Clans of Norsca

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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. 1

description

Army booklet for viking-inspired army mixed with hint of Scandinavian mythology and beliefs. It also allows build Amazon army.Updated version.

Transcript of Clans of Norsca

Page 1: Clans of Norsca

Warhammer Armies

Tribes of

NorscaVersio 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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Page 2: Clans of Norsca

CONTENTCONTENT......................................................2

INTRODUCTION...........................................3

Folk of Norsca.................................................4

FORCES OF NORSCA..................................5Shamans......................................................5

King of the High Tribe................................6

Yarls............................................................6

Scalds..........................................................7

Berserkers...................................................8

Freemen......................................................9

Thralls.........................................................9

Chosens.....................................................10

Hunters......................................................10

Scouting Party...........................................11

Ulfsark.......................................................11

High Tribes....................................................12

Shaman's Lore...............................................14

Norsca Tactica...............................................15

Tools of Legends...........................................19Common Magic Items..............................19

Enchanted Items........................................19

Talisman....................................................20

Magic Armours.........................................21

Magic Weapons ........................................22

Arcane Items.............................................23

Norscan Equipment ......................................24

NORSCAN ARMY LIST..............................25Lords.........................................................26

Heroes.......................................................27

Core Units.................................................28

Special Units.............................................29

Rare Units.................................................30

SUMMARY...................................................31

EDITION VARIATIONS..............................325th Edition.................................................32

The Army List....................................32

Equipment List...................................33

Modified Special Rules......................33

Modified Character............................33

Modifed Regiments...........................34

Added Monsters.................................34

Magic Item Modifications.................34

Shaman's Lore Modifications............35

Modified High Tribes........................35

6th Edition.................................................35

Modifed Regiments...........................35

8th Edition.................................................36

The Army List....................................36

Special Rule Modification.................36

Shaman's Lore Modifications............36

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INTRODUCTIONDwellers 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 NorscaPeople living in Norsca are heavily scattered across the cold land, living generally nomad's life or in villages no larger than few households. While larger settlements do exist, those can flourish only in most propitious locations.

Structure of norcans' – as they are sometimes called by foreigns – society is heavily tied to the clans. Clan can consist multiple families lead by yarl. Excluding largest settlements, all members of settlement generally belongs to same clan.

Clan is everything for norscas – tiers are close and each member support each other and personal honour becomes clan's honour. Insult against member of clan is insult against everyone and each insult or misdeed has its price – in silver or in blood. On other hand, being expelled from clan is worst kind of punishment for norscan as it means losing every bound to your family and friends.

Largest clans living one area or settelements with multiple clans are sometimes called as a minor tribes, lead by jergs, which can be translated as a chieftain. Even then, all clans are part of one of seven high tribe and jarls and jergs are oath bounded their high tribe's king.

Even there is no real nations in Norsca, belonging one of high tribes holds great importance for each individual's identity – it hold traditions, belief, purpose and as well as protection of kinship against rest of high tribes.

Each king rules one of the high tribes and is highest authory within his territories. He divines his lands for yarls and jergs bound to him, who continue give them as a favours and gifts for their loyal warriors. This structure binds all freemen of Norsca to their tribe even if not perconally sweared loyalty to their king.

There is also peasants and thralls who are property of yarls and jergs but who are under protection of one of freemen. While thralls do not have any social status except being property, peasants are still members of tribe and – if given by their master – right to command and use thralls as they seems fit,

Peasants generally keep care of farming and other practical works required to keep household standing. Freemen does what they seems required – hunting for example is needs skills most of servants do not have.

Freemen are warriors when yarl is need of them and bulk of crew on yarl's long-boats. Seafeavering journays that are made norscas so famous may take months – even years – to accomplish and for many clans those are integral part of living. Such travels are made for raiding coastal towns and villages near and far in hopes of capturing thralls or other goods but also for trade and expedition.

Because men can be abroad for long periods, it is not uncommon to women have control over household's businesses. They are also known for their prowness in warfare even rarely shown when men are at home. Still, underestimating norsewomen can be last mistake for any invader – they are not used to be damsels in distress.

To constrats of close community of clans, shamans do live outside of clans and high tribes. And while they are feared by norscans, they are respected as a holymen and women who are contacted with gods themselves and thus are searched or called to aid out only during most important moments of life.

And only few norsca dare to deny them anything if requested or raise weapon against them even on battlefield, as it is believed that even single thought against them can cause serious curse or even swift death.

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ShamansShamans are rare individuals who are able to bend winds of magic and use it travel between realms of living and dead. Such travels are dangerous and tiring but allows them search wisdom of ancestors or revive spirits back to realm of living. Reason why shamans live in solitude isn't known yet norscan are only happy about that tradition as dealing with shaman is consired more dangerous than encountering enraged bear. Yet, time to time, people will search for shaman to request aid in tasks where nobody other could help - from difficult childbirth to strange illness, initial rites or dealing with spirits.

And while shamans never request any payments for any of task they perform, leaving them emptyhanded would spell misfortune for years to come – assuming one will survive that

long alive.

In general, shamans rarely interfere lives of others if they leave shamans alone. Still sometimes, they do join fields of battle. Reasons for such actions are never revealed but whenever they are guided by gods or merely twist of fate, their wrath will not go unnoticed.

M WS BS S T W I A LdShaman 4 4 3 4 4 4 4 3 8

Hard Folk, Scout, Immune to Psychology

Feared Shaman causes fear and may not join any unit.

CurseRoll d6 for each Power dice, Dispel dice or To Hit dice used directly against Shaman. On roll of 6 aggressor suffer single automatic wound without armour saves allowed.

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FORCES OF NORSCAThis section of the book details the forces from tribes of Norsca. It provides rules neccessery to use all elements of the army in your games of Warhammer. Every regiment and character is descripted here. Any special rules that apply to a particular model are given here.

All units of Forces of Norsca have following special rules unless noted otherwise: Hard FolkNorscans have Magic resistance (1). Additionally, all toughness tests required to take are succeed on 2+ instead normal test.

ImpatientAt start of the turn, roll d6 for each unit in army. On result of 1 unit is treated having frenzy until beginning of next shooting phase.

Mixed Equipment Weapon upgrades may vary inside a unit and models may use different weapons in same combat. However, each model may still have only one weapon upgrade.

First rank is always treated fighting with shield and hand weapon regardless original gear unless player declares otherwise at begining of the combat.

When removing casaulties from ranged attacks, do not randomize. Controlling player is free to choose which model is lost.

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King of the High TribeEach one of Seven Kings of Norsca has holds great power. His words are the law and espect that any order will be fulfilled without hestitation.

Dozens of Yarls have pledged loyalty to him and he can be sure that non of them would dishonour the oath. So when it comes times of war, he has every warrior – and longboat - he requires under his command.

And like kings before them, they do not fear sea, blood or fight – right to be king is earned with bravely, might and success. As only few kings have ever stopped their habbits once archived kinghood, it is not uncommon for the King to gather fleet and leave his territories to personally lead voyage.

M WS BS S T W I A LdHigh King 4 6 3 5 5 3 6 5 9 Hard Folk

Surpreme CommanderKing must have at least two Yarls belonging to same Tribe under his command. Yarls of his tribe loses their Indepented Commander rule.

YarlsYarls are powerful individuals or descendant of such men who have proven themselves as great heroes, able commanders or having strong support to be noticed in eyes of High King.

And while all yarls and jergs have pledged loyalty to their king, fights between yarls are common, meaning no escape for fight for man with his status – if known from cowardly, rivalting yarls are quickly making their visit.

Each yarl have men at least few handful of loyal men under their command. These men are espected to take part to any military campaign or voyage their master goes, so it is not surprising that bond between yarls and their men are very close.

M WS BS S T W I A LdYarl 4 5 3 4 4 2 5 3 8 Hard Folk

Independent CommanderEach yarl must have tribe and no tribe can be chosen more than once and each yarl act as army general for all his tribe members.

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While Norscans may seem barbaric and uncivilizated people without higher understanding, they are not without owm traditions.

Norscans generally have fear of written words as letters are believed to carry strange powers – which is more than true case of wardstones of elven or dwarven origin scattered through the lands of Norsca.

Only greatest of events or stories are engraved to stone, rest of knowledge are passed down by storytellers known as scalds. They are not merely source of old stories but any information crucial for community.

There are few scalds who were chosen to fill their role as most of them were mere kids – sometimes only peasants – who were really interested about stories and able to absorb even smallest details told to them.

When such ability is reconized – rarely staying hidden past teens – he or she is generally attached local scald's retinue where anything worth to known is passed down in progress which may take decades.

While accuiring knowledge never end, scald with vast knowledge is recarded as truthsayers, neutral witness, source of reliable information and – during times of need – inspiration.

And in the end, becoming real scald still requires more than good memory. Unlike written text, spoken or song words may vary from time to time and only thing that matters 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 was one of greatest masters of storytelling because his cursed poor memory - while Bjorn was able to remember only tale of Egill’s Life and no others, he was able to tell that tale every night for four winters. What happened to him after that, however, is forgotten ages a go.

M WS BS S T W I A LdWarrior 4 4 3 4 4 2 4 2 8

Hard Folk

Superior MusicianScald is treated as a musician. Additionally to normal rules he also negates benefit of opponent's musicians in any combat he is with.

Songs and TalesAt start of the own turn, scald may choose to perform single tale or song (s)he haven't yet performed during the battle. Perform will last until scald wishes perform another one or is forced to flee.

All units (friend or woe) belonging to any of high tribes are affected by permormance as long as at least one model from unit is within 6” from scald. If unit is affected by multiple permormances, neither have any benefit due confusion it causes.

Tale of Egill’s LifeAll affected units becomes stubborn.

Song of Brodir’s VillageAll affected units hates all their enemies.

Tale of Freydí’s FuryAll affected units becomes frenzied.

Song of Skeggi’s LifeAll affected units will automatically pass all leadership (but not break) tests required to take.

Designer’s Notes I personally dislike frenzy

yet almost all sources about Norscan suggest that all ofthem are frenzied madmen.

Tale of Freydí's Fury and Impatient rule allowed me to alter a bit such stereotype.

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Scalds

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BerserkersMany believes that Norscans are half-naked, blood-thirsty monsters. While such destrciption do not fit for most of Norscans, it clearly discript group of warriors known as berserkers.

Berserkers are usually large men – even in Norscan standard – known for their bravery and strength. They are foremost fighters in any Yarl's force and heart of any attack.

While their appearance is similar to dwarf slayers, who are common sight in Norsca, berserkers do not seek their death. Still fate and reputation of these two groups are about the same.

Berserkers relies on simple rule of the 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.

M WS BS S T W I A LdBerserk 4 4 3 4 4 2 4 2 8Great Berserk

4 4 3 4 5 2 5 4 9

Hard Folk, Immune to Psychology

Very ImpatientBerserker and any unit he is accompanied will be affected by impatient rule on 1 and 2.

MassacreAs long as any berserker is part of close combat, only inflicted wounds are counted towards combat resolution.

TattoosTattoos gives berserkers 6+ ward save or improves existing ward save by +1.

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Designer's NotesBerserkers are must to have in Norsca army.

However, I felt wrong to place them to their own units and seprate them fromrest 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.

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FreemenFreemen are awerage dweller of Norsca. They have access to land and live their lives as well as they can, taking care of their lands to feed their families.

However, those lands are not come for free. Freemen are bound to yarls and expected to answer their request and calls to arms if ever sounded.

And due eternal powerstruggle between yarls and month-long voyages, many freemen may find themselves to serving under their yarls for majority of the year.

While few Norscans could be truly said to have thirst for blood, for them battlefields are places were honour, skill and bravery can truly be expressed.

Downside of such strong individual expression is lack of dicipline and patence. Once their assault is halted, they are usually quickly push by forces trained to fight together.

M WS BS S T W I A LdNorscan 4 4 3 3 3 1 3 1 7

Skirmish

ThrallsThralls are prisoners of war, raids or simply men and women unable pay their debts. Most of them are direct property of yarls, yet they rarely keep more than needed within their households. Rest of the thralls are granted for freemen loyal to yarl to help them in their everyday works.

While thralls are slaves in many senses and many are sacrificed in rituals, they are not totally without rights: Punishing thralls without reason or neglecting their health is treated as insult against good will of yarl.

Being brave warrior and worthy opponent may prevent being enslaved even if captured, as such men or women are proven their worthiness and thus earned their freedom. However for this same reason, there are few thralls that are skilled or brave making them unreliable force if armed for combat. Still, due Norscan individualistic view, armed thralls are not expected to die but prove themselves.

M WS BS S T W I A LdThrall 4 2 2 3 3 1 3 1 6

Skirmish

Mere ThrallsThralls are not affected by Impantient or Hard Folk special rules.

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ChosensIn larger clans, chosens are those who form inner circle of Yarl and where most freemen do live on their own households, chosens and their families share household with yarl himself.

Common with chosens are that they all have enough land and thralls not to required to take part of daily tasks. This extra free time allows them to master talents and special skills that attracted yarl's interest in first place.

Whenever chosen is skilled smith, carpenter or navigator, he is valuable resource for yarl. And while number and roles greatly varies, most common chosen is still experienced, brave and strong warrior.

Reason for number of chosen warriors is Norscan way to worthy themselves but also because yarls tend to choose them more easily – it is easier to judge skills that you know well and most yarls are known figthrers.

As many yarls spend most of their year on voyages to trade and raid or skirmishing with their rival, nothing prove more protection than group of brave and extremely dangerous men as a bodyguards.

M WS BS S T W I A LdChosen 4 4 3 4 4 1 4 1 8

Skirmish

Furious FightersOn turn chosens charges, enemy unit is always treated as they would have been charged to their rear instead their actual facing.

BodyguardWhen Yarl or High King joins the unit, it becomes stubborn and is treated as rank-and-file unit in close combat instead skirmishers.

HuntersHunters are freemen who gain their living from hunting, which is very dangerous method to earn living and while common method within nomadic tribes of north, there are only few hunters in southern tribes.

While hunting with snares and traps could feed hunter himself, they are forced to go after larger beasts like mammoths and elks if wishing to feed their family also. Success would still mean food for weeks and still some to sell so such hunt is often worth of risks.

Because Norsca is home for many beasts, sometimes protecting quarry from them may prove much harder task than actual hunt; bears, trolls and others are eager to get their share of meat.

Hunters have still two advances against the beasts. First is great spear – or swordspear – which allows to turn weigth of the beast against them and another are hunting hounds, trained to kill or tire and harass any prey until hunter can come and give final blow.

Hunters rarely leave their hounds even when going to battle, even battlefields are often too bizarre for hounds to truly do their job.

M WS BS S T W I A LdHunter 4 4 3 3 3 1 3 1 7Hounds 6 3 0 4 3 1 4 1 5

Skirmish

HoundsHounds are animals and they do not benefit any of Norscan special rules.

Hounds may be released at start of any players turn or are released immediatly when last hunter is removed from unit.

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.

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Scouting PartyNorscans are famous for their expedition around the seas. However, thanks to their longships they are able to sail up even rivers normally too shallow for most of other ships – and nothing surprise more than Norscan raid miles inland.

While norscans do have wide knowledge about locations and areas, most of information is based on either maps or spoken world and that are often more than inaccurare.

For this reason, yarls often send hunters to scout unfamiliar areas. Faster than target is located, there is higher chance for succeful surprise attack.

And while Norscan has distant fear for riding as it is something unnatural to be top of another creature, they understand benefit for having four legs instead two.

Some yarls prefers to keep some of horses onboard to make sure that possible raids can be performed as fast as possible. And while rarely used in actual battle, sometimes riders are send to encircle enemies that has managed to call alarm soon enough.

M WS BS S T W I A LdScout 4 4 3 3 3 1 3 1 7Norse Horse 7 3 0 4 3 1 3 1 5

Skirmish, Scout

EncirclePlayer may left Scouting Party to reserve in order to encircle. At start of second and any following movement phase, roll d6 for each Scouting Party in army and reduce one point for each scout unit in opponent's army.

On result of 4 or more Scouting Party is placed to any table edge and act like they would have pursued off the table earlier turn. While they may not volutary declare charges but may still be forced to do so due their Impatentiet rule.

UlfsarkChaos Wastes are close and winds of magic blows strong. Not even wards made by shaman are always powerful enough to prevent all the mutations.

Ulfsarks are shapeshifters that can assume form of wolf or bear. Reasons for such ability are only guessed and varies greatly between different areas – it may be seen blessing or curse of shaman or even gift of gods.

While all ulfsarks are feared it doesn't mean that they would be outright banished from their clan. And even they are strong and unexpected, they are not outright evil or dangerous.

Those who have managed to create and upkeep true friendship with ulfsarks have gained powerful and loyal ally.

Ulfsark M WS BS S T W I A LdHuman form 4 4 3 4 4 5 5 3 9Bear form 6 3 0 5 5 5 3 2 9

Stubborn, Immune to Psychology

Shape-ShifterUlfsark may turn his form at start of any magic phase. Wounds do not replenish but he always has 4+ ward save against non-magical attacks.

Bear's HugUlfsark may not use gear in bear form but if he manages to hit with both attacks against non-large target, victim suffers additional d3 wounds that ignores armour save.

HiddenWhen models are placed, ulfsark is placed in human form with any norscan unit on foot. You don't need to reveal location of ulfsark unless revealed or affected somehow.

IndependedUlfsark is moved and treated as character. Yet 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.

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High TribesEach 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.

BaersonlingsBaersonlings are known from their unfriendliness, furiousity and ulfsarks, who are far more common than they are within any other High Tribe.

Frenzy from Impatient rolls last whole turn instead only movement phase. Additionally, ulfsarks belonging Baersonlings High Tribe are special choice instead rare.

Bjornlings Bjornlings are least chaos-influenced of all High Tribes and known for hatred against it. They are also very skilled and brave seafeavers, traiders and pirates.

Lasting hatred towards all Chaos influenced forces including beastmen and skaven. Rerolls are gained even in later rounds.

Sarls Sarls are rugged and harsh people who live hard location surrounded by enemies. They are known to be fearless seamen who hunt even largest of seamonsters.

Immune to Fear caused by living Large Target. Additionally, any freemen may upgrade their spears to great spears with +2 points per model.

SkaelingsSkaelings are most powerful High tribe when it comes to wealth, commerce and size land and fleet. Seaweavering is in their blood and on voyages they learn quickly to trust their kinsmen even in most desperate moments.

Skaelings are Immune to Panic.

Craelings Craelings are known slavers and reavers, sailing mostly in northern seas. And while they fear Dark Elves, they are still most experienced Norscan to face them.

Craelings may re-roll distance they pursue broken enemies. They may also re-roll distance they flee if broken by any elven.

AeslingsAeslings are most dangerous High Tribe due their bloodthirst and brutality, often directed towards Norse Dwarves. Aeslings have no place for weak or coward within tribe...

Aeslings are Immune to Fear and they Hate Dwarves.

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VargsVargs are most nomadic of all High Tribes as only few of them live stationary around the year. Harsh life has teached them to enjoy in every opportunity and pushed many right in the Slaanesh's embrace.

All Vargs gains +1 to their Initiative.

AmazonsAmazons are descended from Norscan settlers in Lustria yet living society totally different from Norscan ancestors. Because they are all female, many have ended to believe that they are immortal.

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 themto 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 arebloody 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 arenot 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; maindifference 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.

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Shaman's LoreEach 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 Difficulty1 Trance 12 4 Magical Ward 82 Control of Winds 7 5 Rust of Age 113 Evil Eye 6 6 Seeking of Lost 10

Control of Winds Cast on 7+Shaman forces winds of magic to her binding, making them flow more favourable for her.

If successfully cast, Shaman stoles 1d3 dispel dices from opponent’s dice pool and may use those dices normally as power dices.

Magical Ward Cast on 8+ Shaman uses her powers to ward away hostile effects of winds of magic. Usually this ward is made to protect womb when girl grows to woman to protect future children being mutated by corruptive powers of chaos yet it helps also larger groups while it does not last as long.

This spell can be cast on single friendly unit within 18”. Unit gains Magic Resistance (3) until beginning of Shaman's next magic phase.

Rust of Age Cast on 11+Shaman use her powers to dull and rust weapons of her enemies, broking them or making them hard to be used effective.

This spell can be cast on single enemy unit within 18”. Once affected, unit suffer -1 to hit for rest of the game. Guess weapons has to roll misfire table twice if malfunctioned. Animals and magical gear is immune to this effect.

Evil Eye Cast on 6+Shaman’s gaze can be enough to freeze blood in the veins or break effects of magic that hold daemons and undead in this world.

Evil Eye is Magic Missile. If succesfully cast, Shaman causes d3 wounds on any single model within 12” without armour saves allowed.

Trance Cast on 12+Remains in PlayShaman enters in deep slumber, releasing her spirit from the mortal shell.

If successfully cast, Shaman becomes ethereal. As long as she remains in trance, she gains +2 to total of her any casting or dispel result.

Seeking of Lost Cast on 12+Shaman must be ethereal to cast this spell.Shaman moves in the realm of the dead, seeking those who are entering or entered there for answers or bringing them back.

If successfully cast, Trance is dispelled and shaman either

1) Heals single character anywhere on tabletop excluding herself,

2) Resurrects slain character with single 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.

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Norsca Tactica

Clans of Norsca is very challenging army when compared to other forces available to Warhammer Fantasy Battles; they have no or only very limited access to magic, cavalry, monsters and war machines. They are superior melee fighters neither, merely good at it. And still they are more expensive and uncontrollable than most equal enemies... Thing what makes Clans of Norsca competitive is their ability to adaptation and react. There are only few thing they cannot deal or avoid.

The SoulNothing is more important for Norscan than its own clan and tribe. Each and every member of Norscan army do belong one of the High Tribes. And apart Amazons, for each additional yarl army has, another tribe is unlocked, allowing build multiple independed task-forces.

Baersonlings, Skaelings, Vargs and Amazons are all-around High Tribes that are equally useful against any opponent they face. Rest of them are more spesific but still offer useful benefits against anyone – only Bjornlings requires specific enemy to shine. And while most effective when enemy is known, High Tribes offer benefits and often surprises even against unknown enemy.

The BackboneFreemen are always form bulk of any raid no matter what. Unlike most of armies, Norscan really don't have any other options. However, while choice is matter of course that enemy know to expect, opponent may not be ever sure what that actually includes. When combined with High Tribe, results may be totally different from each others.

Major power of freemen is their freedom. They are skirmishers thus their line of sight covers almost everything and only impossible terrains can truly slow them down. And march blocking them is hard task indeed – as if close enought to slow Norscan down, that poor soul is close enought to be charged.

In many respects, Norscan are fast strike force regardless lack of high number of mounts. And terrain that is normallyseen troublesome offer best possible safety against enemy missiles.

Anothing feature that allows freemen to over-come many difficulties is their ability to benefit from mixed equipments. Not only that models with hand weapon, light armour and shield is durable opponent in close combat, second rank is still able to fight with their spears! And if charged by enemy, some of Norscan can hinder the chargers with ranged attacks while rest form up their shield walls.

Last but not least comes berserkers. They are far more than average champion to distract enemy characters for wiping out whole units – they are men who allows push freemen througth even against most well ranked infantry units. When only wounds are counted towards combat resolution, combats become much more personal business and it can easily throw opponent who relies on combat resulations to off-balance.

Still, sometimes berserker causes more trouble than help. Units with them are more hard to control and there are still situations where 'the fair play' favours the Norscan but those are risks what general must weight when mustering their forces.

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The Muscles

Both chosens and thralls are similar to freemen in many respects. However, both of them add their own special punch to the force.

Thralls are unskilled and often unarmoured fighters. However, they are also cheap in points, allowing yarls wield them in numbers.

They not only offer effective screens that can divert most of ranged attacks away from the rest of army or alluring opponent to failed charges but also can be used to control impatient charges of own forces.

Because thralls are often treated as warriors proving themselves, they are sometimes armed similarly than any freemen. Not only that boosts survivability and combat provess, they can act as decoy as well.

Opponents not keeping clear track which unit is where can find themselves treating thralls as freemen (or even chosens!) and other way around. Sometimes even single zig-zag move for switched places is enough to do the trick.

Because they all are skirmishers and none of them are carrying clear identifications markings (read: standards), mistaken happens. Still, remember to play fair, so make sure that opponent is witnessing your moves, otherwise such actions may feel like cheating.

Chosens on other hand, are strong, durable warriors able to stand against almost any opponent on battlefield. They are hard-hitting unit that can break most enemies even without aid of berserker. And more often than not, their combat potential is increased even more by the presence of Yarl.

Such unit is both excelent in offence as well as forming rallying point for fellow tribemen. However, they rarely can be both at same time and while outside of combat, they are very potent unit to attrack missile fire and enemy specialists. So remember protect them well unless used as a bait.

Hunters are far more specialized forces than previous two. They all are armed with great spears meaning that they excel fighting big nasties better than anyone else in Norscan army – apart Sarls who all live for it.

However, they are also exposed troops themselves and almost anything that can hit them disables them so they have to keep away from trouble before time to strike. Fleeing is solid plan for if hunters get charged – they are often too valuable to fight against odds.

Hunters are may also become dual-unit if hounds are brought. Hounds are cheaper than freemen but still more than well suited for combat – and each killed hound is wound off from the hunters.

If released, hounds become shock troops of Norsca army – fast and lethal. Only downside is that they treat anyone apart hunters as enemies, making releasings need careful planning. If wanted to be released early on, it is good to use hunters as a screen – often task more easile said than done.

Scouting Parties are only mounted troops available and even then they are more like wild card than ace: They are like light cavalry without benefits of being one.

While encircling and scout special rules allow them to cause confusion in enemy's marching and backlines, they are still quite toothless against most of enemies in actual combat. Luckily, being skirmishing cavalry, drawing them to unwanted battle may prove to be difficult.

Their power lies in what they can do, not in what they actually do: War machine or character hunting, rear charges, dispatching fleeing troops... Few can ignore them thus they will draw attetion away from rest of forces. Don't seek desperate fights and if they still die, don't worry, they have already done what they supposed to do: drawn the attention.

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The Heart

Characters play huge part in Norscan forces. Without aid of easily portable war machines or even real cavalry, men of north has to rely only on themselves and nobody do it better than mighty heroes and god-touched.

Yarls and High Kings are the brave and skilled fighters as well as leaders. They are also in key role to form suitable raiding host. Under command of multiple yarls and/or high kings army can be turned to collection of separate groups instead being one solid army.

Remember, unless serving high king, each and every of them are army general. While they can handle a lot alone, they are important to keep alive. Not only losing normal benefits from general but causing panic as well.

Shamans are only spell-casters in army and even then rarely seen. They are expensive models unable to join regiments unlike their colleges.

As a scout, they may start wherever they seems to most suitable and their potent curse should keep most of enemies for trying lucky shots with massed shooting.

Causing fear may save shaman being charged if caught in open and while shaman in melee is shamans in trouble, simply attacking shaman can hurt opponent more than shaman – especially if wearing ritual attire.

Still, it is their magic what makes them useful. Spells in Shaman's Lore are potent and can cripple even the best of opponent's plans – or 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.

Use of scald needs some long term thinking as once tale or song is used, it is not available during the battle – so Skeggi's Life could be useful to close in against shooty enemy while Freydi's Fury would useful when time to warcries!

If working with multiple scalds, they can be formed as a check points – while one scald is start point to make sure that freemen keep fighting while other keeps sure that if they still fail, unit will not ran too far off. Just remember keep safe distances, otherwise all gained bonuses are lost!

Great Berserkers are combat specialists. They kill or get killed. There is little one can do with them but their presense is essential for breaking enemies if units in combat do not contain berserkes or they have already died.

Ironically, because they are men who are able to turn whole tide of battle alone, they are probably greatest targets for enemy. They aren't that durable and once dealt, balance is changed.

And lastly, Ulfsarks are triumph card of norscan generals. They are able dish out and take real damage and because hidden among equals, they are practically invisible support unit – like night goblin fanatics, every lone unit can be notable threat but it can be simply bluff as well.

Still, keep in mind that even might of ulfsark is not that much when compared many other beings walking on battlefields.

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The Wholeness

In norscan army there is non unit apart shaman who could hope to complish their job alone. While running towards and bashing anything on the path may sounds a plan, as soon as berserkers are down, the push is halted – cunny opponent may indeed refuse from challenges just to make sure that all possible rank-and-file soldiers gets a chance to hit the berserker to break tip of their spearhead.

It is important to charge opponent with multiple units to make sure that assaults are swift and brutal. If opponent manages to hold their ground, Norscans are most likely in trouble.

Be aware that being impatient can foil even best of the plans. As being factor that cannot be avoided, it often better to embrace it and go along – if one of the units are most likely to charge, it is better to send additional units as a backup instead letting unit to try and die alone!

Thanks to overall mobility of Norscan forces, attacking enemy from multiple directions is often a good method make break enemy's coherence – and if they don't want to expose their flanks, they must divert their units and breaking their target priority.

Remember that Yarl and few his men can easily go and strike right flank while other yarl takes left one – and they all are fully effective as they are lead by own generals. There is no real harm from being cut off from main army so do not worry if your flanking forces gets isolated – enemy is most likely putting more efford for such action than is actually gaining from it.

As far as possible, terrains should be utilized. Each and every model in army can move throught them without being slowed and especially forests offer additional cover and protection. Such terrains allow units to lure enemy within charge range with their ranged capasity and then charge once close enough. This works especially well against infantry but being deep enough in very difficult terrain can balance the odds against even fastest of cavalry.

Lone characters and warmachines are excellent targets for shooting purposes as well as charges if close enough. It also good notice that heavy cavalry should be always charged instead shot if possible, regardless the odds. As if cavalry gets their charge, Norscan have little hope to stand against it.

Big and dangerous beings like ogres and chaos knights should be avoided unless sure that they don't get many hits back. Norscan should be sure that they are able to flank them before charging in.

Larger monsters – dragons and griffons to name few – should be better to leave outright for hunters or heroes if possible. Ranged attacks are just too weak to slay those mighty beasts and odds are that they also inflict many more wounds than take in close combat unless stabbed with great spears. So it is better to make sure there is always few around.

No matter what opponents have in their sleeves, Norscan are able to adept and overcome it. Against skilled general it may be hard task indeed but remember: there are only few if any who can out-manoeuvre whole armies.

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Tools of LegendsIn 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 ItemsSword of Striking:...……………..…… 30 ptsWeapon; +1 To Hit.

Sword of Battle:……...………..……… 25 ptsWeapon; +1 Attack.

Sword of Might:…...………….……… 20 ptsWeapon; +1 Strength.

Biting Blade:..………………..……….. 10 ptsWeapon; -1 Armour save.

Enchanted Shield:…..……..…………. 10 ptsArmour; +5 Armour save.Talisman of Protection:....…………… 15 pts

Talisman; 6+ Ward save.

Dispel Scroll:……………….………… 25 pts Arcane; One Use Only; Automatically dispel an enemy spell.

Power Stone:………………..………… 25 pts Arcane; One Use Only; +2 dice to cast a spell.

Enchanted ItemsWinter Fur 50 points During winter in Norsca sight of sun is just fragment in memories and winds blow strong. Winter is Olric’s tool to purge the weak and foul. Wolf is natural survivor and Wolf Belts are mark of strength, and sometimes it is even more.

Add +1 to armour save against shooting. Additionally, character is immune to any effect or wound caused by attack considered as cold (Lore of Ice etc) or flamming.

Bracelets of Helenir 35 pointsNorscan believes that when people die, their souls go to place called Doedigard, Realm of the Dead, ruled by god Helenir and commander of Warrior Hags. Souls of dead are his responsibility and clad to help anyone who would return any stolen soul to his realm.

Character is immune against fear and terror caused by undead creatures. Additionally, any undead model with base contact with character suffers automatic wound without armour saves at very beginning of Combat Phase.

Howl of Winter 35 pointsBound Spell 4Even 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.

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TalismanServant’s Twilight 45 pointsFemale onlyHelenir, God of Realms of Dead, often have heroic females in servitude, each of them carrying Helenir’s symbol. While these heroines are not natural dwellers of Doedigard, it is said that each day in Helenir’s servitude transfers part of servant’s souls towards Doedigard, Sometimes it is told, that those who never died before soul fully transferred to other side becomes immortal Warrior Hags as those heroines are beings who have passed point of death without dying.

Character becomes Ethereal but is still allowed join non-ethereal units.

Buckle of Hagmar 25 pointsOriginally belt-buckle made by Hagmar Wyrmwschlager upon bones of dragon. Later turned in talisman and caused lost most of its powers yet some strength of dragon is still left.

Add +1 to character’s strength.

Fang of Great Bear 40 pointsGreat Bear mother protecting her cubs is impressive sight, and extremely deadly for anyone dare too close. It is believed that carrying tooth of such being gives wearer her strength, fury, and stubbornness enough to trying impossible and gaining successions in it.

Character wearing amulet is stubborn and always negates opponents’ rank bonuses.

Promise of Heroic Death 35 points 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 of better if fought bravely.

Gives character 3+ Ward Save against ranged attacks and impact hits character suffer. However, if character or his unit breaks from combat and flees, character is treated as dead even if not pursued.

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Magic Armours

Crown Helmet 50 pointsHigh King OnlyWhile Kings of Norsca are commonly known only through sagas, crown helmets are items that are treated with respect and fear, as they are contain symbol of unquestionable ruler.

Add +1 to armour saves. Additionally, any leadership test made by High King or any unit using his leadership are tested against unmodified leadership of 10.

Shield of Warrior Hag 50 pointsFemale OnlyWhile in Old World woman’s place isn’t on battlefield, no Norsemen would be surprised by sight of Shield Maiden. It is said that they sometimes carry Shields of Warrior Hag – divine, unbreakable tools of immortal beings who seek the bravest souls of dead warriors to carry those with them to Kreghalla, Olric’s Halls of Glory.

Shield. Offers 5+ Ward Save and character carrying shield is treated as battle standard bearer.

Chainmail of Hagmar 25 pointsForged upon fire of dragon bones by Hagmar Wyrmwschlager, this mail coat is said mirroring hardness of dragon’s scales.

Light armour that gives wearer scaly skin armour save of 3+.

Jotun’s Buckle 10 pointsWhile giants are stupid and slow-witted now a days, legends tells about time before chaos, when Jotuns, race of High Giants, ruled the north. While Jotun’s Buckle is common name for large iron shields, it also reminds weight of foolishness of denying Olric’s wisdom.

Shield that gives 5+ armour save but ably –1 modifier to all flee and pursue rolls made by character or unit he is within.

Wolf Cloak 10 pointsWhile wolves are considered as holy animals and are not hunted but if they do attack someone, it is test of Olric and those who are 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.

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Magic Weapons Kaosfaenir 100 pointsKaosfaenir is said to be name of Olric’s Great Axe. As he sometimes does travel with mortals, it is believed that he lent his axe for worthy heroes. True or not, wielding great axe named as Kaosfaenir inspires fear and awe in those who recognize that name, and as god fearing folk, such names are not given slightly.

Great Weapon. Attacks ignore opponent’s Ward Saves. Models suffering wound by Kaosfaenir must pass strength test or be instantly slain.

Fang of Fenris 40 pointsFang of Fenris is sword that Keorl Thunderhand, later King of Saris, used to slay mighty dragon he challenged.

Hand Weapon. Add +1 to user's Strength. Additionally, it gives Poison and Killing Blow ability against large targets.

Great Spear of Fury 30 pointsWhile most of weapons are famous because those who carried, crafted or performed heroic deeds with it, sometimes weapon’s own reputation is enough to drive men using them to acts they wouldn’t normally dare to try.

Great Spear. Instead normal attacks, character can cause single impact hit for every model, friend or woe, in base contact with him before any other strikes are dealt.

Fate of Heroes 30 pointsThere are have been many great men and women, yet tales of rarely tell answer to their final fate.

Hand Weapon. In challenge, each successful hit will reduce opponent’s attack by 1 until end of challenge.

Dwarven Rune Weapon VariesWhile not the legendary Runehammer Kalevala made by Drumin Flamearm for Bjornling hero Juti Kalevala, there are still many other rune weapons gifted – or stolen – from dwarves and those have passed down as heirloom for centuries.

Choose minimum of one and up to three common magic weapon qualities; single quality may chosen multiple times. Cost is equal to point cost that would be required to by all magic weapons seperately.

Winter Bite 25 pointsWinter Bite is hand axe with ornaments and runes used by Norsemen. Even handle is cold to touch and blade itself will not warm even if placed in fire.

Hand Weapon. Each natural 6 on to hit roll causes two hits instead of one towards that target.

Berserker’s Blessing 20 points Berserkers and Great Berserkers onlyWhile berserkers can fight even with bare hands, good weapon is part of body for them instead of being only a tool. While not outright magical, berserk who have lived dozens of fights can call his trusty weapon as blessed or at least really sharp.

Great Weapon. Gives Armour Piercing special rule and Ward Save of 6+. This weapon isn’t magical and do not effect normal point limit of magical items carried by character.

Dagger of Hagmar 20 pointsForged by Hagmar Wyrmwschlager from bones of dragon he tricked to death alongside other artefacts he made. It is said that this dagger carry bitterness of dragon.

Hand Weapon. Gives Armour Piercing special rule and any wound caused by this weapon cannot be regenerated.

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Arcane ItemsRitual Attire 50 pointsWhile shamans do possess great knowledge, they rarely share it unless sure other’s understanding. While these cloths are not magical on their own, shamans seem to become even more powerful when wearing those. It is told that each shaman makes their own Ritual Attire after he is learnt insight of own skills as shamans.

Add +1 to all dispel attempts. Additionally, Shaman’s Curse special rule will take effect on 5+.

Female 35 pointsWomen are not uncommon even in role of Yarl. While basically there is no difference between boys and girls in Norsca, becoming woman requires certain rites performed by shaman and once done, things are bit different for women afterwards.

All magical effects affecting female is ignored on 3+. This is not dispel, magic just don't work on her. Because result of shamanistic rite done for every norscan female, any character, berserker or ulfsark in army may have this quality and it doesn't affect point limits of magic items.

Poisonous Herbs 35 points Shamans do eat poisonous herbs and mushrooms, but generally too small amounts to be lethal. This allows their spirit act more 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.

Witch Drum 25 pointsWitch Drum is said to be the most basic tool of every shaman, and that can be true. Drumbeat allow shaman to enter state of trance easy like closing his eyes.

Allow cast Trance multiple times during Magic Phase and increases final casting roll result by 1d6.

Wolf Belt 20 pointsThere are many stories about shamans who dress belt of wolf to become wolf. Shamans are more likely take hide of animal they are going to become once fallen in the trance, but wolf are most of infamous and mixed to shape shifters.

When Shaman with Wolf Belt is in trance, his movement value is increased to 9 and toughness increases by 1.

Wisdom of Bones 15 points One use OnlyMany of skills and methods are generally consider as hedge wizardry or acts of charlatan by scholars, and only fool and uncivilized could believe in such, yet when done by the shaman, only fool would deny powers in such act.

Shaman is allowed to re-roll any single roll or test she made or force opponent re-roll such a roll if it involves Shaman somehow.

Designer's NoteOriginally 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.

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Norscan Equipment

Great SpearGreat spear is named after its large, blade-like tip similar to spear tips used by Elves. However, the shaft is much sturdier and shorter in length. These spears are mainly used when hunting down large creatures like bears and mammoths, but very useful also against any creature with large enough.

Against smaller creatures – like deers and wild horses – who move faster and usually wrong direction, spear lose it benefit for being heavy and ability to benefit from body mass of the target. It still works as heavy slashing weapon against targets that are not running away.

Halberd. Instead strenght bonus, creatures with Large Target special rule are always wounded on 4+. If wounded, creature suffers d3 wounds instead one.

Bonfire BeaconBonfire 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.

Norse HorseHorses owned by Norsemen are used usually only for dragging logs or working on farms, and are ridden only very rarely if at all. Norse Horses are clearly workhorses instead mounts, and it is not surprise that they do grow larger than any other horse breed. They also do have thick fur to keep them warm in cold environment of Norsca.

While they are clearly slower than their warm-blooded counterparts, their speed is enough for them; while fast enough to flee hungry bears and trolls, they have enough strength to easily kill giant wolf that would run down even faster horse anyway.

M WSBS S T W I A LdNorse Horse 7 3 0 4 3 1 3 1 5

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NORSCAN ARMY LIST

This section is here to build your own army. As descripted in Warhammer rulebook, the army list is divined into four sections: Characters (Lords and Heroes), Core Units, Special Units and Rare Units.

Army List Entries

Profiles: The characteristic profile for the model(s) in each unit are provided as a reminder. Where several profiles are included, these are also given even if they are optional.

Unit Size: Each troop entry specifies the minimum number size for each unit, which is smallest number of models needed to form that unit. In some cases, this also includes the maximum number of models.

Equipment:Each entry lists the standard armours and weapons for that type of unit. The cost of those items is included the base point value. Additional or optional equipment cost extra and are covered in the Options section of the unit entry.

Special Rules: Many troops have special rules that are fully descripted earlier in this book. The names of these rules are listed as a reminder.

Options: Many entries list different armours, 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.

Choosing Characters

Characters are divined into two gategories: Lords and Heroes. The maximum number of characters an army can include is shown on the chart below. Of these, only certain number can be lords.

Arny Point Value

Max Total Character

Max Lords

Max Heroes

Less than 2000 3 0 32000 or more 4 1 43000 or more 6 2 64000 or more 8 3 8Each +1000 .+2 .+1 .+2

Norscan army must always have at least one Yarl or High King to act as a general for each High Tribe army includes.

Choosing Troops

The number of each type of unit allowed and required depends on the army's point value

Arny Point Value

Core Units

Special Units

Rare Units

Less than 2000 .2+ 0-3 0-12000 or more .3+ 0-4 0-23000 or more .4+ 0-5 0-34000 or more .5+ 0-6 0-4Each +1000 .1+ +0-1 +0-1

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LORDS

High King

160 points

M WS BS S T W I A LdHigh King 4 6 3 5 5 3 6 5 9

Equipment Hand Weapon, Shield and Light Armour.

Special Rules Hard Folk, Surpreme Commander

Options Must choose single tribe.

May have great weapon (+6 pts), great spear (+6 points) and/or an additional hand weapon (+6 pts).

May have bow (+4 pts) or throwing axes (+6 pts).

May choose up to 100 points of magic items chosen from Norscan or Common magic items.

Shaman

350 points. Count as two rare choises as well as Lord choice.

M WS BS S T W I A LdShaman 4 4 3 4 4 4 4 3 8

Magic Shaman is level 4 wizard.

Equipment Hand Weapon

Special Rules Hard Folk, Curse, Feared, Scout, Immune to Psychology

Options May choose up to 100 points of magic items chosen from Norscan or Common magic items.

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HEROES

1+ Yarl

60 points

M WS BS S T W I A LdYarl 4 5 3 4 4 2 5 3 8

Equipment Hand Weapon, Shield and Light Armour

Special Rules Hard Folk, Independed Commander

Options: Must choose single tribe.

May have great weapon (+4 pts), great spear (+4 pts) and/or an additional hand weapon (+4 pts).

May have bow (+2 pts) or throwing axes (+3 pts).

May choose up to 50 points of magic items chosen from Norscan or Common magic items.

Scald

90 points

M WS BS S T W I A LdScald 4 4 3 4 4 2 4 2 8

EquipmentHand Weapon

Special Rules Hard Folk, Songs and Tales, Superior Musician

OptionsMust belong in same tribe with one of Yarls or High Kings.

May have great weapon (+4 pts), great spear (+4 pts) and/or an additional hand weapon (+4 pts).

May have bow (+2 pts) or throwing axes (+3 pts).

May have light armour (+2 pts) and / or shield (+2 pts).

May choose up to 50 points of magic items chosen from Norscan or Common magic items.

Great Berserker

80 points

M WS BS S T W I A LdGreat Berserker 4 4 3 4 5 2 5 4 9

Equipment Great Weapon

Special Rules Hard Folk, Massacre, Tattoos, Very Impantient

OptionsMay choose up to 50 points of magic items chosen from Norscan or Common magic items.

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CORE UNITSFreemen (2+ per Yarl)

Points/model: 8

M WS BS S T W I A LdFreemen 4 4 3 3 3 1 3 1 7Berserker 4 4 3 4 4 2 4 2 8

Unit Size Equipment10+ Hand Weapon and Shields

Special RulesHard Folk, Impantient, Mixed Equipment, SkirmishBerserker only: Massacre, Tattoos, Very Impantient

OptionsMust belong in same tribe with one of Yarls or High Kings and at least two units of freemen must be serving each yarl.

Up to half of freemen may be equipment with bows or throwing axes for +2 points per model.

Any freemen without ranged weapon may have spear for +1 point per model.

Unit may be equipment with light armours for +1point per 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

M WS BS S T W I A LdThrall 4 2 2 3 3 1 3 1 6

Unit Size Equipment10+ Hand Weapons

Special RulesMere Thralls, Skirmish

Options Unit may have spears for +1 points per model.

Unit may be equipment with shield for +2 points per model and / or light armour for +2 points per model.

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SPECIAL UNITS

Chosens

Points/model: 14

M WS BS S T W I A LdChosen 4 4 3 4 4 1 4 1 8Berserker 4 4 3 4 4 1 4 2 8

Unit Size Equipment5+ Hand Weapon,

Shield and Light ArmourSpecial RulesHard Folk, Impantient, Mixed Equipment, Skirmish, Furious Fighters, BodyguardsBerserker only: Massacre, Tattoos, Very Umpantient

OptionsMust belong in same tribe with one of Yarls or High Kings.

Any of chosen may be equipment with bows or throwing axes for +2 points per model.

Any chosen without ranged weapon may have spear for +1 point per model or great weapons for +2 per model.

Upgrade one chosen to musician for +4 pts. Add berserker to unit for +25 pts. He is armed with great weapon and acts as a unit champion.

Hunters

Points/model: 7

M WS BS S T W I A LdHunter 4 4 3 3 3 1 3 1 7Hound 6 3 0 4 3 1 4 1 5

Unit Size Equipment5+ Hand Weapon and Great Spear

Jaws (hand weapon) for houndsSpecial Rules Hard Folk, Impantient, Mixed Equipment, Skirmish, Hounds

Options Must belong in same tribe with one of Yarls or High Kings.

Any of chosen may be equipment with bows, throwing axes or javelins for +2 points per model.

Any hunter may have up to three hounds for 5 points per hound.

Upgrade one hunter to musician for +4 pts.

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RARE UNITSUlfsark

Points/model: 115

M WS BS S T W I A LdHuman Form 4 4 3 4 4 5 5 3 9Bear Form 6 3 0 5 5 5 3 2 9

Unit Size Equipment1 Hand Weapon and Shield

Special Rules Hard Folk, Impantient, Bear's Hug, Hidden, Immune to Psychology, Intepended, Shape-Shifter, Stubborn

Options Must belong in same tribe with one of Yarls or High Kings.

May have spear (+1 pts).or great spear (+3 pts).

May have light armour (+2 pts).

Scouting Party

Points/model: 17

M WS BS S T W I A LdScout 4 4 3 3 3 1 3 1 7Norse Horse 7 3 0 4 3 1 3 2 5

Unit Size Equipment5+ Hand Weapon and Shield

Special Rules Hard Folk, Impantient, Encircle, Scout, Skirmish

Options Must belong in same tribe with one of Yarls or High Kings.

Scouts may have spears (+2 pts/model).and/or light armour (+2 pts/model).

May lit single bonfire beacon (+15 pts)-

Upgrade single scout to musician for +6 points.

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SUMMARY

Lords M WS BS S T W I A Ld Special RulesHigh King 4 6 3 5 5 3 6 5 9 Hard Folk, Surpreme CommanderShaman 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 RulesYarl 4 5 3 4 4 2 5 3 8 Hard Folk, Independed CommanderScald 4 4 3 4 4 2 4 2 8 Hard Folk, Songs and Tales, Superiour MusicianGreat 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 RulesFreeman 4 4 3 3 3 1 3 1 7 Hard Folk, Impatient, Mixed Equipment,

SkirmishThrall 4 2 2 3 3 1 3 1 6 Mere Thralls, SkirmishChosen 4 4 3 4 4 1 4 1 8 Hard Folk, Impatient, Mixed Equipment,

Skirmish, HoundsHunter 4 4 3 3 3 1 3 1 7 Hard Folk, Impatient, Mixed Equipment,

SkirmishHounds 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,

Immune to Psychology, Shape-Shifter, Intepended, Stubborn

Bear Form 6 3 0 5 5 5 3 2 9

Scout 4 3 3 3 3 1 3 1 7 Hard Folk, Impatient, Encircle, Scout, SkirmishBerserker 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 RulesNorse 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 SpearHalberd. Always wounds living Large Targets on 4+ and causes d3 wounds instead 1.

Bonfire Beacon+1 to roll who goes first.

High Tribes

BaersonlingsFrenzy from Impatient rolls last whole turn. Ulfsarks are special instead rare.

BjornlingsHate all Chaos influenced forces, including Skaven and Beastmen.

SarlsImmune to Fear caused by living Large Targets. Great Spears are common upgrade option

SkaelingsImmune to Panic.

CraelingsMay re-roll distance for pursue. May re-roll distance when fleeing any elven.

AeslingsImmune to Fear and Hate Dwarves.

Vargs+1 Initiative

AmazonsNo other tribes. All have Female quality and all weapons are poisoned.

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Edition VariationsThis 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 ListCharacter

The character point allowance also includes the value of their armour, weapons and any magic items they might have. If character rides a monster, royal elephant or chariot, point allowance comes from character point allowance instead monster point allowance. Also, the points from regimental champions and gurus comes from the character point allowance even chapion is part of its unit and may not leave it.

Character Maximum Number of Magic ItemsHigh King 3Yarl 2Great Berserker 2Berserker 1Shaman 4Scald 2Ulfsark 0

RegimentsRegiments form the bulk of Clans of Norsca. These troops are organized into units called regiments. Regiments must have minimum of 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.

War MachinesNorscan have no access for war machines.

MonstersMonster includes all non-ridden monsters that are bounded to serve in army.

AlliesAllies are chosen from other army book or books. When you choose allies, you can spend your points freely on characters, regiments, and war machines. The normal army portition selections do not ably but normal limitations still do.

Army do not need include allied general but it may still do have it if you wish. Allied general counts as a character as normal but normal rules for general do not ably.

If allies from Empire or Dwarf are present, army may not include Chaos allies and visa verse.

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Army Selection SectionCharacters 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 with great weapons.

Hand-to-Hand WeaponsA single hand weapon (Axe, sword etc) FreeAn additional hand weapon 1Double Handed Weapon (Great sword etc.) 2Great Spear 4

Ranged WeaponsBow 2Javelin 1Throwing Axe 1

ArmoursShield 1Light Armour 2

Modified Special RulesHard FolkMagic Resistance (1) is replaced with 5+ Natural Magic Resistance.

Wards SavesWard saves are replaced with special saves.

StubbornAll stubborn units are treated as Skeletons in Combat (See page 108 in Battle Book).

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

ShamanScout is ignored. May ride on monster chosen from monster list.

BerserkerBase point cost is set to 50.

Great BerserkerMay ride on monster chosen from monster list.

UlfsarkCharacter instead regiment.

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Modifed Regiments

FreemenBase cost is increased to 10. Point cost of throwing axes and light armours are opposite

ThrallBase cost is to 5. Point cost for light armours is doubled.

ChosensBase cost is increased to 17.

HuntersBase cost is increased to 12. Base cost of hound is increased to 6.

Scouting PartyBase cost is increased to 24.Scout rule is removed. Cost of light armours is doubled.

Added Monsters

Dragon (450 points)Great Dragon (600 points)Emperor Dragon (750 points)Pegasus (70 points)

Griffon (150 points)Hippogriff (145 points)Manticore (200 points)Bat Swarms (100 points, treated as ravens)

Magic Item Modifications

Following will remain Norsca only magic items and all other Norsca magic items are unavailable:Bracelets of HelenirHowl of WinterServant's TwilightRitual AttireWitch Drum Female

Howl of WinterBound Spell. Casts Ice Spell: Winds of Cold. One use only.

Witch Drum Bound Spell; Shaman Spell: Trance.

FemaleNatural Magic Resistance 3+. Model may halve the cost of pegasus she rides.

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Shaman's Lore Modifications

Control of WindsPower 1. If succesfully cast, player my draw one card from opponent's hand.

Magical WardPower 2. Target unit gains 2+ natural magic resistance instead Magic Resitance (3).

Rust of AgePower 3.

Evil EyePower 2.

TrancePower 3. Shaman becomes ethereal and all spells cost 1 power less to cast.

Seeking the LostPower 3.

Modified High TribesBaersonlinsIgnore note about Ulsarks.

SarlsCost of Great Spear upgrade is doubled.

AmazonsReplace poison with ability to re-roll all failed to wound rolls.

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

FreemanBase cost is increased to 9

ThrallBase cost is increased to 4.

ChosensBase cost is increased to 15.

Hunters Base cost is increased to 8.Cost of hounds is unchanged.

Scouting PartyBase cost is increased to 19.

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8th Edition

The Army ListArmy 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 ModificationMixed EquipmentOrder to remove casaulties:1: Models without weapon upgrade2: Models with bows3: Models with throwing axes4: Models with spears5: Models with great weapons6: Models with great spears.

Massacre Additional to other benefits, opponent ranks are treated as disturbed if unit suffers more casualties than it has ranks.

EncircleReplaced with Ambush rule.

Shaman's Lore ModificationsWrathful Practice (Lore Attribute)Any model – friend or woe – within 3” from shaman must take panic test if any spell is successfully cast.

Trance Signature spell; Augment.

Magical Ward Augment

Rust of AgeHex

Seeking of LostAugment

Bed of Frost Snow Cast on 12+Shamans tries to summon aurora borealis – and it can't happen unless magical firefox swing its tail on frost-snow, sending cloud of snow to dance in the sky. And while even shamans has no power over such phenomena outright, having frost-snow is a good starting point.

Remains in Play. Augment. Once cast, frost and snow starts to spread around from shaman. During end of every magic phase, sphere of frost will spread d6”.

Frozen area is treated as Dangerous and any 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.

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