Norse
Note that this is a working list, and requires in depth playtesting
Written by Mike Brandon 
Thanks to Simon Gray
This list is property of OGC 
Produced by OGC 2005
Army list
The Norse army is chosen like every other Warhammer race with the same characters and unit
restrictions.
Lords
Great Thane
  90 points
Weapons: Hand Weapon, Heavy Armour
Options: May have shield (+3 pts)
May have an additional hand weapon (+3 pts) or a great weapon (+6 pts)
May choose Throwing Axes (+8 pts)
May be mounted on a Warhorse (+15 pts), mount may have Barding (+6 pts), or a battle boar
(+ 30pts)
May choose up to 100 pts of magic items
Special:
Chooser of the Slain
265 pts
Weapons: Hand Weapon
Magic: Level 3 wizard, draws spells from the lore of life or ice
Options: May be equipped with a spear (pts) and a shield (pts) and wear heavy armour (pts)
May be upgraded to level 4 wizard (+35 pts)
May ride a warhorse (+15 pts), which may have barding (+6 pts) or a Pegasus (+pts), Pegasus
also has the instability rule and will vanish if its rider is slain
Special: Divine presence: Fear, Instability. Unbreakable (as daemons)
Servants of Asgard: Add +1 to the combat resolution of combats they are involved in. This
bonus cannot apply more than once no matter the number Valkyrie models, nor does it apply if any
Valkyrie model is not in the front rank
Heroes
Hersir
     65 points
Weapons: Hand Weapon, Heavy Armour
Options: May have shield (+3 pts)
May have an additional hand weapon (+3 pts) or a great weapon (+6 pts)
May choose Throwing Axes (+6 pts)
May be mounted on a Warhorse (+15 pts), mount may have Barding (+6 pts), or a battle boar
(+2 0pts)
May choose up to 50 pts of magic items
Special: If you do not choose an Einherjar, one Hersir in the army may be the battle standard for +25
points. If chosen he can take no further items from the list other than magic items and may not be
mounted.
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0-1 Einherjar
     135 points     
Weapons: Hand Weapons, Heavy Armour
Options: May not choose any additional items
Special: Counts as a musician and the armies battle standard
Divine presence: Fear, Instability. Unbreakable (as daemons)
Battle call: If an Einherjar is involved in combat in any fighting rank then all allied units
within 12” add +1 to their base strength in combat.
Shieldmaiden Valkyrie
115 pts
Weapons: Hand Weapon
Magic: Level 1 wizard, draws spells from the lore of life or ice
Options: May be equipped with a spear (pts) and a shield (pts) and wear heavy armour (pts)
May be upgraded to level 2 wizard (+35 pts)
May ride a warhorse (+15 pts), which may have barding (+6 pts)
Special: Divine presence: Fear, Instability. Unbreakable (as daemons)
Servants of Asgard: Add +1 to the combat resolution of combats they are involved in. This
bonus cannot apply more than once no matter the number Valkyrie models, nor does it apply if any
Valkyrie model is not in the front rank
Core Units
Ulfsarks
5 pts per model
Unit Size: 10+
Weapons: Hand weapon
Options: The entire unit may be equipped with one of the following: additional hand weapon (+2) or
great weapons (+2 pts)
May wear light armour (+1 pt) and have shields (+1 pts)
Upgrade an Ulfsark to a Musician (+5 pts)
Upgrade an Ulfsark to a Standard Bearer (+10 pts)
Upgrade an Ulfsark to a Champion (+10 pts) with +1 Attack
Special: One unit in the army may be promoted to the berserkergang, giving the unit frenzy as well as
heavy armour for +4 pts per model
Raiding Cavalry
13 pts per model
Unit Size: 5+
Weapons: Hand weapon, mounted on warhorses
Options: The entire unit may be equipped with spears (+1 pt), and throwing axes (+ 4 pts) or throwing
spears (javelins) (+ 4pts)
May wear light armour (+2 pts) and have shields (+2 pts)
Upgrade a Cavalryman to a Musician (+6 pts)
Upgrade a Cavalryman to a Standard Bearer (+12 pts)
Upgrade a Cavalryman to a Champion (+12 pts) with +1 Attack
Special: Fast cavalry
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Throwing Axemen
9 pts per model
Unit Size: 5+
Weapons: Hand weapon, throwing axes
Options: May wear light armour (+1 pt) and have shields (+1 pts)
Upgrade a Throwing axeman to a Champion (+10 pts) with +1 Ballistic Skill
Special: Skirmish
Special Units
Fenris Wolfbrood
25 pts per model
Unit Size: 5+
Weapons: Claws
Special: Fear
Will of the Pack: Wolf broods get +1 strength in combat for each point of rank bonus they
would normally score, so up to a maximum of +3 strength.
Huskarl
13 pts per model
Unit Size: 10+
Weapons: Hand weapon, spear, shield, heavy armour
Options: The entire unit may replace their spears with great weapons for +1 pt per model.
Upgrade a Huskarl to a Musician (+5 pts)
Upgrade a Huskarl to a Standard Bearer (+10 pts)
Upgrade a Huskarl to a Champion (+10 pts) with +1 Attack
Special: Winters Pelt; Combined with their technique of holding their spears aloft, Huskarl’s get +2 to
their armour save against missile attacks.
Jarls
28 pts per model
Unit Size: 5+
Weapons: Hand weapon, heavy armour, shields, mounted on barded warhorses
Options: The entire unit may be equipped with the following: additional hand weapon (+4 pts), spears
(+ 2pts)
Upgrade a Jarl to a Musician (+8 pts)
Upgrade a Jarl to a Standard Bearer (+16 pts) May carry a magic banner up to 25 points
Upgrade a Jarl to an Ulfjarl (+24 pts) with +1 Attack and +1 Strength
Special: Heroic hunters: Against any units mounted on a monster base or larger, Jarl’s have killing
blow only when using spears. Jarls also gain the +1 A bonus for using an additional hand weapon when
mounted on account of their expert riding ability.
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Trolls
35 pts per model
Unit Size: 3+
Weapons: Hand weapon, Rock sack (18” missile on base strength +1, does D3 hits if on target)
Options: May wear light armour (+3 pts)
Upgrade a troll to a Standard Bearer (+20 pts)
Upgrade a troll to a Hamarrtroll (+40 pts) with +1 Attack, +1 Wound and +1 Leadership
Special: Fear
Rare
Boar Riders
23 pts per model
Unit Size: 5+
Weapons: Hand weapon, mounted on Battleboars
Options: The entire unit may be equipped with spears (+2 pts)
May wear light armour (+2 pt) and have shields (+2 pts)
Upgrade a boar rider to a Musician (+6 pts)
Upgrade a boar rider to a Standard Bearer (+12 pts)
Upgrade a boar rider to a Champion (+12 pts) with +1 Attack
Special: Battle Boar: Stat line given. Does D3 impact hits when charging. Adds +2 to the riders armour
save.
Giant
205 pts per model
Unit Size: 1
Weapons: Big club, tree or hangover
Options: A giant may have one of the following upgrades:
 
Fire Giant: breathe fire, 4+ armour save, attacks count as flaming (+ 30 pts)
Frost Giant: Models in base contact must pass a strength test or cannot act. Take this test at
the beginning of each round of combat. +1 wound (+ 30 pts)
Special: Ignore Litte ‘un panic, Large target, Terror, Fall over, Move Over Obstacles, Stubborn, Giant
Attacks (See page 29-30 of the Beasts Book or the Orcs Book)
Spear Thrower 
75 pts per model
2 count as one rare choice
Crew: 3
Equipment: The crew all carry hand weapons
Rules: As bolt thrower, Page 124 Warhammer Rulebook
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Portents of Ragnarok – Norse Magic Items
Weapons
Gungnir, Spear of Odin
75 pts
+2 strength, +1 A, Killing Blow, counts as spear. T test or  
suffer a wound start of each combat round
Hammer of Thor
60 pts
Great weapon, +3 strength, D3 wounds
Axe of Muspell
30 pts
Throwing axe with +2 strength, +1 to hit vs. flyers
Huntress Axe
30 pts
Throwing Axe, +2 attacks in combat, +3 vs. flyers
Axe of Striking
30 pts
+1 to hit
Axe of Battle
25 pts
+1 Attack
Hammer of Might
20 pts
+1 Strength
Biting Blade
10 pts
-1 Armour save
Armour
Dragonscale Shield
30 pts
Counts as shield but gives a 3+ ward save vs. missiles
Meteoric Iron Mail
30 pts
1+ armour save
Mithril Breastplate
30 pts
Counts as Heavy Armour, 5+ ward save
Enchanted Shield 
10 pts
5+ Armour Save
Enchanted Items
Elhrimnir Kettle
40 pts
+1 wound 
Fetters of Fenrir
40 pts
Has killing blow against monsters and large targets 
Odin’s raven
30 pts
Spots hidden models and magic items within 20”
Valhallan Horn
30 pts
Bound pwr 4. Auto rallies fleeing units & they may reform immediately
Ring of Sagas
20 pts
+1 Leadership
Talismans
Granite Blood
60 pts
+2 Toughness, always strikes last in combat & has I 1
Forseti’s Vial
50 pts
Model has regenerate 
Thundercloud Shawl
20 pts
+2 save vs. missiles. Magic resistance (1)
Thurisaz Rune
20 pts
+3 movement, counts for mount as well
Talisman of Protection
15 pts
6+ Ward save
Magic Banners
Banner of Tyr
60 pts
Unit is stubborn 
Banner of Ragnarok
50 pts
Unit has frenzy and hatred against all enemies. Will not lose frenzy
Njord’s Banner
25 pts
Units suffers no movement penalties for water or woods
War Banner
25 pts
+1 Combat Resolution
Banner of the Great Hunt
20 pts
Unit may re-roll to hit dice in combat vs. mounted models and monsters
Freyja’s Curse Banner
15 pts
Units attacks counts as magical and flaming
Norse Can also choose magic items from the common lists. See page 154 of the Warhammer
Rulebook.