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Norse Reavers v1.5
By Tommy Punk tommypunk@telia.com and Todd Luikart tluikart@snapserver.com
Edited by Paul Smith muzmiz@madasafish.com
The fierce Norse ravage the northern coasts of the Empire and Kislev. They are great sailors and have raided as far as Ulthuan, Lustria, and the Southlands. They sail in dragon-headed vessels known as Longships. These ships have a very shallow draft that allows them to sail in dangerously shallow waters or to beach on shores without damaging their hulls. Norse hold no fear of death in battle. They believe that when they die in battle they will go to Valhalla, where they will feast and fight for eternity with every brave Norse killed in battle. Every Norse child is raised to fight with a shield and a sword or axe and they successfully combine farm life and sailing with the path of the warrior. This makes Norse settlements particularly hard to raid as even the Norse that farm the fields do so with an axe or sword within reach. Every Norse sailor is a warrior first. They gladly become raiders when the opportunity arises.
The Huscarls, veterans of numerous battles and raids, have formed strong bonds of friendship with each other. They enjoy drinking bouts as well as fighting, and they excel in both. The Huscarls will fight with grim determination to defend their household's banners. The Bondsmen are the Norse equivalent of the common warrior or soldier, and they are both sailors and fierce warriors. The young Norse are eager to join a Reaver crew in order to earn honour in combat and eventually rise to become Huscarls themselves.
CHOICE OF WARRIORS
Use the Mercenaries list on page 68 with the following changes.
NORSE SKILL TABLE
Leader: Combat, Strength, Academic, Speed, Special.
Champion: Combat, Strength, Special.
Youngbloods: Combat, Strength, Speed, special.
NORSE SPECIAL SKILLS
Grim Determination
Only the Noble may have this skill, which allows him to reroll failed Rout Tests.
Norse Courage
The model is a warrior with a reputation of pursuing fearsome beasts and launching himself into a combat where he is outnumbered. He may reroll a failed Fear test and does not have to take All alone tests.
Excellent Sight
The Norseman has a very keen eyesight and is often set on watch duty aboard the Norse longships. The model spots Hidden enemies from double distance.
Battle Tongue
Only the Leader may have this skill, which increases the range of his Leader ability by 6".
Berzerker
All Norse are fearsome in battle, screaming blood freezing war cries and single-handedly charging enemies with no though of their own safety. In addition there are many warriors actively work themselves into a foaming frenzy, though this also includes consuming vast quantities of beer prior to the battle. A hero with this skill is subject to the rules for Frenzy.
Ulfwerener
Among the Norse live a few unlucky individuals with their blood tainted by a wolf-curse. They are known as Ulfwereners, or Wolfwarriors, and when Morrslieb is high their tainted blood roar with bloodlust and they transform into a wolf. But such is the power of the tainted blood that whenever the Norse mind is filled with anger and thought of bloodshed the wolf threaten to appear.
A hero that is subject to frenzy, either through a Serious Injury or the Berzerker skill, may choose the Ulfwerener skill. However, Ulfwereners are very rare.
You can only choose this skill once per warband. Only a single hero can become an Ulfwerener.
Profile
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M
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WS
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BS
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S
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T
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W
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I
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A
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LD
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Wolfform
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9
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-
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-
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+1
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+1
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+1
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-
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-
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-
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SPECIAL RULES
Frenzy: The Ulfwerener is subject to Frenzy and must charge an enemy model if he can.
Wolfform: The Ulfwerener must enter into wolf form if he charges an enemy while frenzied, and he will remain in the wolfform for the rest of the battle even if he is no longer frenzied. Note that the Ulfwerener may only change into wolfform if he is frenzied and charges. He cannot change back to manform until the battle and the excitement is over. While he is in wolfform, he is not treated as an animal for purpose of moving into buildings. When the Ulfwerener changes, he will drop all his weapons and armour, but these will automatically be recovered or acquired after the battle. He may not use any other equipment, his equipment cannot be "found" by his own or the opposing warband.
NORSE SPECIAL RULES
Due to the hardship on the longboats and a life of violence, the Leader and Champions start the game with Strength 4. Norse are sailors by trade and are used to handling boats in any weather. The Norse gain a Strength-bonus of +2 when they test to row a boat using Paul Smith's Boat rules. In addition, one hero may start with the Berzerker skill, this does not change his experience points in any way.
NORSE EQUIPMENT LIST
All members of a Norse warband uses this equipment list instead of the Mercenary or Marksmen lists.
Hand-to-hand combat weapons:
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Dagger (first free)
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2 GC
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Battleaxe
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5 GC
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Sword
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10 GC
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Spear
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10 GC
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Double-handed weapon
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15 GC
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Missile Weapons:
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Short bow
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5 GC
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Javelins
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5 GC
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Bow
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10 GC
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Armour:
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Shield
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5 GC
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Helmet
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10 GC
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Light armour
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20 GC
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Miscellaneous: (Heroes only)
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0-2 Wardogs *
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35 GC
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* Up to two heroes may start the game with a single wardog each at a cost of 35 gold.
JAVELINS
Javelins are throwing spears and are used by young warriors who can't afford better weapons.
Range
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Strength
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8"
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As user
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SPECIAL RULES
THROWN WEAPON
The Javelins are thrown weapons and the warrior suffer no penalty for moving and shooting.
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