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—=< NORSE = This army list is for use with WFB 3rd edition, yt awe pee Heel Norse Dwarf [3] 4 | 3 [3/4] 1]2|1| 9 7]l9l9l[8 for aon, ecu of hc Ol Nord and shen Smad — Tas Ts la i = Po Foam and occasionally trade or hire out as mercenaries. The 90 aed 31543 A 243}110+1} 942 110+11 10421138) Norse love battle, song and ale; but most of all they love 5 3} 613 [4}5] 3 [31212002] 9+2 | 1002] 10+2] 203} arc acces om he point of vw of 0 sas Tw haa Tao Te Te warrior, wild with ale, swinging a huge blood-dripping Ogre 6{3 [2 |afsfa|aj2] 7 {4{s [7 [3s power —fefe fofeteatea tet Thee sy are are mene fs esther onee fe [a fete ieistat 4 ea [oz uncontrollable in battle, their eagerness to die rendering ate Ss) stale a [eta press pace) Pe | ve [zee them almost indifferent to their opponent's blows. The Norse army is known as the Warhird, or warhoard, [Base Size: 40mm x 40mm largely brainless (a result of the popular Norse sport of ra raw i Me ere Siac Re tascens iaese, La eS SS er aa To oar Dwr see fe fee potort ates Seesmreeame foment fetes fee allying with other human and Dwarf realms in the pursuit se x 25mm side against their common enemies, or against other M|ws|es/sitiwitlal td | int | co | we | Pts THE WARHIRD Ineo e[5 [*|5|e]3|a]3] © [5] 7] 6 |e ——« OF THE NORSE se [2H [elo Tebsieteialetaat s Te Te Tl pores fete alsete alate Let peau fee Peter retest tee tee te see eT) See tft eee tow fete eteela tate tte pswwe ete te delsta tafser tee act eam ete te elt fete et ts imo [a FS ARES ee pees Se ee poset ee tsap tei fe zal [eel foto a] aale ee t[9a a] [aa goood [a] Tacaleee [aad ea os 28 Alignment: Norse armies are Neutral sychology: Norse armies are bound by several of the special psychology rules. For this reason the Norse army be considered an “expert” army, suitable for players with additional rules, Norse humans and Norse Dwarfs are subject to saga ‘animosity against other Norse humans and Norse Dwarfs (see WEB p205-0). Ulfwerenar and Ulijarls are subject to automatic frenzy and other rules (see pages at end of this document). Borserkers are subject to automatic frenzy and other rules (see WEB p96) ‘Troll Slayers and Giant Slayers are subject to frensy and other rules (see WEB p213) —< ARMY SELECTION >— Force ‘Whole army less 1 Hero Rank & File models 4 Army's total PV [character models 1 Hero 4 Army's total PY Heroes 1 model Army's tol PV Wizards 0 2 models Allies 0 Army's total PV Mercenaries 0 Army's total PV Monstrous host 0 Army's total PV —K CHARACTER MODELS >— Character models are heroes and wizards. The player may spend up to half of the army's total points value on character models. ANorse army may have up to 35 character models in total and must have at least one character (ie, the Genera), General: The army must be led by a General who will be the character model with highest leadership characteristic, Army Standard: The army is allowed one army standard, known as the Reafan or Raven Banner. This must be carried by a character model and paid for from the character model points allowance. Army standards cost 50 points. Riding on War Mammoths: character models may ride on War Mammioths, if the War Mammoth as a howdah and crew then it is included as part ofthe army's ‘rank and file points allowance. This does not affect either the points value of the War Mammoth or the character. War Mammoths carrying characters can be treated as separate units of | model Ifthe War Mammoth doesn’t have a howdah and crew (e.g. the ‘characteris riding the War Mammoth alone) then the itis, included in the ‘character’ points allowance. Points: The points costs given for characters are for a basic uunarmoured model with a hand weapon, Characters should be provided with armament as depicted on the model and selected from the following list, Ifthe model is carrying a piece of ‘equipment not mentioned on the table, it may be ignored. Points cost Points cost er per cenaracter | item character model ‘model Close Combat Armour Weapons Shield 1 Additional hand Light armour 2 weapon 1 [Heavy armour 3 Double-handed weapon Fil Riding Animals Horse Spear ¢tuman only) 3 Warhorse Missile | éuman only) 6 ‘weapons Bow 2 [War Beasts Crossbow Mammoth 300 (Norse Dwarf only Javelin Throwing axe Theowing spear Heroes No more than half the army's total points value may be spent on heroes, and must have at least one (the General). The maximum number of heroes available at each level is given on the table below, Points per ‘Maximum Availibility model Norse Human Heroes 6 Karls (level 5 heroes) 48 4 Drengs (level 10 heroes) 88 3 Thains (level 15 heroes) 128 2 Jarls (level 20 heroes) 168 1 Kyning (level 25 hero) 208 Norse Dwarf Heroes 6 Foe Smiters (level 5 heroes) 48. 4 Anvil Cleavers (level 10 heroes) 88 3 War Forgers (level 15 heroes) 128 2 Battle Wrights (level 20 heroes) 168 1 Hold Masters (level 25 hero) 208 Ulfwerenar Heroes 4 Ulfear! (level 5 heroes) 42 3 Lupendreng (level 10 hero) a 2 Ulfthain (level 15 hero) n2 1 Ulflord (level 20 hero) 147 1 Beowulf (level 25 hero) 217 Ulfjarl Heroes 2 Bloodwolf (level 5 heroes) 90 1 Goremaster (level 10 hero) 140 1 Deathwolf (level 15 hero) 190. 1 Doomwolf (level 20 hero) 240 1 Wolfbane (level 25 hero) 290 Ogre Heroes 4 level 5 heroes 90 3 level 10 hero 140 2 level 15 hero 190 1 level 20 hero 240 level 25 hero 290 ‘Champions Level 5 and 10 heroes must be assigned to specific units as leaders, unless designated as the army standard bearer. Hero leaders are reffered to as champions. Champions are part of the unit they are assigned to and cannot leave it (sce WEB, p93). Champions must be the same race as the unit they are assigned to. A Norse Dwarf unit cannot have a human, Ulfwerenar, etc, champion or vice versa. Level 15, 20 and 25 heroes may be assigned to specified units as champions if the player wishes. Alternatively, they may be left as independent characters, free to associate with any unit in the normal way (see WEB, p90), Special Troop Characters (see WA, p6) Some units of troops (e.g. Berserkers and Scouts) have special abilities and cost more points. If a player wishes such a unit to have a Champion leader, he must pay the Usual points cost for the troop type. These Special Troop Characters can only be assigned to special troop units of the same type. Wizards ‘The army may contain a maximum of 4 wizards. Of which up to 3 may be human Norse, up to 2 may be Norse Dwarf and up to T may be an Ogre Shaman, Wizards can act as champions or independent characters. The maximum number of wizards available at each level is given below. Points per Maximum Availability model Human Wizard 3 Volas (Iv 5 wizards) 60 3 Runeskyres (Ivl 10 wizards) 85 2 Skalds (Ivi 15 wizards) 153 1 Helrun (Iv1 20 wizard) 240 1 Wyrdskyre (Ivi 25 wizard) 340 Dwarf Wizard 2 Spell Smiths (Ivl 5 wizards) 78 2 Forgers of Enchantry (Ivl 10 wizards) 18 1 Lore Delver (Ivl 15 wizards) 203 | Thunder Master (Iv1 20 wizard) 303 1 Forge Mage (Ivl 25 wizard) 418 Ogre Shaman 1 Spook-Talker (Ivl $ wizard) 118 Generating Spells ‘The number of spells available to each level of wizard is as follows. ‘Character | Magic | Number of spells at level Jevel__| level | Zz 3 4 5 1 3 ° ° ° 0 1 6 ° ° ° 15 2 6 3 ° ° 20 3 6 3 3 ° 25 4 6 3 3 3 A spells are generated randomly from the appropriate Battle Magic chart. A wizard may also use other sorts of magic if the player chooses. [A Norse Human wizard may substitute Illusionist or Elemental spells for any Battle Magic spell ofthe same level. They may also substiture one Necromantic or one Daemonie spell per level, instead of a Battle Magic spell of the same level A Norse Dwarf wizard or Ogre wizard, may generate up to one Elemental, one Necromantie or one Daemonic spell per level, instead of @ Battle Magic spell of the same level, Magic Items for Characters Characters can cary a limited number of magical items paying tne points indicated on the Magic ltems Chart (p13). These are paid for from the character model points allowance and selected fiom the following lis Any character model may carry a single magic weapon with rho more than one magic attribute for every 5 “levels' of the character (i, a level S character may carry a weapon with fone attribute, a level 15 character may carry a weapon with three, ec). Any character model may wear a single ring with a spell of level 1 (One character model may wear a single ring with a spell of any level Up to three character models may be equipped with magic ‘The army standard, Raefan or Raven Banner, may have one magic ability. — RANK § FILE A minimum of half of the army's toxal points value must be spent ‘on Rank & File troops. All units are automatically assumed 10 have a leader with the same profile as the rest of the unit Any unit may be given a unit standard bearer andlor a musician. Standard bearers and musicians must be equipped in exactly the same way as the fest of the unit. Standard bearers and ‘musicians cost double the points value of a basic trooper Any unit indicated may convert an ordinary standard into a agic standard with a single ability. The ability may have a points ic up to the amount shown. The specific ability must be chosen and noted down before the game (see p15) Any unit indicated may convert an ordinary musical instrument {nto a magic musical instrument with asingle ability. All musical {instruments cost an extra 25ptsas indicated below. The speci ability must be chosen and noted down before the game (see 20 BONDSMEN MODELS PERUNIT: 5-20 MODELS PER UNIT: 10-30 POINTS PER MODEL: _12 POINTS PER MODEL: _6 WEAPONS: HAND WEAPON % WEAPONS: HAND WEAPON fen "ARMOUR: LIGHT ARMOUR “i "ARMOUR: SHIELD AND SHIELD ‘OPTIONS: "Howarsos Ochoa ps of Na Lads Tey coat on oped ar The Nave are hal ighersg thon ecw yn nig igi na ey a arora toa bios farnap ara ee or acta Bab aces Th Nae Me errs ihin and boning Such ate aati presented Beer ‘errr wi ica et x ede Saat leas bass aceon ee oea cma nace ; st mwslestsfrwltfaludlindcilwel Fo [mlwsies|s | r[w1 1] a lua] ine] ci] frum esis isis iiisitlapata 7h frum els isisistiisii lz] MODELS PER UNIT: 10-20, MODELS PER UNIT: 6-10 POINTS PER MODEL: _7 4 POINTS PER MODEL! _10 WEAPONS: HAND WEAPON SAA» WEAPONS: HAND WEAPON ‘OPTIONS: g ‘OPTIONS ow rey pig bing her cloner and ate they ore aay [—___Tupestests Tr fel fafatmterwe] f———Tuwslosl sw] Talat Lib srs] [eiewoccerre [a [ePs[3f3 Ts [3] 7 ‘OPTIONS, axventr way 4 tc sehr hen of th tet tr masta ape tac, Suspend he monotony of dey Jor the exstemon a ale ‘dines the women COS os Mwsfes] S| T]W] 1 TA eal in] crv] Mwsyes] S| Tw] 1] Aca) int] crv] DWARF sfa[sis[«[1[2[sfel7[aleg pf snocketme [ois/3[3[s|1]slslel7[ofo MODELS PER UNIT. 10-40 MODELS PER UNIT: 10.20 POINTS PERMODEL! 7 POINTS PER MODEL! _12 ——e if ‘OPTIONS extunwonn Tatil Doar ners igh thon mi of Bondar, ater We th Ce ESps| TJ] 1A lca}in ci [wr] Mwsjes] S| T]w] 1] Alcal int ci]wr] 4bbEh i fel slo 3isisis[4ii[2[1fel7}ele MODELS PER UNIT: 10.20 MODELS PERUNIT: 6-10, POINTS PER MODEL: _@ POINTS PERMODEL? 6 WEAPONS: HAND WEAPON WEAPONS: HAND WEAPON d "ARMOUR: NONE OPTIONS ‘ OPTIONS fear cused by pm wsies]s [rw] tf afealinecifwel fo Tm lwsies{s |r ]w] 1 [a [tal int] ct [wel Liwereworr [olelsiatalitalifeisfefsf furan leleisisteisisizisisi7s] MODELS PER UNIT. 10-20, POINTS PER MODEL: _16 ‘OPTIONS: ‘ " ‘OPTIONS, Solon hey hae arn embrace eat within, en he ther Sas wsjes}s[t]w[i[acalin}ciwe fw wsfes| s |r ]w] 1 | a [tal int] ci [wel [sfotstsisfstatzels[7y Prumnscour [sls isisfsiiistitzi7 iz] MODELS PER UNIT. 5.20 MODELS PERUNIT.__6.10 POINTS PER MODEL; 28 POINTS PER MODEL: 13 “OPTIONS “OPTIONS Nos ther Nore ipecial ten Iie dow of ging fang ond rang. enc Mywsjes] S| T]W] PA Lay int cru] m]wsjes] S| T]W] tPA [eal mi] cr]nr] Human crew( |4]3[ata]al+[3[1]7]7]7|7§ powarrcrew) [s]a[s]s[«l1[2[1[ol7]olo waumo” __[e{slole{ei6|3|s|7|3| 77 MODELS PERUNITE 1-4 POINTS PER MODEL. 305 MODELS PERUNT 1 "PORTS PER MODEL? 54 WEAPONS: “HAND WEAPON |} crew: 3 NORSE DWARFS “ARMOUR: NONE WEAPONS: HAND WEAPONS ARMOUR? NONE ‘OPTIONS: resend rstuck ambasader Sore tnpres sl ore the Tr Mammoth of Norse, crete cptred a int and ase bythe The Kying and his army stonded bearer leading nit of Hascal. The bane is inp —K SKIRMISHERS (se w#8, 100) ‘The following units may operate as skirmishers, ifthe player wishes. Skirmishing units must be noted down before the battle, ‘The maximum size for a skirmishing unit is 15. Unit type Bondsmen Archers ‘Any Bondsdwarts Any armed with bows Norse Hunters Any Thralls Any —< BAGGAGE >— Norse armies tend to accumulate huge baggage trains full of Toot, captive slaves and whole herds of animals liberated from the enemy. ‘A Norse baggage train is represented by one wagon and 5 Norse Human of Norse Dwarf eamp followers per 1000 points in the army. The camp followers are unarmoured and use improvised ‘weapons. — ALLIES >— Few people will ally with the Norse owing to their rowdy and untrustworthy nature. This is reflected in the comparatively small size of the Norse allied contingents. The Norse Dwarfs are sometimes able to call upon their southern cousins for help. And some Norse armies choose to ally themselves with Chaos. [No more than a quarter of the army's total points value may be spent on allies. The allies must be assembled using the Allies section (see WA p126) and chosen from the following list: Chaos Allies (but can have no other allies) Dwarf Old World Allies Fimir —< MERCENARIES >— ‘The majority of mercenaries in a Norse army are often other Norse! Norse Dwarfs and Norsemen from one area or kingdon will often hire out to another kingdom or roving adventurer, depending on where the best bloodletting is atthe time, Other interesting allies include Giants, as many of these large and dim-witted creatures live in the northlands, The player may spend up to one quarter ofthe army's total points on mercenaries. Mercenary forces may be chosen from the following lists: (Old World Mercenaries Norse Ogres Giants —< HOSTS >— Any wizard iof the Norse Warhird may magically bind @ monstrous or etheral host prior to the game. Norse wizards are adept at manipulating the runic magic which controls the animals of their forests and wastes, Not least amongst these are the ferocious wyrms, or dragons. Sometimes a Norse wartiors loyalty can extend beyond life itself, especially in the warrior dies unavenged. The Norse etheral host is made up of Einherjar, past warriors eager to return for one more battle. The player may spend up to one quarter of the army's total points on a host, but only one host is allowed per army. The charts below indicate the creatures that may be included in both types of host, which must be assembled using the rules in the Warhammer Bestiary (WEB, p240 & 263) Points per ‘The monstrous host may contain: ‘model 0-5. Bears 20 0-5. Boars 6 0-3. Dragons 250-800 0-5. Eagles 15 0-20. Giant Wolves 8 0-1 Swarms (ravens) 250 0-18 _Warhounds 4 Points per An Etheral host may contai model 0-5. Ghosts 50 0-1 Spectres 200/255 0-3 Wights 100 —< BESTIARY > Ulfwerenar Ulfwerenar means ‘wolf-warriors’ amd is the word used. by the Norse to describe those able to transform their shape into a beastial half-man half-wolf, Such individuals are quite common in the north, where whole families of these Weres live in forest settlements, Unique to the Norse are the Ulfwerenar, normal humans ‘who have, usually, been bitten by a Warpstone infected wolf and become infected themselves. The human breaks, down with a fever and if survives he will be cursed an Ulfwerenar for the rest of his life. Unlike the Empire, the Norse has no witeh hunters and do not hunt down shape shifiers, it seems that not only do the Norse accept them; they respect and encourage them. Weres hunger for and need flesh, and are only comfortable if able to regularly transmute and feed in their non-human form. They don’t have to eat human flesh, but when in wolf form a Were cannot always control himself and will attack anything he comes across. Shape-changers that ‘manage to live for a while manage to learn to control these urges. Human Were-creatures can change into any one shape other than their own, that of a hybrid of both forms. This is usually a wolf in the Empire, although Were-boars, Were-bears, Were-cats and even Were-bison are known, but are considerably rarer. In Norsca Were-bears are more common- although not as common as Were-wolves, Physique: A typical Ulfwerenar in wolf-man form takes on a quasi-lupine appearance. Its body enlarges, hair sprouts all over its skin, and its head develops a fearsome snout and teeth, Alignment: Any alignment, but are commonly seen as. neutral Base Size: 25 x 25mm. Special Rules: 1 A unit of Ulfwerenar which charges or when it is charged, automatically becomes frenzied. No seperate test is required to enter frenzy 2.Ulfwerenar may not wear armour or use weapons. Ulfwerenar units may not have a standard bearer or 3.Ulfwerenar can only be led by an Ulfwerenar character, 4, An Ulfwerenar’s hunger for blood is so irrepressible that even in the thick of battle , it may stop to feed upon the dead and wounded. This represented by a special psychology test called blood-greed. When 2 unit of Ulfwerenar routs its opponents, it must make a standard 2D6 test against Cl. If the test is failed, the unit will halt to feed on the dead or dying; it will not pursue routing troops or strike any free hacks The unit continues to remain halted until the begining of its next turn, when anotehr biood-greed test must be made. The unit continues to feed until a successful test is made cr until the unit is charged in hand to hand combat. While fighting hand to hand, blood-greed no longer applies. If shot at by enemy troops, the unit may make an additional and immediate test to stop feeding. Profile M]ws[es[s|T]W[I[A] td [nt] | WP [Pes lUiwerenar |4[4 [3 [sla/t iit; 8 |e) 8 | 8 | 8 4s [a[sil1 [sz] es [els] sla 4[6[4|s|s|2|s|s|o1[6 | 6 | 8 [77 {6 | 4|5|5|3 |6|3| 10+3| 6 | o+1 | o+t [112 {7 [4|s|5/4 |7[4| 10+] 6 | 9+1 | ot | 147] 4[ 7 [55/5] 4 [7] | 1043 | 612] 10+2 [1042 | 217| Size: 25 x 25m —< BESTIARY > Ulfjart Ulfjarls are the princes of the Ulfwerenar. They are descendants of some of the most ancient and honoured families in Norsca. They have been Ulfwerenar for so long they have completely mastered the control it requires to change form and can even stop at middle stages to become half-man, half-wolf. Ulfjarls hunger for and need flesh, and are only comfortable if able to regularly transmute and feed in their non-human form. For this reason many humans fear and shun them, and Uifjarls themsel er to live rumoured to live deep in the forests, living dual lives as woodcutters by day, hunting for flesh by night. They don’t have to eat human flesh, but when in wolf form a Were cannot always control himself and will attack anything he comes across. Shape-changers that manage to live for a while manage to learn to control these urges. Physique: Ulfjarls stand at least 10 feet tall and can be almost as broad. They are heavily muscled with a wwolf-like appearance. Covered in thick fur and its head, develops a fearsome snout and teeth. Alignment: Any alignment, but are commonly seen as neutral Base Size: 40 x 40 mm Special Rules: 1. Ulfjarls are large creatures and cause fear in in creatures under ten feet tall 2.Ulfjarls are powerful creatures. Any blow has a greater than average chance of penertrating armour. An opponent suffering damagein hand to hand combat has their armour saving throw reduced by -1 3. An Ulfjarl’s hunger for blood is so irrepressible that even in the thick of battle , it may stop to feed upon the dead and wounded. This represented by a special psychology test cailed blood-greed, When a unit of Ulfwerenar routs its opponents, it must make a standard 26 test against CI. Ifthe test is failed, the unit will hale to feed on the dead or dying: it will not pursue routing troops or strike any free hacks. Profle M]ws[es[s[t[W]I[A] td [ine] a | We [Pts jujat [6 | 4 | 3 [4/43 (sj2) 9 | 5 | 7 | 6 | 40 lsHero [e[5 [4 |5[a]3|4[3] © [5] 7] 6 |e laHero 6] 6 | 4|5/5|4|4]s| ror] 5 | 7 | 6 | 140] lasHero 6] 6 | 4|5/5|5|5]4| 1002] 5 | eet | 741 | 190] laoHero 6] 7 | 4|5/5|6|6|5| 10+3| 5 | get | 7+1 | 240] lasero [6 | 7 [5 [5/56 |5|5| 1043] 742] 02 | 842 |200) [pace Size: 40mm x40mm The unit continues to remain halted until the begining of its next turn, when another blood-greed test must be made. The unit continues to feed until a successful test is made or until the unit is charged in hand to hand combat. While fighting hand to hand, blood-greed no longer applies. If shot at by enemy troops, the unit may make an additional and immediate test to stop feeding. 4. Ulfjar!’s are too enraged and bestial to be wizards. 5. Ulfjarls may not use weapons, armour or magic items. —< NORSE > ‘The Norse army list for warhammer fantasy battle 3rd dition first appeared in WD107. I wanted to change the army list as little as possible, I just wanted to fix the cerrors and add a few units (ones that I felt were missing like Mammoths) and tidy up the Dwarf units which were pretty much the same. L tried to keep the army list true to warhammer 3rd edition, which doesn’t have many fantastic creatures or units with high stats and abilities. And keep it to the range of models available at the time, with a couple of exceptions, such as Ulfjarl's (which are large werewolf ‘models) and war mammoths. Notes/Changes to WD107: Husearls - Kept these the same. Bondsmen -The same except the Options- removed the following: double handed weapons (other units have these) and throwing axes and throwing spears (again other units have these such as Thralls and Tribesmen), Bondsmen Archers - removed Options-longbows, as Norse Hunters have these now. Berserkers - fixed profile error. In Options removed light armour as berserkers cannot wear armour! Removed spears as these didnt seem like berserker weapons and other units have spear options, Added Throwing Axes. Thralls- Kept these the same. Tribesmen - added new unit, these represent the old barbarian models. Also gives a unit with a different look and an excuse for an elite unit, (Most armies have a 3-4 elite units). Ulfwerenar - this is the biggest change. Made it so they are wolfman form and do not change in battle, to try and streamline things and make it less paper work. Same stats, slightly different special rules. Reduced points slightly. Removed all equipment options. Based character points on Black Ore points- while Ulfwerenar have a slightly better profile they don’t use weapons, armour or magi items, and have Bloodgreed which can be a hinderance. So I think it balances out, Ulfewerenar are the old werewolf models, about the size of a beastman, Norse Dwarfs- Made these an elite unit as it seemed appropriate and renamed Longbeards, Most armies have 3-4 elite units, so this seemed fair. Decreased numbers to reflect elite unit. They have almost exactly the same ‘equipment options as Norse Dwarfs did. Removed spears so that Bondsdwarfs have some different equipment options to Longbeards. Bondsdwarfs - these were very simlar to Norse Dwarfs. Kept Bondsdwarfs exactly the same except increased their numbers available, and made light armour an option rather than default Norse Dwarf berserkers - removed. Increased number of trollslayers instead. Dwarf Berserker models can instead be used as trollslayers or added to human berserker units, and use the human profile. Trolislayers and Giantslayers- removed light armour and shield options. Increased number of Trollslayers allowed, Uifjarls- added new unit. These represent the larger ‘werewolf models availabie, To keep things fair, these use the Minotaur profile and rules. Their stats are pretty scary, but they cannot use armour or equipment, so T think it balances out. Jotunns - Added Ogre unit. This means a player can add his own ogre heroes of a level he chooses (if using Ogre Mercenaries you dont get much choice of hero) and even an Ogre Shaman if he wishes (something you cannot do, with the Ogre Mercenary list). Norse Hunters, War Mammoth and Bolt Thrower - Added these units as they seemed appropriate without breaking things completely. Further Thoughts thought about adding Shicldmaidens, but I prefer not to segregate women into their own units. I think Norse women would have fought side by side with the men, so female models can be used in any appropriate unit, The old Norse army list from WD107 does not have much in the way of: Cavalry -War machines -Many missile troops “Heavily armoured troops -High stat troops (eg. Chaos) “Shock elite troops (eg. Dwarfs) So some of the new units should balance things out a bit. Especially the larger shock troops like Ogres and War

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