Norse
Member
In advance of the weekend, I'll post up the rosters of the two armies I'm bringing. They have been built roughly in line with the Warhammer Armies book as two matched 1000 point armies just to give a starting point. In a given scenario, not all elements of the army need be present and details could be changed to suit. Apologies for the crap photography! Also,
doesn't seem to work in this forum.
The first:
The Vengeance of Svein The Bastard
Just off the coast of Albion lies the small island community of Orcs Knee. This community is made up from a mixture of Norscan settlers and Norscanised natives and is led by Jarl Svein, the Bastard.
Jarl Svein was viking through Lustria when the community of Orcs Knee was nearly entirely destroyed by a tiny band of mysterious raiders from the North. He returned with his band to find only a handful of survivors, telling stories of a hooded man with a scythe and five dark knights who came from the sea, bringing fire and swirling vortexes of darkness that destroyed everything they touched; apparently to carry off a relic guarded by the community, the Lewis Scroll.
Gathering what remained of his Warhird, Svein and his men now scour the world for the raiders who destroyed their homes. They are guided in the journey by the island's Vola, known as Wyrmcaller, who claims to be able to speak with the wights of the land.
Jarl Svein the Bastard
Is a very angry man. He carries Leggslitna, a Ring of Leg Breaking; the source of his cognomen, and the tool with which he has managed to maintain discipline within the fractious, often divided, mixed Norse and Albian community.
He's not sure what he's going to do when he catches up to the raiders, but he imagines it will probably begin with breaking their legs.
1 Level 20 Hero. Armed with Hand Weapon and Light Armour. Carries Leggslitna, a magic ring carrying a spell of leg breaking:
Individual model T 4 or less within 24", ignoring usual target restrictions. Target makes magic saving throw. If failed, reduces movement by half. If hit twice target is immobile (four legged creatures must be hit 3 times to be made imobile). Ordinary troopers will simply be removed as casualties if hit by this spell. As this is a ring, on the second or subsequent casting of this spell Svein must roll a d6 before casting. On a 6 the ring is exhausted and the spell is not cast.
155 points
The Vola Yngvildr Bjolandottir, Wrymcaller
She survived the destruction of the community by using up the last of her artefacts, allowing her to burrow into the earth as a worm. Her greatest talent, as with many Norse sorcerors, is in summoning the beasts of the land. She has a particular connection with the frostwyrm Lifjotun. Summoning Lifjotun takes all of her relatively minor power however, and usually leaves her helpless for some time afterwards. She now guides the Warhird in their quest to hunt down the raiders by communicating with the landwights as they travel. Wights of a foreign land are at best vague and at worst treacherous alas...
1 Level 5 Wizard. Armed with Hand Weapon (staff).
Magic Level 1. 10 Power points. If Lifjotun is present, Wrymcaller will begin with 0 Power Points as she will have spent them all to call him.
Spellbook-
The songs I know, that King's Wives know not,
Nor men that are sons of men;
The first is called help, and help it can bring thee
In sorrow and pain and sickness.
Cure Light Injury: Cost - 1; Range - Touch.
Restore 1 wound to target model. Miscast causes 1 wound. May not cast in combat.
A second I know, if great is my need
Of fetters to hold my foe;
Blunt do I make mine enemy's blade,
Nor bites his sword or staff.
Dispirit: Cost - 2; Range - 24"
Cause -1 Ld penalty to unit for rest of battle. Does not affect associated characters. Target receives normal magic saving throw. Maximum once per unit.
A third I know, if needs I must lead
To the fight my long-loved friends;
I sing in the shields, and in strength they go
Whole to the field of fight,
Whole from the field of fight,
And whole they come thence home.
Enthuse: Cost - 2; Range - 24"
+1 Ld bonus to friendly unit. Doesn't affect associated characters, but does affect champions. Maximum once per unit. Cannot raise above 10.
60 points
Lifjotun, the Frostwyrm
Lifjotun just wants to sleep. He needs the deep slumber of his kind, until his appointment with the endtimes. Unfortunately the human known as Wyrmcaller seems to have found out his name; now it doesn't matter how deep he burrows himself, she still manages to call him to her and make him fight. Still, humans are short-lived and squishy, hopefully he will be left in peace soon.
1 Dragon.
If Lifjotun is present in a battle he will have been bound for 10 magic points by Wyrmcaller (all of her magic points) as the rules for Hosts (WFB p.240). Lifjotun must make a binding test at the end of each complete combat engagement with 1d6. 1-3 Lifjotun breaks free from control and makes for the nearest table edge, 4-6 he remains bound.
Large target for missile fire.
Causes Fear +1 in all creatures over 10' tall. Causes Fear +2 in all creatures under 10' tall.
4 stomp attacks (1 wound), 1 tail-lash attack (1 wound), 1 bite attack (d3 wounds).
In hand-to-hand, opponent saving throws at -3.
Chill Breath Attack - In shooting phase, range 12" causes 2d6 automatic hits that automatically cause 1 wound. Normal saving throws allowed.
Lifjotun has no magical ability.
250 points
Lodmund Havarson and the Huscarls
Nearly the entire Norse populace of the island are in Jarl Svein's huscarls.
16 Huscarls, all armed with Hand Weapons and Light Armour. 8 of the Huscarls also carry Spears and Shields, 8 carry Double Handed Weapons, making this a regiment with Mixed Ranks.
216 points
Gwevyl and the Bondi
The Bondi are primarily made up from the Albian population of the island.
24 Bondi, all armed with Hand Weapons, Throwing Spears, Light Armour and Shields. The regiment also contains a standard and a musician.
234 points
Berserkir
The cult of the Berserkr never had much of a hold on Orcs Knee, but (after the destruction of their homes and the loss of their families) several of the remaining hirdmen have joined up. Led by Hreggvid Vadason, who was beaten unconscious early in the raid and survived when his wife and daughter did not, the Berserkir wish only to die in battle; whereas their colleagues wish to survive long enough to extract vengeance.
From left to right:
Hreggvid Vadason
Raumr Bjalfason
Thorhalli Raudrson
Hiallkarr Oddleifrson
Kveldulf Svavarson
Solvarr Ulvson
Niall Hunbogason
7 Berserkir, all armed with Hand Weapons. Berserker rules apply (WFB p.96).
70 points
Total = 985 Points
The first:
The Vengeance of Svein The Bastard
Just off the coast of Albion lies the small island community of Orcs Knee. This community is made up from a mixture of Norscan settlers and Norscanised natives and is led by Jarl Svein, the Bastard.
Jarl Svein was viking through Lustria when the community of Orcs Knee was nearly entirely destroyed by a tiny band of mysterious raiders from the North. He returned with his band to find only a handful of survivors, telling stories of a hooded man with a scythe and five dark knights who came from the sea, bringing fire and swirling vortexes of darkness that destroyed everything they touched; apparently to carry off a relic guarded by the community, the Lewis Scroll.
Gathering what remained of his Warhird, Svein and his men now scour the world for the raiders who destroyed their homes. They are guided in the journey by the island's Vola, known as Wyrmcaller, who claims to be able to speak with the wights of the land.
Jarl Svein the Bastard
Is a very angry man. He carries Leggslitna, a Ring of Leg Breaking; the source of his cognomen, and the tool with which he has managed to maintain discipline within the fractious, often divided, mixed Norse and Albian community.
He's not sure what he's going to do when he catches up to the raiders, but he imagines it will probably begin with breaking their legs.
Code:
M WS BS S T W I A Ld Int Cl WP Save
4 6 4 4 4 4 6 4 10+3 7 8+1 8+1 6+
1 Level 20 Hero. Armed with Hand Weapon and Light Armour. Carries Leggslitna, a magic ring carrying a spell of leg breaking:
Individual model T 4 or less within 24", ignoring usual target restrictions. Target makes magic saving throw. If failed, reduces movement by half. If hit twice target is immobile (four legged creatures must be hit 3 times to be made imobile). Ordinary troopers will simply be removed as casualties if hit by this spell. As this is a ring, on the second or subsequent casting of this spell Svein must roll a d6 before casting. On a 6 the ring is exhausted and the spell is not cast.
155 points
The Vola Yngvildr Bjolandottir, Wrymcaller
She survived the destruction of the community by using up the last of her artefacts, allowing her to burrow into the earth as a worm. Her greatest talent, as with many Norse sorcerors, is in summoning the beasts of the land. She has a particular connection with the frostwyrm Lifjotun. Summoning Lifjotun takes all of her relatively minor power however, and usually leaves her helpless for some time afterwards. She now guides the Warhird in their quest to hunt down the raiders by communicating with the landwights as they travel. Wights of a foreign land are at best vague and at worst treacherous alas...
Code:
M WS BS S T W I A Ld Int Cl WP Save
4 4 3 4 3 1 3 1 7 8+1 8+1 8+1 None
1 Level 5 Wizard. Armed with Hand Weapon (staff).
Magic Level 1. 10 Power points. If Lifjotun is present, Wrymcaller will begin with 0 Power Points as she will have spent them all to call him.
Spellbook-
The songs I know, that King's Wives know not,
Nor men that are sons of men;
The first is called help, and help it can bring thee
In sorrow and pain and sickness.
Cure Light Injury: Cost - 1; Range - Touch.
Restore 1 wound to target model. Miscast causes 1 wound. May not cast in combat.
A second I know, if great is my need
Of fetters to hold my foe;
Blunt do I make mine enemy's blade,
Nor bites his sword or staff.
Dispirit: Cost - 2; Range - 24"
Cause -1 Ld penalty to unit for rest of battle. Does not affect associated characters. Target receives normal magic saving throw. Maximum once per unit.
A third I know, if needs I must lead
To the fight my long-loved friends;
I sing in the shields, and in strength they go
Whole to the field of fight,
Whole from the field of fight,
And whole they come thence home.
Enthuse: Cost - 2; Range - 24"
+1 Ld bonus to friendly unit. Doesn't affect associated characters, but does affect champions. Maximum once per unit. Cannot raise above 10.
60 points
Lifjotun, the Frostwyrm
Lifjotun just wants to sleep. He needs the deep slumber of his kind, until his appointment with the endtimes. Unfortunately the human known as Wyrmcaller seems to have found out his name; now it doesn't matter how deep he burrows himself, she still manages to call him to her and make him fight. Still, humans are short-lived and squishy, hopefully he will be left in peace soon.
Code:
M WS BS S T W I A Ld Int Cl WP Save
6 4 0 5 5 7 2 6 7 6 7 7 None
1 Dragon.
If Lifjotun is present in a battle he will have been bound for 10 magic points by Wyrmcaller (all of her magic points) as the rules for Hosts (WFB p.240). Lifjotun must make a binding test at the end of each complete combat engagement with 1d6. 1-3 Lifjotun breaks free from control and makes for the nearest table edge, 4-6 he remains bound.
Large target for missile fire.
Causes Fear +1 in all creatures over 10' tall. Causes Fear +2 in all creatures under 10' tall.
4 stomp attacks (1 wound), 1 tail-lash attack (1 wound), 1 bite attack (d3 wounds).
In hand-to-hand, opponent saving throws at -3.
Chill Breath Attack - In shooting phase, range 12" causes 2d6 automatic hits that automatically cause 1 wound. Normal saving throws allowed.
Lifjotun has no magical ability.
250 points
Lodmund Havarson and the Huscarls
Nearly the entire Norse populace of the island are in Jarl Svein's huscarls.
Code:
M WS BS S T W I A Ld Int Cl WP Save
3.5 4 3 4 3 1 4 2 7 7 7 7 6+/5+
16 Huscarls, all armed with Hand Weapons and Light Armour. 8 of the Huscarls also carry Spears and Shields, 8 carry Double Handed Weapons, making this a regiment with Mixed Ranks.
216 points
Gwevyl and the Bondi
The Bondi are primarily made up from the Albian population of the island.
Code:
M WS BS S T W I A Ld Int Cl WP Save
3.5 3 3 3 3 1 3 1 7 7 7 7 5+
24 Bondi, all armed with Hand Weapons, Throwing Spears, Light Armour and Shields. The regiment also contains a standard and a musician.
234 points
Berserkir
The cult of the Berserkr never had much of a hold on Orcs Knee, but (after the destruction of their homes and the loss of their families) several of the remaining hirdmen have joined up. Led by Hreggvid Vadason, who was beaten unconscious early in the raid and survived when his wife and daughter did not, the Berserkir wish only to die in battle; whereas their colleagues wish to survive long enough to extract vengeance.
From left to right:
Hreggvid Vadason
Raumr Bjalfason
Thorhalli Raudrson
Hiallkarr Oddleifrson
Kveldulf Svavarson
Solvarr Ulvson
Niall Hunbogason
Code:
M WS BS S T W I A Ld Int Cl WP Save
4 3 3 3 3 1 3 1 7 7 7 7 None
7 Berserkir, all armed with Hand Weapons. Berserker rules apply (WFB p.96).
70 points
Total = 985 Points