Terve Freunde des Nordens!
Die folgenden Regeln stammen nicht von mir, sollen aber hier aber beurteilt werden.
Die Liste ist ist auch als pdf hier erhältlich.
Das ganze stammt von dieser Seite (Vorsicht! Finnisch!)
edit: Ich habe gerade eben mal das pdf link ge-updated, sollte nun also wieder funktionieren. Wenn ich die
Tage dazu komme werd ich mich dran machen und Fehler korrigieren und den Verfassern der Liste eure
Kritik punkte vorlegen.
Na dann mal los!
FAR NORTH
..::Armylist::..
FAR NORTHREN SPECIAL RULES:
'Northern Traditions
The traditions of 'northern people date back to the ancient days. Every new thread that surrounds the northern folk makes them bit stronger, and the men of Far North are renowned for being some of the most stubborn and iron-willed men in the Old World. Some rather dubious scholars have even claimed them to be exceptionally tall dwarves with much less hair! They have never given ground for enemy easily, and even if the 'northern warriors monetarily hesitate, the sound of traditional birch bark horns gives them what they need to restore their lost courage.
Any unit with 'Northern Traditions special rule cannot have its Ld -value reduced below 5 by Combat Resolution. Additionally, if the unit has a musician, he will carry a traditional 'northern birch bark horn, giving +2 to Ld for rallying test instead of the normal +1 to Ld. However, this cannot take the unit's Ld over 10 as normal.
Sometimes the unit has this special rule listed even if it is partly redundant. Unit may not have option for musician (especially if the happens to be a Character), or it might have better psychology rules like Stubborn. This rule is always listed if the unit can even partly benefit of this rule.
Hiking equipment
Border Rangers use specially designed hiking equipment to travel great distances in wilderness with considerable speed. Many 'Northern heroes have been members of Border Ranger's, so they can use their equipment with skill. During wintertime they use skis and sticks, but during summertime they use legendary birch bark shoes, that make runners step much lighter, especially in forests and mountains. Models using Hiking Equipment gain +1 M. They may now move in difficult terrain without any penalties. For them very difficult terrain is considered only difficult. They may even march move in difficult and very difficult terrain.
'Northern tribes
In Far North, people have divided in small groups and live hunting and with everything they can find from deep forests, pure watered lakes or large areas of grass filled plains. As where 'Northern people live, they can be roughly categorized in three different tribes; Harmlanders, Pinelanders and Farlanders. Everyone of these tribes have their own reasons to fight and their own ways of living and fighting. All models in a Far Northern army must be of these tribes. An army may include more than one type of tribe members, for example two units of Harmlanders, a Pinelander hero and one unit of Farlanders.
Harmlanders
Harmlanders are the toughest people in all Far North. The bitterness of losing their beloved lakes never eases in their mind, and from that bitterness they draw the anger to fight in order to defend what is left of their original homelands. Therefore Harmlanders hate all enemies, regardless of who they are. As well, all harmlandish units and characters must make a Ld test whenever they are in charge range of an enemy unit. If the test is passed, the unit can move as normal. Id the test is failed, they must charge the closest unit in their charge range. Make this test after Frenzy. Also, Harmlanders are so angered of seeing, or fighting, invaders of their beautiful land, and most of all they because they lack military discipline, they cannot make use of all potential of fighting in numbers. Their ranks won't push friendly warriors onwards to battle; the ranks will most likely push themselves to battle alongside their friends. Because of this, Harmlandish units may only benefit of maximum of two (2) ranks when calculating combat resolution.
Pinelanders
All folk of Pinelands have lived their whole life in areas that have dense woods. Therefore they can move at full speed in forests, but they cannot still march in them. In addition, all Pinelandish characters may have scout skill for five points.
Farlanders
All folk of Farland have lived their whole life in areas that have lots of hills and mountains. Therefore they can move at full speed on hills and mountains, but they cannot still march in them. Also, because of the acts of Kislev in the war of Thousand Lakes, all Farlanders hate all Kislevites
Horndeers
Horndeers are large animals that roam the forests and plains of Far North and the areas around. A little smaller than a moose, but still an impressive sight as an animal, the Far Northern men have managed to tame some of the wild beasts, and turn their speed and strength in charge to their benefit. When a horse is commonly used in southern parts of Old World, a horndeer is a little slower, but their grand horns make their charge much more effective, even though a horse is trained in attack and fighting. Its structure is also heavier and stronger than of horndeers, so it may sustain the strength it contains, whilst a horndeers strength lies in it's horns and the great blow they deliver to an opponent due the great speed.
M7 Ws3 Bs0 S3 T3 W1 I3 A1 Ld5
Tusker Charge
Whenever horndeers charge, they gain +1 to their strength value until the end of that close combat phase.
_____________________________________________________________
FAR NORTHERN MAGIC ITEMS:
In the following list there are additional magical items for usage of Far Northern heroes and lords. A 'Northern character may choose items from the Common magic items list (shown in the Warhammer Rulebook) and from the Far Northern Magi Items list as noted in their armylist entry. Only Characters in Far Northern army may use items listed in Far Northern Magic Items list, and in addition there may be other limits, but these are clearly marked in description of that Magic Item. 'One use only' items still count as magical even if their ability is used.
--Weapons--
Trident of Achti....... 75 pts
Achti is the lord of sea, a kingdom underwater that does not threaten thee
A steely trident alga covered, gave to us 'Norherns magic powered
As protection against the enemy great, opponent that evil made
With that the men will fend off attacks bold, and drive the enemy to the barrens cold.
This weapon always strikes first, even if the enemy has charged, and ignores enemy armour saves. Ward saves may still be made as normal.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Warchief´s blade, only for Warchiefs......... 60pts
Many corpses maken, many heads taken
In the time of hundreds of years, as the grandsons shed tears
Made in a forge of infernal fire, made in mountain not in mire
In a field of snow it was sharpened, when the war had threatened
The weapon adds +1 to it's wielders Strength value and each unsaved wound counts as d3 wounds. These 'additional' wounds made count towards combat resolution. In addition, if the bearer rolls 6 to hit, no to wound roll is required because it wounds automatically.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Hammer of Ailmarin........... 60pts
It is the great smith Ailmarinen, whose brother is named Vainemoin
The one who forged the mountains you see, the one who made the bottom of the sea
He made all with his huge hammer, the beautiful lands with forgotten manner
And hammer of Ailmarin still, shall burn the evil and brake it’s will
Bearer is immune to all fire based attacks and his attacks count as flaming. In addition bearer can use his hammer to enhance weapons of friendly unit, this works as bound spell with range of 12" and power level of 6, affected unit gains +1 to hit or extra -1 to armour save modifiers, decided by the caster of the spell. These attacks count as magical. Effect last until start of the next turn.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Harmland's Pride......................50pts
`Tis is the axe of Harmland, battle-axe of real man
By Jussi´s hand fell a great bruin, killed bear in a ruin
To his sons the blade he gave, they gave to their own before the grave
Great axe of Harmland, only blade of real-man
This weapon grants +3 Strength bonus to the wielder, requires two hands to use, and strikes last, just as a Great weapon. So, if the bearer charges, he may strike first in the first round of combat.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Lalli's Vengance........ 50pts
From the north came this peasant, in pineland where weather wasn’t pleasant
To his own hand he took the right, and an axe which blade wasn´t so bright
With the axe Henriks life was taken, from high priest of Sigmars god the right was maken
On the ice that was of hard sort, in the land of Far North
This weapon grants the wielder +1 Strength, and the bearer hits all Wizards and Spellcasters (such as Imperial Warrior Priests) with 2+ regardless of higher or lower ws values.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
The Crossbow of Joukhain.......... 45pts
Joukhain´s crossbow it is, it shoots lightning weapon this
It shoots many deadly bolts made of steel, with dozen firebolts enemy has to deal
Moose will fall from one verst distance, from twice that will man go out of existence
It can shoot a hole into a coin just like this, even blind man cannot miss
The Crossbow of Joukhain has a range of 40” and strength 5. It can shoot twice in shooting phase, thrice to half range. Note that the -1 to hit modifier for shooting multiple shots still takes effect. Move or shoot.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Scythe of Louhi: 30pts
It was the Louhi from the north, an evil witch that is short
Took scythes as many as one hands fingers, foul blades those deathbringers
From the blades claws she made, to her great eagle of the north it is said
As the Vainamoinens bane it came, to the death of old man with famous name
Count as a Great Weapon, but grants the bearer a Killing Blow ability.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Orcbone crossbow........... 30pts
From orc´s hipbone it was broken, greenskins toebone was also usen
A barren beautiful as pure white snow, greenskins nightmare is this bow
From chestbone made are even the arrows, from ugly orc´s neckbone from barrows
Even big ones watch with fear, little ones can´t even bear.
Count as crossbow with S5, any Orcs & Goblins unit suffering casualties must take Panic test, in addition orcs and goblins of all type fear the carrier. Note that this also affects Ogre Kingdoms Gnoblars.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
--Armours--
Pinemail..................................................... 50pts
Made from pine, that is over 1000 years old, wearer feels like he can stand even against forces of nature.
This armour counts as a heavy armour. In addition, the bearer has a +1 modifier in his Toughness value.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Oakshield of Overgod............................50pts
Bearer of this shield is under Overgods protection.
Counts as normal shield whit following additions:
-Bearer has 3+ ward save against missilefire (including magic missiles).
-Bearer and the unit he joins has a magic resistance (1).
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Moose's Skull...............................................45pts
Everyone knows how terrible weapon is the horns of Moose.
Only the most bravest 'Northerns are able to slay the creature of such size and claim their pover.
This item grants a 6+ Armoursave, which can be combined with other types of armour as normal.
Best dice score, which is able to wound bearer of this item is 4+.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Skin of Otso..........................40pts
The Skin of Otso was flayed from the greatest bear of Far North.
The Skin of Otso holds the essence of bears anger, when it was slain.
This item contains a bound spell Bear's anger, from Lore of Beasts in the rule book, with power level of 4. No power dice is needed to cast this spell, all power is sealed within the item itself. Also, Skin of Otso grants a 6+ armour save.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Pikescale Armour...............30pts
Pikescale armour is made from scales of greatest Pike of Far North, the very same the very same pike, that's Pikejaw was used as Vainemoin's kannel.
This armour gives it's wearer 1+ armoursave, which cannot be improved by any means.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Fox armour....... 30pts
On this armour hangs tail of the fox, and by folklore, fox is the most cunning of animals, who can argue against the tales!
Count as light armour, model has Scout special rule
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
--Amulets--
Bear's Tooth...................30
Some people claim that bear's tooth causes good luck.
But if you want to get one, you have to face the great and dangerous bear.
Bear's Tooth gives it's bearer 5+ ward save.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Hair of the Damsel..................25
The Damsel is most beautiful woman among of mankind.
She is the most bellowed of all 'Northern gods.
She rewards the most valiant patriots of Far North with one of her golden hair.
The model wearing Hair of Damsel always strikes first, even if enemy is charging. If enemy has the same special rule, compare I values as normal.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Heart of Winter............ 40pts
Some legends tell that when spring arrives, winter will take refugee within this small talisman, anyone who look at this talisman will feel warmth and strength drained from their bodies
All attacks directed against bearer of this item suffer -1 to their S.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Soil of the home croft.............. 25pts
Some men carry soil taken under their house in small pouches, this reminds them about home, and that they are here fighting to protect it.
Bearer is immune to killing blow and multiwounds.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Jaw of wolverine............ 15pts
This menacing jaw fills enemies with dread.
Bearer causes Fear
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
--Enchanted Items--
Crown of Achti.........................60 pts.
The sacred Crown of Achti is given to those, who understand to respect the lakes and rivers of Far North. This legendary crown gives it's bearer an ability to control water and creatures that live in water.
You may deploy an additional lake or river in the end of assembling scenery phase. All friendly models in the army are allowed to move over water without any moving penalty, even over a lake. Any enemy models crossing a river or lake take 2D6 S3 hits caused by water snakes and fishes.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Bottle of Cognac...................45 One use Only.
Cognac is rarely seen in Far North. When drunk, Cognac fills it's drinker with magnificent feeling, which lasts for many hours.
When used, all wounds suffered are now healed and model has it's maximum number of wounds again.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
The "virtue" of spite ......35pts
Some 'Northern warriors are just too tough, bitter or stupid to know when to quit. When the enemy is victorious, they choose to ruin their celebration and -still- put up a fight...
If the unit led by a hero with this mark breaks from combat and gets overrun, EVERY MODEL in the unit can attack the overrunners with their base strength, not including great/magic weapons etc. Note that this could end in both units being wiped out in the same turn.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Rabbit's foot.........35
Far Northern people are very superstitious folk. They believe, that many items cause good luck. Hare's Paw is one of them. Maybe those rumors are true, because many successful warriors wear a Rabbits' foot under their clothing.
User may make D3 re-rolls during game. Roll the d3 in the beginning of the game.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Squirrel's Skin........ 0p
Skin of squirrel is as valuable as gold or money is in Far North and in a symbol of wealth.
The squirrels skin allows its bearer to choose one magic item from common- or Far Northern magic items, but that item costs twice of it's normal points cost. You may still not take two same magic items in the same army, nor take two magic items from the same category. For example, a hero could choose a sword of might (20 points) and a Squirrels skin, so he could take a Heart of Winter (40 points), but the Heart of Winter would cost 80 points, and so this particular hero could take magic items for total points cost of 100 points.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
--Arcane Items--
Pikejaw Kantele of Vainemoin................80pts
Legend has it that once lived a mighty shaman known as Vainemoin, who was a unmatched in the magic of the North. He crafted many great magical items, and greatest of them was this kantele, which was made from a jaw of a great pike. The kantele still possesses some of Vainemoin's power.
Once in a magic phase, the Shaman may play the Kannel. Once played, the shaman may cast one additional spell as a bound spell from the spells he can use as normally. The bound spell has same power level as the spells difficulty to cast. Same spell played with the Kannel may be attempted to be cast normally that turn.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Raven's Claws.....................60ots
The Raven's Claws are taken from their masters beloved raven companions as time leaves them. The claws of the most wisest of raven's are mighty items of power and are worn by the wisest of Great Shamans.
Raven's Claws gives it's user ability to re-roll one power- or dispel dice per turn.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Skull of the Owl...................... 25pts
Owl is said to be wisest of the animals, and by carrying the skull of one of these birds, 'Northern shamans feel the presence of magical powers surrounding them, and may use the power of Winds of Magic with greater skill.
Bearer can choose his spell's, rather than rolling them randomly.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Raven companion.......................25pts
It is the raven wise, whose head all of the natures wisdom lies
It will guide the shaman in the path of magic, and advice him before it turns to tragic
Wisest of the birds is the raven black, its wisdom known even by a knife jack
That’s why the shamans appreciate its presence, wisdom does not lie in shaman but in ravens essence.
Adds one power die to your Power dice pool, as long as the shaman carrying the raven is alive.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Owl companion.....................25
Some choose Raven, some choose Owl
That what the Raven knows, the Owl sees
The eyes of the owl sees what is needed to know.
Adds one dispel die to your Dispel dice pool, as long as the shaman carrying the owl is alive.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
The Witchdrum..........25 pts (Farlandish shamans only)
Witchdrum is used by Farlandish shamans very often. They use it to increase their magical abilities.
Gives the shaman d3 powerdices/dispel dices (choose which) once in game. After use the Witchdrum is useless.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Die folgenden Regeln stammen nicht von mir, sollen aber hier aber beurteilt werden.
Die Liste ist ist auch als pdf hier erhältlich.
Das ganze stammt von dieser Seite (Vorsicht! Finnisch!)
edit: Ich habe gerade eben mal das pdf link ge-updated, sollte nun also wieder funktionieren. Wenn ich die
Tage dazu komme werd ich mich dran machen und Fehler korrigieren und den Verfassern der Liste eure
Kritik punkte vorlegen.
Na dann mal los!
FAR NORTH
..::Armylist::..
FAR NORTHREN SPECIAL RULES:
'Northern Traditions
The traditions of 'northern people date back to the ancient days. Every new thread that surrounds the northern folk makes them bit stronger, and the men of Far North are renowned for being some of the most stubborn and iron-willed men in the Old World. Some rather dubious scholars have even claimed them to be exceptionally tall dwarves with much less hair! They have never given ground for enemy easily, and even if the 'northern warriors monetarily hesitate, the sound of traditional birch bark horns gives them what they need to restore their lost courage.
Any unit with 'Northern Traditions special rule cannot have its Ld -value reduced below 5 by Combat Resolution. Additionally, if the unit has a musician, he will carry a traditional 'northern birch bark horn, giving +2 to Ld for rallying test instead of the normal +1 to Ld. However, this cannot take the unit's Ld over 10 as normal.
Sometimes the unit has this special rule listed even if it is partly redundant. Unit may not have option for musician (especially if the happens to be a Character), or it might have better psychology rules like Stubborn. This rule is always listed if the unit can even partly benefit of this rule.
Hiking equipment
Border Rangers use specially designed hiking equipment to travel great distances in wilderness with considerable speed. Many 'Northern heroes have been members of Border Ranger's, so they can use their equipment with skill. During wintertime they use skis and sticks, but during summertime they use legendary birch bark shoes, that make runners step much lighter, especially in forests and mountains. Models using Hiking Equipment gain +1 M. They may now move in difficult terrain without any penalties. For them very difficult terrain is considered only difficult. They may even march move in difficult and very difficult terrain.
'Northern tribes
In Far North, people have divided in small groups and live hunting and with everything they can find from deep forests, pure watered lakes or large areas of grass filled plains. As where 'Northern people live, they can be roughly categorized in three different tribes; Harmlanders, Pinelanders and Farlanders. Everyone of these tribes have their own reasons to fight and their own ways of living and fighting. All models in a Far Northern army must be of these tribes. An army may include more than one type of tribe members, for example two units of Harmlanders, a Pinelander hero and one unit of Farlanders.
Harmlanders
Harmlanders are the toughest people in all Far North. The bitterness of losing their beloved lakes never eases in their mind, and from that bitterness they draw the anger to fight in order to defend what is left of their original homelands. Therefore Harmlanders hate all enemies, regardless of who they are. As well, all harmlandish units and characters must make a Ld test whenever they are in charge range of an enemy unit. If the test is passed, the unit can move as normal. Id the test is failed, they must charge the closest unit in their charge range. Make this test after Frenzy. Also, Harmlanders are so angered of seeing, or fighting, invaders of their beautiful land, and most of all they because they lack military discipline, they cannot make use of all potential of fighting in numbers. Their ranks won't push friendly warriors onwards to battle; the ranks will most likely push themselves to battle alongside their friends. Because of this, Harmlandish units may only benefit of maximum of two (2) ranks when calculating combat resolution.
Pinelanders
All folk of Pinelands have lived their whole life in areas that have dense woods. Therefore they can move at full speed in forests, but they cannot still march in them. In addition, all Pinelandish characters may have scout skill for five points.
Farlanders
All folk of Farland have lived their whole life in areas that have lots of hills and mountains. Therefore they can move at full speed on hills and mountains, but they cannot still march in them. Also, because of the acts of Kislev in the war of Thousand Lakes, all Farlanders hate all Kislevites
Horndeers
Horndeers are large animals that roam the forests and plains of Far North and the areas around. A little smaller than a moose, but still an impressive sight as an animal, the Far Northern men have managed to tame some of the wild beasts, and turn their speed and strength in charge to their benefit. When a horse is commonly used in southern parts of Old World, a horndeer is a little slower, but their grand horns make their charge much more effective, even though a horse is trained in attack and fighting. Its structure is also heavier and stronger than of horndeers, so it may sustain the strength it contains, whilst a horndeers strength lies in it's horns and the great blow they deliver to an opponent due the great speed.
M7 Ws3 Bs0 S3 T3 W1 I3 A1 Ld5
Tusker Charge
Whenever horndeers charge, they gain +1 to their strength value until the end of that close combat phase.
_____________________________________________________________
FAR NORTHERN MAGIC ITEMS:
In the following list there are additional magical items for usage of Far Northern heroes and lords. A 'Northern character may choose items from the Common magic items list (shown in the Warhammer Rulebook) and from the Far Northern Magi Items list as noted in their armylist entry. Only Characters in Far Northern army may use items listed in Far Northern Magic Items list, and in addition there may be other limits, but these are clearly marked in description of that Magic Item. 'One use only' items still count as magical even if their ability is used.
--Weapons--
Trident of Achti....... 75 pts
Achti is the lord of sea, a kingdom underwater that does not threaten thee
A steely trident alga covered, gave to us 'Norherns magic powered
As protection against the enemy great, opponent that evil made
With that the men will fend off attacks bold, and drive the enemy to the barrens cold.
This weapon always strikes first, even if the enemy has charged, and ignores enemy armour saves. Ward saves may still be made as normal.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Warchief´s blade, only for Warchiefs......... 60pts
Many corpses maken, many heads taken
In the time of hundreds of years, as the grandsons shed tears
Made in a forge of infernal fire, made in mountain not in mire
In a field of snow it was sharpened, when the war had threatened
The weapon adds +1 to it's wielders Strength value and each unsaved wound counts as d3 wounds. These 'additional' wounds made count towards combat resolution. In addition, if the bearer rolls 6 to hit, no to wound roll is required because it wounds automatically.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Hammer of Ailmarin........... 60pts
It is the great smith Ailmarinen, whose brother is named Vainemoin
The one who forged the mountains you see, the one who made the bottom of the sea
He made all with his huge hammer, the beautiful lands with forgotten manner
And hammer of Ailmarin still, shall burn the evil and brake it’s will
Bearer is immune to all fire based attacks and his attacks count as flaming. In addition bearer can use his hammer to enhance weapons of friendly unit, this works as bound spell with range of 12" and power level of 6, affected unit gains +1 to hit or extra -1 to armour save modifiers, decided by the caster of the spell. These attacks count as magical. Effect last until start of the next turn.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Harmland's Pride......................50pts
`Tis is the axe of Harmland, battle-axe of real man
By Jussi´s hand fell a great bruin, killed bear in a ruin
To his sons the blade he gave, they gave to their own before the grave
Great axe of Harmland, only blade of real-man
This weapon grants +3 Strength bonus to the wielder, requires two hands to use, and strikes last, just as a Great weapon. So, if the bearer charges, he may strike first in the first round of combat.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Lalli's Vengance........ 50pts
From the north came this peasant, in pineland where weather wasn’t pleasant
To his own hand he took the right, and an axe which blade wasn´t so bright
With the axe Henriks life was taken, from high priest of Sigmars god the right was maken
On the ice that was of hard sort, in the land of Far North
This weapon grants the wielder +1 Strength, and the bearer hits all Wizards and Spellcasters (such as Imperial Warrior Priests) with 2+ regardless of higher or lower ws values.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
The Crossbow of Joukhain.......... 45pts
Joukhain´s crossbow it is, it shoots lightning weapon this
It shoots many deadly bolts made of steel, with dozen firebolts enemy has to deal
Moose will fall from one verst distance, from twice that will man go out of existence
It can shoot a hole into a coin just like this, even blind man cannot miss
The Crossbow of Joukhain has a range of 40” and strength 5. It can shoot twice in shooting phase, thrice to half range. Note that the -1 to hit modifier for shooting multiple shots still takes effect. Move or shoot.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Scythe of Louhi: 30pts
It was the Louhi from the north, an evil witch that is short
Took scythes as many as one hands fingers, foul blades those deathbringers
From the blades claws she made, to her great eagle of the north it is said
As the Vainamoinens bane it came, to the death of old man with famous name
Count as a Great Weapon, but grants the bearer a Killing Blow ability.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Orcbone crossbow........... 30pts
From orc´s hipbone it was broken, greenskins toebone was also usen
A barren beautiful as pure white snow, greenskins nightmare is this bow
From chestbone made are even the arrows, from ugly orc´s neckbone from barrows
Even big ones watch with fear, little ones can´t even bear.
Count as crossbow with S5, any Orcs & Goblins unit suffering casualties must take Panic test, in addition orcs and goblins of all type fear the carrier. Note that this also affects Ogre Kingdoms Gnoblars.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
--Armours--
Pinemail..................................................... 50pts
Made from pine, that is over 1000 years old, wearer feels like he can stand even against forces of nature.
This armour counts as a heavy armour. In addition, the bearer has a +1 modifier in his Toughness value.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Oakshield of Overgod............................50pts
Bearer of this shield is under Overgods protection.
Counts as normal shield whit following additions:
-Bearer has 3+ ward save against missilefire (including magic missiles).
-Bearer and the unit he joins has a magic resistance (1).
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Moose's Skull...............................................45pts
Everyone knows how terrible weapon is the horns of Moose.
Only the most bravest 'Northerns are able to slay the creature of such size and claim their pover.
This item grants a 6+ Armoursave, which can be combined with other types of armour as normal.
Best dice score, which is able to wound bearer of this item is 4+.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Skin of Otso..........................40pts
The Skin of Otso was flayed from the greatest bear of Far North.
The Skin of Otso holds the essence of bears anger, when it was slain.
This item contains a bound spell Bear's anger, from Lore of Beasts in the rule book, with power level of 4. No power dice is needed to cast this spell, all power is sealed within the item itself. Also, Skin of Otso grants a 6+ armour save.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Pikescale Armour...............30pts
Pikescale armour is made from scales of greatest Pike of Far North, the very same the very same pike, that's Pikejaw was used as Vainemoin's kannel.
This armour gives it's wearer 1+ armoursave, which cannot be improved by any means.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Fox armour....... 30pts
On this armour hangs tail of the fox, and by folklore, fox is the most cunning of animals, who can argue against the tales!
Count as light armour, model has Scout special rule
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
--Amulets--
Bear's Tooth...................30
Some people claim that bear's tooth causes good luck.
But if you want to get one, you have to face the great and dangerous bear.
Bear's Tooth gives it's bearer 5+ ward save.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Hair of the Damsel..................25
The Damsel is most beautiful woman among of mankind.
She is the most bellowed of all 'Northern gods.
She rewards the most valiant patriots of Far North with one of her golden hair.
The model wearing Hair of Damsel always strikes first, even if enemy is charging. If enemy has the same special rule, compare I values as normal.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Heart of Winter............ 40pts
Some legends tell that when spring arrives, winter will take refugee within this small talisman, anyone who look at this talisman will feel warmth and strength drained from their bodies
All attacks directed against bearer of this item suffer -1 to their S.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Soil of the home croft.............. 25pts
Some men carry soil taken under their house in small pouches, this reminds them about home, and that they are here fighting to protect it.
Bearer is immune to killing blow and multiwounds.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Jaw of wolverine............ 15pts
This menacing jaw fills enemies with dread.
Bearer causes Fear
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
--Enchanted Items--
Crown of Achti.........................60 pts.
The sacred Crown of Achti is given to those, who understand to respect the lakes and rivers of Far North. This legendary crown gives it's bearer an ability to control water and creatures that live in water.
You may deploy an additional lake or river in the end of assembling scenery phase. All friendly models in the army are allowed to move over water without any moving penalty, even over a lake. Any enemy models crossing a river or lake take 2D6 S3 hits caused by water snakes and fishes.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Bottle of Cognac...................45 One use Only.
Cognac is rarely seen in Far North. When drunk, Cognac fills it's drinker with magnificent feeling, which lasts for many hours.
When used, all wounds suffered are now healed and model has it's maximum number of wounds again.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
The "virtue" of spite ......35pts
Some 'Northern warriors are just too tough, bitter or stupid to know when to quit. When the enemy is victorious, they choose to ruin their celebration and -still- put up a fight...
If the unit led by a hero with this mark breaks from combat and gets overrun, EVERY MODEL in the unit can attack the overrunners with their base strength, not including great/magic weapons etc. Note that this could end in both units being wiped out in the same turn.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Rabbit's foot.........35
Far Northern people are very superstitious folk. They believe, that many items cause good luck. Hare's Paw is one of them. Maybe those rumors are true, because many successful warriors wear a Rabbits' foot under their clothing.
User may make D3 re-rolls during game. Roll the d3 in the beginning of the game.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Squirrel's Skin........ 0p
Skin of squirrel is as valuable as gold or money is in Far North and in a symbol of wealth.
The squirrels skin allows its bearer to choose one magic item from common- or Far Northern magic items, but that item costs twice of it's normal points cost. You may still not take two same magic items in the same army, nor take two magic items from the same category. For example, a hero could choose a sword of might (20 points) and a Squirrels skin, so he could take a Heart of Winter (40 points), but the Heart of Winter would cost 80 points, and so this particular hero could take magic items for total points cost of 100 points.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
--Arcane Items--
Pikejaw Kantele of Vainemoin................80pts
Legend has it that once lived a mighty shaman known as Vainemoin, who was a unmatched in the magic of the North. He crafted many great magical items, and greatest of them was this kantele, which was made from a jaw of a great pike. The kantele still possesses some of Vainemoin's power.
Once in a magic phase, the Shaman may play the Kannel. Once played, the shaman may cast one additional spell as a bound spell from the spells he can use as normally. The bound spell has same power level as the spells difficulty to cast. Same spell played with the Kannel may be attempted to be cast normally that turn.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Raven's Claws.....................60ots
The Raven's Claws are taken from their masters beloved raven companions as time leaves them. The claws of the most wisest of raven's are mighty items of power and are worn by the wisest of Great Shamans.
Raven's Claws gives it's user ability to re-roll one power- or dispel dice per turn.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Skull of the Owl...................... 25pts
Owl is said to be wisest of the animals, and by carrying the skull of one of these birds, 'Northern shamans feel the presence of magical powers surrounding them, and may use the power of Winds of Magic with greater skill.
Bearer can choose his spell's, rather than rolling them randomly.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Raven companion.......................25pts
It is the raven wise, whose head all of the natures wisdom lies
It will guide the shaman in the path of magic, and advice him before it turns to tragic
Wisest of the birds is the raven black, its wisdom known even by a knife jack
That’s why the shamans appreciate its presence, wisdom does not lie in shaman but in ravens essence.
Adds one power die to your Power dice pool, as long as the shaman carrying the raven is alive.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Owl companion.....................25
Some choose Raven, some choose Owl
That what the Raven knows, the Owl sees
The eyes of the owl sees what is needed to know.
Adds one dispel die to your Dispel dice pool, as long as the shaman carrying the owl is alive.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
The Witchdrum..........25 pts (Farlandish shamans only)
Witchdrum is used by Farlandish shamans very often. They use it to increase their magical abilities.
Gives the shaman d3 powerdices/dispel dices (choose which) once in game. After use the Witchdrum is useless.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *