5 4 9 Hard Folk, Massacre, Tattoos, Very Impantient

Troops M WS BS S T W I A Ld Special Rules


Freeman 4 4 3 3 3 1 3 1 7 Hard Folk, Impatient, Mixed Equipment,
Skirmish
Thrall 4 2 2 3 3 1 3 1 6 Mere Thralls, Skirmish
Chosen 4 4 3 4 4 1 4 1 8 Hard Folk, Impatient, Mixed Equipment,
Skirmish, Hounds
Hunter 4 4 3 3 3 1 3 1 7 Hard Folk, Impatient, Mixed Equipment,
Skirmish
Hounds 6 3 0 4 3 1 4 1 5 (Once Released) Skirmish, Unstoppable Frenzy,
Stubborn, Attack Everyone except hunters
Ulfsark Human Form 4 4 3 4 4 5 5 3 9 Bear's Hug, Hard Folk, Hidden, Impatient,
Bear Form 6 3 0 5 5 5 3 2 9 Immune to Psychology, Shape-Shifter,
Intepended, Stubborn
Scout 4 3 3 3 3 1 3 1 7 Hard Folk, Impatient, Encircle, Scout, Skirmish
Berserker 4 4 3 4 4 2 4 2 8 Hard Folk, Very Impatient, Tattoos, Massacre

Mounts M WS BS S T W I A Ld Special Rules


Norse Horse 7 3 0 4 3 1 3 1 5

*Norse horses use 25mm x 50mm bases, Ulfsark in bear form uses 40mm x 40mm bases and all other uses 20mm x 20mm bases

Norscan Equipment
Great Spear Bonfire Beacon
Halberd. Always wounds living Large Targets +1 to roll who goes first.
on 4+ and causes d3 wounds instead 1.

High Tribes

Baersonlings Craelings
Frenzy from Impatient rolls last whole turn. May re-roll distance for pursue. May re-roll
Ulfsarks are special instead rare. distance when fleeing any elven.

Bjornlings Aeslings
Hate all Chaos influenced forces, including Immune to Fear and Hate Dwarves.
Skaven and Beastmen.
Vargs
Sarls +1 Initiative
Immune to Fear caused by living Large
Targets. Great Spears are common upgrade Amazons
option No other tribes. All have Female quality and
all weapons are poisoned.
Skaelings
Immune to Panic.

31
Edition Variations
This additional section is more like update sheet than part of book itself. By using material here,
players are able to use Kingdoms of Ind in their favorite Warhammer edition since fifth without
suffering serious problems caused by changed ruling.

5th Edition

The Army List


Character War Machines
The character point allowance also includes Norscan have no access for war machines.
the value of their armour, weapons and any
magic items they might have. If character rides Monsters
a monster, royal elephant or chariot, point Monster includes all non-ridden monsters that
allowance comes from character point are bounded to serve in army.
allowance instead monster point allowance.
Also, the points from regimental champions Allies
and gurus comes from the character point Allies are chosen from other army book or
allowance even chapion is part of its unit and books. When you choose allies, you can spend
may not leave it. your points freely on characters, regiments,
and war machines. The normal army portition
Character Maximum Number of Magic Items selections do not ably but normal limitations
High King 3 still do.
Yarl 2
Great Berserker 2
Berserker 1 Army do not need include allied general but it
Shaman 4 may still do have it if you wish. Allied general
Scald 2 counts as a character as normal but normal
Ulfsark 0
rules for general do not ably.
Regiments
Regiments form the bulk of Clans of Norsca. If allies from Empire or Dwarf are present,
These troops are organized into units called army may not include Chaos allies and visa
regiments. Regiments must have minimum of verse.
five models.

All regiments may include musician at double


cost.

Regiments are permitted berserkers, who are


always equipment only with two-handed
weapon, expect they may also have single
magic item. They may never leave the unit
they are part of.

32
Army Selection Section
Characters 0-75% Up to three quarters of the points value can be spend on character.
This includes cost of monster character rides to battle.
Regiments 25%+ At least quarter of the points value must be spend on regiments.
This doesn't include cost of champions.
War Machines 0% a Norcan army has no access to war machines.
Monsters 0-25% Up to quarter of the points value may be spend on monsters.
Allies 0-25% Up to quarter of the points value may be spend on allied forces
chosen from following forces: Dwarfs, Chaos, Empire and Dogs of
War.

Equipment List

The following is a list of all the usual weapons


in the Warhammer Game. It has been included
so you can choose equipment for character
models. Remember, berserkers must be armed Ranged Weapons
with great weapons. Bow 2
Javelin 1
Throwing Axe 1
Hand-to-Hand Weapons
A single hand weapon (Axe, sword etc) Free
An additional hand weapon 1 Armours
Double Handed Weapon (Great sword etc.) 2 Shield 1
Great Spear 4 Light Armour 2

Modified Special Rules


Hard Folk Stubborn
Magic Resistance (1) is replaced with 5+ All stubborn units are treated as Skeletons in
Natural Magic Resistance. Combat (See page 108 in Battle Book).

Wards Saves
Ward saves are replaced with special saves.

Modified Character
Norscan Army must always include at least single general. This is exceptional to other armies.

Shaman Great Berserker


Scout is ignored. May ride on monster chosen from monster list.
May ride on monster chosen from monster list.
Ulfsark
Berserker Character instead regiment.
Base point cost is set to 50.

33
Modifed Regiments

Freemen Hunters
Base cost is increased to 10. Base cost is increased to 12.
Point cost of throwing axes and light armours Base cost of hound is increased to 6.
are opposite
Scouting Party
Thrall Base cost is increased to 24.
Base cost is to 5. Scout rule is removed.
Point cost for light armours is doubled. Cost of light armours is doubled.

Chosens
Base cost is increased to 17.

Added Monsters

Dragon (450 points) Griffon (150 points)


Great Dragon (600 points) Hippogriff (145 points)
Emperor Dragon (750 points) Manticore (200 points)
Pegasus (70 points) Bat Swarms (100 points, treated as ravens)

Magic Item Modifications

Following will remain Norsca only magic Howl of Winter


items and all other Norsca magic items are Bound Spell. Casts Ice Spell: Winds of Cold.
unavailable: One use only.
Bracelets of Helenir
Howl of Winter Witch Drum
Servant's Twilight Bound Spell; Shaman Spell: Trance.
Ritual Attire
Witch Drum Female
Female Natural Magic Resistance 3+.
Model may halve the cost of pegasus she rides.

34
Shaman's Lore Modifications

Control of Winds Evil Eye


Power 1. If succesfully cast, player my draw Power 2.
one card from opponent's hand.
Trance
Magical Ward Power 3. Shaman becomes ethereal and all
Power 2. Target unit gains 2+ natural magic spells cost 1 power less to cast.
resistance instead Magic Resitance (3).
Seeking the Lost
Rust of Age Power 3.
Power 3.

Modified High Tribes


Baersonlins
Ignore note about Ulsarks. Amazons
Replace poison with ability to re-roll all failed
Sarls to wound rolls.
Cost of Great Spear upgrade is doubled.

6th Edition

6th and 7th editions were quite similar, thus variation between these two weren't notable – especailly
as some armies never even got a 7th edition army book.

Modifed Regiments

Freeman Hunters
Base cost is increased to 9 Base cost is increased to 8.
Cost of hounds is unchanged.
Thrall
Base cost is increased to 4. Scouting Party
Base cost is increased to 19.
Chosens
Base cost is increased to 15.

35
8th Edition

The Army List


Army Selection Section
Each army must include at least one character as a general and three core units.
Lords 0-25% Up to quarter of the points value can be spend on lords.
Heroes 0-50% Up to half of the points value can be spend on heroes.
Core Units 25%+ At least quarter of the points must be spend on core units.
Special Units 0-50% Up to half of the points value may be spend on special units. .
Rare Units 0-25% Up to quarter of the points value may be spend on rare units. .

Special Rule Modification


Mixed Equipment Massacre
Order to remove casaulties: Additional to other benefits, opponent ranks
1: Models without weapon upgrade are treated as disturbed if unit suffers more
2: Models with bows casualties than it has ranks.
3: Models with throwing axes
4: Models with spears Encircle
5: Models with great weapons Replaced with Ambush rule.
6: Models with great spears.

Shaman's Lore Modifications


Wrathful Practice (Lore Attribute) Bed of Frost Snow Cast on 12+
Any model – friend or woe – within 3” from Shamans tries to summon aurora borealis –
shaman must take panic test if any spell is and it can't happen unless magical firefox
successfully cast. swing its tail on frost-snow, sending cloud of
snow to dance in the sky. And while even
Trance shamans has no power over such phenomena
Signature spell; Augment. outright, having frost-snow is a good starting
point.
Magical Ward
Augment Remains in Play. Augment. Once cast, frost
and snow starts to spread around from shaman.
Rust of Age During end of every magic phase, sphere of
Hex frost will spread d6”.

Seeking of Lost Frozen area is treated as Dangerous and any


Augment model that ends their movement phase within
frozen area has to make Toughness tests or
suffer a wound.

Spell lasts until shaman dies, moves or cast


another spell. Once stopped, area will shrink
d6” in end of each magic phase. Users of
Shaman's Lore or Lore of Ice are unaffected.

36

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