Norse Warband
 
 

 

 

 

 

 

 

 

 

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Norse Warband

By Unknown,
as appeared in Town Cryer 13.
PDF at Downloads!

WebMaster's Note: This warband was originally created for the InnerCircle's Lustria: Cities of Gold Mordheim game setting. Like most exotic warbands, with a little imagination if can fit well your adventures within The City of the Damned.
'0 Sigmar preserve us from the wrath of the Norseman'

The land of Norsca lies to the far north of the Empire across the stormy sea of Claws. This is a harsh land of snow and ice with mountains of Frost and Dusk that reaches unto the heavens themselves and march right down to the sea. The humans that live here are powerfully built, with large, well muscled frames and long limbs. The Norse are a bloodthirsty people whose society is based entirely around war and fighting. They make or produce very little in there inhospitable homeland and their attitude to take whatever they need from the lands of others. Many a time their dreaded longships have brought terror and destruction to the lands of man and other races. The Norse people live in marauder tribes or clans much like the Unberogens who were, centuries earlier, the founders of the Empire. It is for these reasons that the Norse tribes openly worship the dark gods of Chaos as their own.

All Norse warriors are trained in the art of war at a very young age and become skilled in the use of the sword, axe, and shield for theirs is a brutal society where only the strongest survive. Probably because of their well-founded fearsome reputation the Norsemen have few allegiances apart from to their clan and their ancestors and so make excellent mercenaries.

Despite their brutish behavior the Norse make superb natural sailors rivaling even the High Elves and it was indeed the Norse who were the first humans to discover Lustria and the South Lands. In their long-ships, the Norse sailed from the Old World to Lustria, establishing the first colony, Skeggi. The Norse plague the coast of Lustria raiding many coastal settlements but it is their desire for riches and saga that have driven them further inland to pillage the temples of the Slann.

Choice of Warriors:

A Norse Warband must include a minimum of three models. You have 500 gold crowns to recruit your initial Warband. The maximum number of warriors in the warband may never exceed 15.

  • Jarl: Each Norse Warband must have one Jarl to lead it- no more, no less.
  • Berserker: your warband may include up to two berserker.
  • Wulfen: Your Warband may include up to one Wulfen.
  • Marauders: Your Warband may include any number of Marauder.
  • Hunter: Your Warband may include up to five Hunters.
  • Wolves: Your Warband may include up to five Wolves provided it includes a Wulfen in it.

Special Rules

  • Seamen: The Norse are a sea faring people and spend much of their time rowing boats. To represent this, all Norse warriors get +2 to Strength when trying to row a boat.

Starting Experience:

  • A Jarl starts with 20 experience.
  • Berserkers starts with 11 experience.
  • Wulfen starts with 11 experience.
  • Bondsmen start with 0 experience.
  • Henchmen start with 0 experience.

Maximum Characteristics:

Norse are human, albeit rather nasty and ferocious but human all the same and so will use the human maximum characteristics from page 121 of the Mordheim rulebook.

Norse Skill Tables

  • Jarl may choose from the Combat, Strength, Speed or Special Skills.
  • Berserker may choose from the Combat, Strength or Special Skills.
  • Wulfen may choose from the Combat, Strength, Speed or Special Skills.
  • Bondsmen may choose from the Combat, Strength, Speed or Special Skills.
     

Norse Equipment List

Heroes Equipment List Hunters Equipment List
Hand to Hand Weapons Hand to Hand Weapons
Dagger 1st free/ 2 gc Dagger 1st free/ 2 gc
Axe 5 gc Axe 5 gc
Hammer 3 gc Hammer 3 gc
Spear 10 gc Spear 10 gc
Sword 10 gc Sword 10 gc
Double Handed Weapon 15 gc Double Handed Weapon 15 gc
Flail 15 gc    
   
Missile Weapons Missile Weapons 
Throwing Axes (Same as knives) 15 gc Javelin 5 gc
  Bow 10 gc
   
Armour Armour
Light Armour 20 gc Shield 5 gc
Shield 5 gc Helmet 10 gc
Helmet 10 gc  
   

Heroes

1 Jarl; 70 gold crowns to hire
The Jarl of a Norse Warband is the most battle-hardened veteran of his group and often a lesser clan chieftain of his tribe. He has seen many battles and is used to bloodshed. While some Jarls choose to command their forces with strategy, most just run into a fray with the rest of the warriors. However the Jarl decides to run his warband, all of the other warriors respect him and look up to him.

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WS

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4 4 3 4 3 1 4 2 8
Weapons/Armor: A Jarl can be armed with weapons and armor chosen from the Heroes Equipment list.

Special Rules:

  • Leader: Any models in the Warband within 6" of the Jarl may use his Leadership instead of their own.
0-2 Berserkers; 50 gold crowns to hire
Berserkers are some of the most ferocious warriors in any Norse Warband. They have proven their worth over countless battles and have learned that deaths is nothing to be feared. They charge into battle without any regard for their own safety and are really quite demented.

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4 4 3 4 3 1 3 1 7
Weapons/Armor: Berserkers can be armed with weapons chosen from the Heroes Equipment list but they may never wear armor.

Special Rules:

  • Berserkers: Berserkers are subject to Frenzy as detailed in the Psychology section of the Mordheim rulebook.
0-1 Wulfen; 90 gold crowns to hire
Wulfen are Berserkers with a very rare mutation. When there is a full moon, or when blood starts flowing on the battlefield, the mysterious and deadly Wulfen turn into blood hungry beasts, part man part wolf or bear. These creatures are know and greatly feared as werewolves to most Old Worlds. These monstrous beasts tear through flesh and armor with ease with there massive fangs as they rampage through the melee.

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6 4 0 4 4 1 4 2 7
Weapons/Armor: A Wulfen is a ravening beast of teeth and claws and may never use weapons or armor although suffers no penalty for being unarmed.

Special Rules:

  • Fear: Wulfen are terrifying creatures to behold and causes Fear.
  • Bestial: Wulfen are ravenous beasts and therefore Immune to Psychology. Also despite being greatly revered by their barbarian fellows Wulfen are too feral and uncontrolled to become the leader of the warband.
0-2 Bondsmen; 15 gold crowns to hire

These are young fighters who are still inexperienced and the are ‘bonded’ to the Jarl by the oath of servitude.

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4 3 2 3 3 1 2 1 6
Weapons/Armor: Bondsmen may be equipped with weapons and armor chosen from the Heroes Equipment list.


Henchmen

(In groups of 1-5)
0+ Marauders; 25 gold crowns to hire
Marauder are the standard warrior to any Norse Warband. They have had their share of bloodshed and have been trained since they were children. They are referred to as Marauder as they are pirates and raiders.

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4 4 3 3 3 1 3 1 7
Weapons/Armor: Marauders can be armed with weapons and armor chosen from the Henchmen Equipment list.

0-5 Hunters; 25 gold crowns to hire

Hunters are the most skilled in hunting wild game in Norse society. They are experts with bows as well as all of the other weapons common to the Norse. They often follow champions on voyages to offer ranged attacks as well as additional hunting skills.

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4 3 3 3 3 1 3 1 7
Weapons/Armor: Hunters can be armed with weapons and armor chosen from the Henchmen Equipment list.

0-5 Wolves; 15 gold crowns to hire

The harsh lands of Norsca are inhabit by a great many ferocious beasts: massive woolly mammoths, vicious polar bears and wolves far larger than those encountered elsewhere in the world. Norse hunters make use of these beasts when trained and they are formidable foes.

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9 3 0 3 3 1 3 1 5
Weapons/Armor: Wolves don’t need and cannot use weapons.

Special Rules:

  • Animals: Wolves are animals and thus do not gain experience.
  • Pack Leader: Wolves are feral pack animals that only respond to the strongest in their pack - the Wulfen. In the event that there are no Wulfen in the Warband due to death or injury the wolves cannot be used until he is replaced.

Special Equipment

Javelins; 5 gc; Common
Javelins are short throwing spears specially weighted to travel quite a distance. Although they have a much reduced range when compared to an arrow they can cause quite considerable damage when thrown by a person of great strength.

Range Strength Special Rules
8" As User Thrown Weapon
Special Rules:

  • Thrown Weapon: Javelins are thrown weapons and the warrior suffers no penalties for moving and shooting.

Norse Special Skills

Norse Heroes with the Special skill list available to them may use these skill lists instead of the normal ones when they gain a new skill.

  • Shield Master: Norse warriors begin training with shields when they are still children. Some warriors become so skilled with these weapons that they can block almost any blow against them. When this hero is armed with a shield he may parry with it in addition to getting a 6+ save.
  • Berserk Charge: The Norse are very skilled with weapons that many other races see as primitive and savage. When this hero is armed with an axe or double handed weapons, he may re-roll all failed to hit rolls when he charges.
  • Crushing Blow: Norse warriors train in almost all of their spare time. They are expert fighters and learn to put all of their strength into very powerful attacks. No enemy may parry an attack made by this hero because it strikes with such power that it pushes right threw a buckler or sword.
  • Battle Tongue: Only a hero with the leader skill may gain this skill. It allows models within 12" of him use his leadership, rather than the normal 6"
  • Barbarian Courage: As Norse warriors strive to die bravely in battle, they learn to fear nothing and embrace hardship. This hero never needs to take all alone tests and may re-roll failed fear tests.

 

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Last Modified : 21-Jan-2006 01:09 AM