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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.
M
WS
BS
S
T
W
I
A
Ld
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.
M
WS
BS
S
T
W
I
A
Ld
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.
M
WS
BS
S
T
W
I
A
Ld
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.
M
WS
BS
S
T
W
I
A
Ld
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.
M
WS
BS
S
T
W
I
A
Ld
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.
M
WS
BS
S
T
W
I
A
Ld
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.
M
WS
BS
S
T
W
I
A
Ld
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.