Results 1 to 9 of 9

Thread: Norse Faction

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    FakeTwin's Avatar Libertus
    Join Date
    Mar 2005
    Location
    Germany
    Posts
    77

    Default Norse Faction

    DISCLAIMER:
    The following texts and pictures are taken from an unofficial Norse Army Book you can find here:
    Just for fun I used this book to make up a unit roster for a possible Norse faction. I'm curious what my fellow forum members think about it!

    PS: The attributes I assigned to the different units are work in progress at its best. I tried to follow the unit descriptions as closely as possible.

    Norsca - the country and its people:
    Spoiler Alert, click show to read: 

    In the cold north of the Warhammer world lies the country of Norsca. Cold and forbidding, it would seem unlikely that people could live there in any significant numbers. However, the Norse are a populous race and their settlements reach towards the pole to the very borders of the Chaos Wastes. Alongside the Human Norse live the Norse Dwarfs in their hold at Kraka Drak, and they share many common traits und traditions. It is unsure whether the Norse grew more like the Dwarfs or vice versa, but it is a relationship that appears to work very well.

    Whether Dwarf or man, the Norse are a warrior race and love nothing better than a good fight. When not
    gathering for a battle or raiding down the coast, the Norse spend their time hunting, drinking and fighting amongst themselves. When they go to war the Norse gather in huge bands and set off to find the enemy. They have few subtleties about their tactics, preferring to rush headlong at their enemies und overwhelm them with the force of the charge und their innate ferocity. The Norse are raised from an early age to wield a sword and shield, and many of their youngest warriors are but 14 or 15 years old. The harsh climate and rugged lifestyle of the Norse means they are used to hardships, and their love of battle means there are few inexperienced warriors in a Norse Warhird.

    Norsemen are a distinctive race; they have large frames and are extremely muscular. They have the pale skin of the men of the Empire, but are taller and stronger. Norsemen tend to be fair-haired – blond and red being the most common. All wear their hair long, keeping it in braids, and sometimes weaving feathers or beads in the knots. The Norsemen don furs and hides as armour, though some have taken to wearing the mail of their southern kin. They are much given to singing, drinking and laughing, but are also quick to anger and are relentless opponents.


    Norse unit roster (WIP):

    1) CORE UNITS:

    BONDSMEN WARRIORS (Light Infantry: may charge without orders)
    BONDSMEN WITH SPEARS (Spearmen: may charge without orders)
    BONDSMEN ARCHERS (Missile: may charge without order, short range missiles)
    Spoiler Alert, click show to read: 
    Bondsmen are young fighters who are still inexperienced. They are warriors in service to a particular Jarl, expected to live in the Jarl's Hall, share the Jarl's food, and be steadfastly loyal. In exchange for his pledge of loyalty, the Jarl rewards service with gifts, such as weapons and armour, and to the very best, land and title. The Norse also place great store in a warrior’s ability with a bow. Bowmen are often recruited from the poorer warriors, as well as from those who are particularly good shots.

    WHALERS (Missile: may charge without orders)
    Spoiler Alert, click show to read: 
    Whaling is an important trade for Norsca, and Whalers are respected even among the warriors. Swimming
    through the dark currents of the Sea of Chaos are massive whales, many of them twisted and warped by the power of Chaos. These monsters can capsize ships and swallow hundreds of men in a single gulp. Thus, Whalers must be made of sterner stuff than ordinary fishermen. On the battlefield, Whalers form small units that run forward and harass the enemy lines with their javelins.

    GIANT WOLVES (Light Cavalry(?): Fast moving)
    Spoiler Alert, click show to read: 
    The Giant Wolf is a large and dangerous creature that roams the mountains and deep forests of the Old World and beyond. The hunting packs of these beasts have been known to attack well armed caravans and destroy them. To the Norse the wolf plays an important part in their mythology and religious beliefs and is worshiped and respected as a great hunter. The Giant Wolves of Norsca are incredibly fast and vicious, and Norse tribes have trained packs that they lead into battle.

    REAVERS (Heavy Infantry: may charge without orders)
    Spoiler Alert, click show to read: 
    The seas of the Old World are full of terrors, some Human, others subhuman. Among the most feared mariners are the Norse Reavers, brutal warriors who plunder the coastlines in search of food and slaves. They are a merciless lot, hardened from their frequent battles with Imperial sailors and the feeble militias that stand against them. Reavers sail the seas to bring booty back to their settlements in their frozen lands. These men are great fighters, their skills unequalled and feared by many. Their favourite tactic in sea battles is to board the other ship, slaying them in honourable combat.


    2) SPECIAL UNITS:

    HUSCARLS (Heavy Infantry: may charge without orders, can form shieldwall)
    Spoiler Alert, click show to read: 
    Huscarls are free men who own the land they live on and work for nobody but themselves. These proud and independent men form the warrior elite of the Norse armies. They vary in background from accomplished veterans to minor nobles. Of all the Norse, the Huscarls have the most flexible tactical possibilities. They can charge headlong into the foe with the rest of the army, or they can slowly advance under the cover of a well made shield wall, allowing them to penetrate deep into the enemy's battle line. The warriors of the Huscarl are highly trained and motivated, and although they are an informal unit they can act together with perfect coordination, only achieved by years of battlefield experience and mutual trust.

    ULFWERENAR (Shock Infantry: may charge without orders, fast moving, frighten enemy troops, 2 HP)
    Spoiler Alert, click show to read: 
    Deep in the forests and mountains of Norsca are many strange things and, like the rest of the Old World, Warpstone can be found there. One of the strangest effects it has is on the wolves of the area. They eat contaminated food and their blood and saliva becomes tainted. After this their bite brings a curious infection to the sufferer. When Morrslieb is high the warped moon begins to have its affect on the traces of warpstone in the victim's blood. The victim rapidly changes form, becoming a large wolf with red eyes and an insatiable hunger. The Ulfwerenar, as they are known, can learn to control their tainted lives and can bring on the transformation themselves. The War Chiefs of the Norse hold great respect for the Ulfwerenar, and they are considered partly blessed by their kin. In battle the Ulfwerenar take to the field in their human form and as the battle progresses their blood runs faster and the scent of the enemy fills them with a thirst for blood. When the change would be most devastating they take on their wolf form and charge in, tearing into the enemy with reckless ferocity. The Ulfwerenar are incredible fighters, having long fangs, sharp claws and inhuman speed. This, coupled with their sheer power and ferocity, turns them into whirling, snarling shadows of death which strike sudden and bowel-churning fear in their opponents.

    BERSERKERS (Shock Infantry: may charge without orders, may run amok, 2 Hitpoints)
    Spoiler Alert, click show to read: 
    Berserkers are special type of Norse warrior. Before a battle they have head-butting contests and vast quantities of strong beer, which leaves them wildeyed and frothing at the mouth. Once they see their enemies they lose control completely, attacking foes many times more powerful than themselves. They have no regard for their own lives and throw themselves at the enemy without a trace of fear. Once a Berserker reaches an enemy regiment he turns into a human whirlwind of blades, spinning, slashing and chopping with a strength only possibly achieved by a madman. Because of their complete immersion in their psychotic state of mind, the Berserkers have no comprehension of the rest of the battle, and sometimes come dangerously close to attacking their compatriots in their fury.

    NORSE HUNTERS (Missile: long range missiles, can hide)
    Spoiler Alert, click show to read: 
    The Norse have few laws, and none of them are written. They do have quite a few unspoken customs
    and taboos, however, and many young warriors find they have fallen foul of some tradition they have never heard of and are cast out of the settlement and banished. These young men grow older, living in the wilderness and learning the ways of nature. They form their own communities far from the other and scratch out their existence by hunting and foraging. When battle comes the outcasts gather and use their woodmanship and hunting skills to ambush the enemy and strike deep into their battle line. For this reason the hunters are pardoned for a short period during the battle, but nobody trusts them entirely. The Hunters are treated by the rest of the army as an unpleasant but useful element, and they receive no thanks or reward for risking their lives on the field of battle. This does not bother them at all, as they are still Norse and the call of battle still flows strongly through the blood in their veins.

    SHIELD MAIDENS (Light Infantry: inspire nearby troops)
    Spoiler Alert, click show to read: 
    Occasionally, Norse settlements are attacked when the men folk are away, and the Norse women are forced to take up weapons to defend themselves. Though there is no direct problem with this, it does awaken the latent Norse warrior blood that pumps through the women's veins. The women become restless afterwards, looking forward to the next battle just like the men. To the Norse this is a bad state of affairs and almost all the women affected in this way eventually leave the settlement. In the wilds they find other women with the same battle craving and they form bands of Shield Maidens. The Shield Maidens are skilled fighters, and their lithe grace and effortless economy of movement moves them swiftly from one foe to the next. They are fierce warriors, but don’t appear to be as barbaric as their male counterparts, and they know lack the strength of a Norse male, so they tend to use a little more wits and tactics in battle. They are known to be experts with their shield, able to block hails of arrows, magical missiles and even the Empire’s advanced artillery seems to have very little effect on them.

    NORSE DWARVES (Heavy Infantry: can form shield wall)
    Spoiler Alert, click show to read: 
    Cut off from their southern brethren by warp storms thousands of years ago, the dwarves of Norsca evolved a distinctive culture and language. In many ways they resemble the Norsemen in expression, arts, and temperament. It's not certain if these Dwarfs have given over to Chaos as did their Darklands brethren, though it is said they have odd customs. One of the main differences with their southern brethren is with the technology: Firstly they were cut off from the engineering guilds to the South, and therefore missed out on many key inventions and innovations. Secondly, the Norscan dwarf guilds developed an engineering culture based more around wood and stone rather than metal and black powder. Although the guilds are aware of gunpowder, its use is frowned upon as being untrue to the spirit of the Norse dwarf pioneers.

    FENRIR WOLVES (Heavy Cavalry(?): Frighten enemy troops)
    Spoiler Alert, click show to read: 
    Another effect of Warpstone contamination is the existence of Fenrir Wolves. Similar in physical terms to ordinary Wolves, they are much larger than their untainted cousins and can easily be ridden by a full grown man. As well as having enlarged bodies, the Fenrir Wolves of Norsca are ill- tempered and vengeful creatures that delight in the hunting and slaying of other creatures. Fenrir Wolves have incredibly strong jaws, which can tear flesh and snap bones with ease. Their powerful shoulders and back legs move them along at an astounding speed and when they pounce onto their prey they are usually certain of a kill.


    3) RARE UNITS:

    JARLS (General's Bodyguard, Heavy Cavalry: may charge without orders, fast moving, 2 Hitpoints)
    Spoiler Alert, click show to read: 
    The Jarl is a great warrior loyal to the tribe's King. In exchange for his devoted service, the King grants the
    Jarl hunting grounds, warriors, treasure, and thralls. The Jarl is the absolute lord of his lands but is expected
    to be subservient to his master, and when the winds of war blow, the Jarl is expected to come to the aid of his King, and lend his warriors for the cause. The Kings and Jarls are the most battle hardened veterans in the army. They have seen many battles and are used to the bloodshed.

    EINHERJAR (Heavy Infantry: Disciplined, morale lock, 3 Hitpoints)
    Spoiler Alert, click show to read: 
    Another strange phenomenon of the north is the Einherjar, who are considered to be truly blessed Heroes; the dead that rise again to continue their mission. Usually, warriors who are selected as an Einherjar by their God, immediately journey to Valhalla to serve. But, sometimes the spirit of these chosen warriors is too strongly attached to the Old World, usually due to unresolved injustice towards warrior’s God, family or himself. In these cases, warrior rises from his death only seconds after his final earthly breath, and continues his life as an immortal warrior in search of his destiny, which will release him from the Old World and send him to join his forefathers. An Einherjar will immediately start to regenerate his wounds at the moment he goes unconscious and will be fully healed at the moment he wakes up. Some Einherjar are known to have lived for decades before for finding their destiny – these warriors reach the martial perfectness of Elven warriors.

    SNOW TROLLS (Heavy Infantry: frighten nearby troops, may run amok, 6 Hitpoints)
    Spoiler Alert, click show to read: 
    Snow Trolls are excellent trackers and can follow their prey for hundreds of miles if necessary.
    They do not carry weapons of any kind, and instead they rely on their wickedly barbed claws to slice
    through their prey with a single sweep of their long arms. Some of the Norse settlements deeper within the
    mountains actually have small communities of these simple creatures. Snow Trolls can take an awful lot of injuries before they are finally killed, mainly due to the fact that they can regenerate any wounds they are dealt. The Snow Trolls appreciate the warlike tendencies of the Norse, and realise it is much easier to have
    someone bring your food to you than to run after it for hours before eating. The Norse bring the Snow Trolls
    with them to battle, and the special handlers point them at the enemy and try to stop them doing anything
    completely stupid. Once in combat Snow Trolls are devastating opponents, felling foes all around them.

    WAR MAMMOTHS (Heavy Cavalry: frighten nearby troops, 8 Hitpoints)
    Spoiler Alert, click show to read: 
    The mammoth is one of the largest land bound creatures in the Warhammer world and a terrifying monster to fight against. In Norsca, where clouds of Warpstone dust occasionally spread across the mountains and
    valleys, there are certain types of mammoth that are even larger and more fearsome than their normal kin. These mammoths are much sought after by wealthy Thains, who train them for battle, or command their Shamans to enchant the mammoths to their service. A War Mammoth is often decked out in armour plates, with serrated steel sheaths on its tusks and spiked collars around its neck and ankles. They have a lone
    rider who steers his mount as much as he can, prodding the beast in the fight direction and letting the animal's own ill temper drive it into (and usually through) the other army. Another use for War Mammoths is as carriages for huge battle towers that contain archers. These war “machines” trample into the midst of the enemy, causing havoc with cavalry as horses are terrified of the beasts. Mammoths are very thick skinned and their layers of fur also prevent them from damage, but their truculence and difficulty to control makes them less useful than many outsiders suspect. Despite their disadvantages, the War Mammoth is extremely dangerous, especially against heavily armoured foes, which it crushes underfoot.


    4) RARE OR UNIQUE:

    VITKI (Mages)
    Spoiler Alert, click show to read: 
    Vitki fulfil a role similar to Seers, but are steeped in the arcane traditions of the Ruinous Powers. Many advisors in service to the Norsemen tribes are former cultists, forced to flee their native lands after being uncovered by the Witch Hunters. These individuals are highly regarded, and are valued members of their adopted communities. With a word, a Vitki can order any peasant's death, and thralls die by the scores to fuel the dark magic needed to perform their profane rituals.

    VALKYRIES (Spear“men“: Frighten enemy troops, morale lock, inspire nearby troops, 4 Hitpoints)
    Spoiler Alert, click show to read: 
    Valkyries are the collector of souls slain in battle. These spiritual beings are sent from Gods to aid the
    Norse warriors in war, help the Einherjar to fulfill their purpose and to guide those who have fallen with
    honour home to the hall of the Gods. Their demi-god status is sometimes referred to as Dísirs, a race of divine status. Although there are many different groups of Dísirs, the two most commonly known are the mentioned Valkyries and the other is the guardians of the Nornes, Herjans. When the Valkyries takes to the battlefield, they are an awesome sight to behold. Born aloft on their dark feathered wings, they soar above the armies of their Norse, swiftly striking down on the enemy with their spears in an unmatched display of deadly skill.

  2. #2
    Werebear's Avatar For Mother Russia
    Join Date
    Jan 2007
    Location
    Russia, Moscow
    Posts
    2,519

    Default Re: Norse Faction

    all faction slot are closed...

  3. #3
    FakeTwin's Avatar Libertus
    Join Date
    Mar 2005
    Location
    Germany
    Posts
    77

    Default Re: Norse Faction

    Quote Originally Posted by isilendil View Post
    all faction slot are closed...
    I feared you would say that!
    Damn those senseless hardcoded limitations...

    Well, at least now we definitely know there will be 5 new factions in 1.5.

  4. #4
    Senator
    Join Date
    May 2005
    Location
    Rochester, Michigan
    Posts
    1,104

    Default Re: Norse Faction

    though this would be cool for aor mercenary units, and perhaps some of those guys can be recruited in major port cities off the sea of claws like marienburg. it would be a nice way to show that not all of the norscans are servants of chaos. a good hero idea would be Vaino, Vitki of the the North, who seems like he is a time traveling enemy of chaos.

  5. #5
    FakeTwin's Avatar Libertus
    Join Date
    Mar 2005
    Location
    Germany
    Posts
    77

    Default Re: Norse Faction

    Quote Originally Posted by Saladin View Post
    though this would be cool for aor mercenary units, and perhaps some of those guys can be recruited in major port cities off the sea of claws like marienburg. it would be a nice way to show that not all of the norscans are servants of chaos. a good hero idea would be Vaino, Vitki of the the North, who seems like he is a time traveling enemy of chaos.
    That's a good idea imho! I don't have any experience with modding MTW so far, but I think I'll give it a try! I mean, there are plenty of good tutorials, modders rescources etc. around...yes, my ambition has awakened!

  6. #6
    Senator
    Join Date
    May 2005
    Location
    Rochester, Michigan
    Posts
    1,104

    Default Re: Norse Faction


  7. #7
    paradamed's Avatar Praepositus
    Join Date
    Jun 2006
    Location
    Brasília, Brasil
    Posts
    5,806

    Default Re: Norse Faction

    There is a chaos war mammoth, you probably know. It would be great to have it in the game http://www.forgeworld.co.uk/Warhamme...R-MAMMOTH.html

  8. #8
    Werebear's Avatar For Mother Russia
    Join Date
    Jan 2007
    Location
    Russia, Moscow
    Posts
    2,519

    Default Re: Norse Faction

    Quote Originally Posted by paradamed View Post
    There is a chaos war mammoth, you probably know. It would be great to have it in the game http://www.forgeworld.co.uk/Warhamme...R-MAMMOTH.html
    we are working on him

  9. #9
    Gondoriangrunt's Avatar Civis
    Join Date
    Jan 2010
    Location
    Denmark, Ikast
    Posts
    141

    Default Re: Norse Faction

    Quote Originally Posted by isilendil View Post
    we are working on him
    this mod is getting better and better
    There are 3 things that make the Empire great: ridiculous large fluffy facial hair, Flashy 80's uniforms and Lunatics with a goverment licenses

    Magnus the choirboy ()

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •