6. Edition FAR NORTH

skullmonkey

Malermeister
06. Mai 2003
1.847
66
20.516
43
Vaasa, Finnland
www.youtube.com
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.

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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.

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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.

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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.

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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.


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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.

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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.

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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.

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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.


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--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.

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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).

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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+.

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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.

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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.

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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

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--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.

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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.

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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.

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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.

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Jaw of wolverine............ 15pts

This menacing jaw fills enemies with dread.

Bearer causes Fear

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--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.

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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.

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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.

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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.

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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.

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--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.

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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.

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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.

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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.

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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.

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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.

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--Magic Banners--

Banner of Unity and Pride.............................150

This is the very flag, which is used all over the land of Far North.
When carried to battle, no one shall leave the battlefield before this flag.

Unit carrying this banner is Unbreakable. All fleeing units within 12" rally automatically.

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Horndeer Banner..........................50 Farlandish units and Battle standard bearers only.

This banner is made from horndeer's skin and holds the essence of love of horndeer Mother, which she feels towards her calf’s.

If unit contains any horndeers it has ward save of 5+. If doesn't it grants only ward save of 6+.

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Beerbarrel.........................50

Everyone knows how much 'Northerns love homemade Beer.
Everyone knows, what kind of effect homemade beer has on 'Northerns.

Unit is immune to psychology.

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Banner of Tapio................................45

Banner is covered by furs and blood of all kind of animals and all animals refuse to come near this banner

All animals (cavalry, fellbats, swarms, warhounds etc.) must make LD test or may not declare charges against unit carrying this banner. Note that monster sized mounts are not forced to make LD test, or any unit immune to psychology.

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Wolf banner............... 25pts

Made from skin of the werewolf that was flayed alive, legends tell that when either moon is full those fighting under this banner can assume form of this great beast.

Once per game unit carrying this banner may move like all models in the unit has movement of 9", this movement cannot be used when charging.

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_____________________________________________________________

MODELIEN STATTILISTA

Warchief - 95 pts.

M4 Ws6 Bs4 S4 T4 W3 I5 A4 Ld9

Weapons & Equipment:
Hand Weapon

Options:
-May choose Far Northern Magical items worth up to 100 pts.
-May be equipped with a bow 4pts
-May wear light armor 3pts.
-May have shield 3pts.

Special rules:
Northern traditions, 'Northern tribes

'Northern tribes
A warchief must be from one of the 'Northern tribes. Choose from the following for no extra points cost:

Harmlander
If this option is taken, Warchief benefits the special rules that apply to Harmlanders and may have great weapon (+6pts) and option to bow is replaced by longbow (+10pts). Chieftain may also ride a horse (+14 pts).

Pinelander
If this option is taken, Warchief benefits the special rules that apply to Pinelanders and he may have additional hand weapon (+6pts). Chieftain may alternatively have hiking equipment (+10 pts).

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Farlandish Great Shaman - 185 pts.

M4 Ws4 Bs3 S3 T4 W3 I3 A1 Ld8

Weapons & Equipment:
Hand Weapon

Magic:
A Great shaman is a level 3 wizard, and may choose spells fom Lore of Far North of Lore of Beasts.

Options:
-May choose magic items worth up to 100 pts.
-May be upgraded to level 4 Shaman for 35 pts.
-May ride a horndeer for additional pointscost of 14.

Special rules:
Farlander, 'Northern traditions
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Heroes:

Brave* - 65 pts.

M4 Ws5 Bs4 S4 T4 W2 I5 A3 LD8

Weapons & Equipment:
Hand Weapon

Options:
-May choose Far Northern Magical items worth up to 50 pts.
-May have Bow for 4 pts.
-May wear light armor 2pts.
-May have shield 2pts.

Special rules:
Northern traditions, Northern tribes

'Northern tribes
Any Brave must be from one region of Far North. Choose one option:

Harmlander
If this option is taken, the Brave benefits from the special rules that apply to Harmlanders and may have great weapon (+4pts) and option to bow is replaced by longbow (+8pts). Brave may also ride a horse (+10pts).

Pinelander
If this option is taken, the Brave benefits from the special rules that apply to Pinelanders and Brave may have additional hand weapon (+4pts). Brave may alternatively have hiking equipment (+8 pts).

Farlander
If this option is taken, the Brave benefits from the special rules that apply to Farlanders and option to bow is replaced by crossbow (+8pts). Brave may also ride a horndeer (+14pts). If Brave is rides a horndeer he may have a spear (+3pts).

*Battle Standard Bearer
One Brave in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer cannot be the army’s General even if he has the highest Leadership value in the army. The Battle standard Bearer cannot be given any non-magical equipment except for light armour. The Battle Standard Bearer may have any magic banner (no points limit), but if he carries a magical banner he cannot carry any other magical items.

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Shaman - 65 pts.

M4 Ws3 Bs3 S3 T3 W2 I3 A1 LD8

Weapons & Equipment:
Hand Weapon

Magic:
A Shaman is a level 1 wizard, and may choose spells from lores depending on from which 'Northern region he is from. (see below)

Options:
-May choose magic items worth up to 50 pts.
-May be upgraded to level 2 Shaman for 35 pts.

Special rules:
northern traditions, 'Northern tribes

Northern tribes
Any Shaman must be from one region of Far North. Choose one option:

Pinelander
If this option is taken, Shaman benefits from the special rules that apply to Pinelanders and he may have hiking equipment (+10 pts). The shaman may choose spells from the Lore of Far North, or from Lore of Life.

Farlander
If this option is taken Shaman benefits from the special rules that apply to Farlanders and he may also ride a horndeer (+14pts). The shaman may choose spells from the Lore of Far North, or from Lore of Beasts.

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Core

Far Northern Peasants 4pts/model

M4 Ws3 Bs3 S3 T3 W1 I3 A1 Ld7

Unit size: 10+

Equipment:
Hand weapon

Options:
- May have light armour for +1 pts/model and/or shield for +1pts/model.
- Upgrade one Peasant to a Musician for +5pts.
- Upgrade one Peasant to a Standard Bearer for +10pts.
- Upgrade one Peasant to a Knife Toting Rowdy (+1 Ws, +1 A) for +15pts.

Special rules:
Northern traditions, Northern tribe’s

Northern tribes
any unit of Peasants must be from one region of Far North. Choose one option:

Harmlanders
The unit benefits from the special rules that apply to Harmlanders. In addition, the may be equipped with great weapons for +2pts/model, as heavy weapons that can cause a lot of damage are usually chosen by Harmlanders in combat.

Pinelanders
The unit benefits from the special rules that apply to Pinelanders. In addition, the may be equipped with additional hand weapons for +2pts/model, as most of them are skilled craftsmen and trained to use light axes, therefore preferring them in combat too.

Farlanders
The unit benefits from the special rules that apply to Farlanders. In addition, the may be equipped with spears for +1pts/model. This represents the fact that spears are used to herd large flocks of reindeers, and because of this, Farlanders have natural talent when using their spears on combat.

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Peasant Bowmen - 7pts/model

Unit size: 10+

M4 Ws3 Bs3 S3 T3 W1 I3 A1 Ld7

Weapons & equipment: Hand weapon and bows

Options:
- May have light armour for +1 pts/model.
- Upgrade one Peasant to a Musician for +5 pts.
- Upgrade one Peasant to a Standard Bearer for +10pts.
- Upgrade one Peasant to a Bear Slayer (+1BS) for +5pts.

Special rules:
Northern Traditions

Special Options:
Any unit of Peasant Bowmen must be from one region of Far North. Choose one option:

Harmlanders:
The unit benefits from the special rules that apply to Harmlanders. In addition, the unit may replace their bows with longbows for +1pts/model, as the lands of Harmland are mostly plains and long ranged bow fire has proved to be a good defense for them.

Pinelanders:
The unit benefits from the special rules that apply to Pinelanders. In addition, the may be given skirmish -special rule for +1pts/model. This represents the fighting style used by Pinelander bowmen: Moving swiftly and shooting from the cover of the wood. If this option is chosen, the unit cannot have a Standard Bearer.

Farlanders:
The unit benefits from the special rules that apply to Farlanders. In addition, the unit may replace their bows with crossbows for +1pts/model, as crossbows are hunting weapons used only in northern regions of Far North.
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Wolf packs - 9pts/model

M:9 WS:3 BS:- S:3 T:3 W:1 I:3 A:1 LD:6

Unit size: 5+

Weapons & Equipment:
Fangs and furious temperature.

Options:
-One wolf of the pack may be upgraded to a Moon Howler for additional points cost of 5pts. The Moon Howler counts as a musician.

Special Rules:
Animals, fast cavalry

Animals
Wolves of Farland are not ever the main core of any army, they are only allies called by the wish of a shaman. Thus, Wolf Packs do not count towards the minimum amount of Core units. In addition, since wolves have always hunted and lived in forests and wilderness, difficult terrain has no effect to wolves' movement, expect watery obstacles and terrain.

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Special

Axemen of Harmland - 13 pts/model 0-1

M4, Ws4, Bs3, S3, T4, W1, I4, A1, Ld8

Unit size: 10-20

Weapons and equipment:
Hand weapon, Great Axe, light armour and shields

Options:
-Harmlanders may be armed with additional axes for no additional pointscost.
-One Harmlander may be promoted to a Tough for 12pts, giving him +1A
-One Harmlander may be promoted to a musician for 6pts.
-One Harmlander may be promoted to a standard bearer for 12pts. He may be given a magical banner for up to 50 points.

Spec. rules:
stubborn, Northern traditions, Harmladers

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Farlander horndeer Riders 18pts/model

Rider M4 Ws4 Bs3 S3 T3 W1 I3 A1 Ld8
Horndeer M7 Ws3 S3 T3 W1 I3 A1 Ld5

Unit size:5+

Equipment: Hand weapon, light armour, spear, shield, ride horndeers.

Options:
- Upgrade one Farlander to a Musician for +7pts.
- Upgrade one Farlander to a Standard Bearer for +14pts.
- Upgrade one Farlander to a Chieftain (+1A) for +14pts.
- One unit of Horndeer Riders may choose a magic banner worth of up to 50 points.

Special rules:
Northern traditions, Tusker Charge, Farlanders

Tusker Charge
When horndeer Riders charge, the horndeers get +1 to their S value to the end of that close combat phase.

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Border Rangers 13pts/model

M:5 WS:4 BS:4 S:3 T:3 W:1 I:3 A:1 Ld:8

Unit size: 5-15

Weapons & equipment:
Two hand weapons, bow, Hiking Equipment.

Options:
- May have light armour for +1 pts/model.
- Upgrade one Border Ranger to Tracker for +6pts

Special rules:
Northern traditions, Hiking Equipment, Skirmish, Scouts, pinelanders

Hiking Equipment

Border Rangers use specially designed hiking equipment to travel great distances in wilderness with considerable speed. 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 (already included in the profile). 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.

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Rare

'Northern Fiends: 45pts (0-1 per shaman or greatshaman)

M:6 WS:4 BS:1 S:5 T:4 W:3 I:3 A:3 LD:8

Unit size: 3+

options:
-When choosing 'Northern fiends, you must choose which kind of fiends they are. Your whole unit of fiends must be the same species, chosen from the list below:

-Snow fiends (enemies trying to hit Snow fiends suffers a -1 to hit roll in close combat. Makes fiends flammable due the thick fur covering them) 5pts. extra per fiend.
-Cave fiend (+4 scaly skin, due the hardened skin these fiends need in mountain terrain) 10 pts. extra per fiend.
-Forest fiend (fiends may move trough woods without penalty) 5 pts. extra per fiend.

-The unit may promote one fiend to an Ancient for additional pointscost of 10. The Wise one gains +1 attack.

Special Rules:
Fear, Bestial cunning, Called by a shaman, 'Northern traditions

Bestial cunning
The fiends of Far North are beasts nevertheless, but cunning and intelligent. The 'northern shamans communicate with these fiends, and know their own language that the fiends use. They are as well protecting their homeland from invaders and people who claim to rot and destroy the lands.

But, the fiends will not take orders from, or understand the local hero leading the 'Northern force, and so cannot use the generals Ld in any case, not use any re-rolls due BSB. In addition to this, fiends have lived their whole lives in wilderness, and know how to move in forests and so on. After deployment, and after any scouts have been deployed, the fiends may make an additional move with their basic movement value, but may not march. They can still charge, if there are any enemies within their charge range.

Called by a shaman
Only shamans may communicate with fiends, as they use their own kind of language. Fiends may only be chosen in he army if the army contains a shaman.

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The Ancestors 19pts/model

M4 Ws3 Bs3 S3 T3 W1 I1 A1 Ld7

Unit size: 5-15

Weapon's and equipment:
Hand weapons

Options:
-One Ancestor may be promoted to a Champion of Dead for 10 points. He gains +1 A.
-One Ancestor may be promoted to a Standard bearer for 10 points.
-One Ancestor may be promoted to a musician for 5 points.

Special Rules:
Fear, Ethereal, The spirit world, The undead, Immune to Psychology, Aura of Sorrow

The spirit world
Ancestors are not from this material world we know. They cannot be harmed by normal weapons we possess, but nevertheless they cannot harm any flesh in any way with their own weapons. Only weapon they have is their fearsome appearance and ice cold and unnatural touch. Whenever an Ancestor hits it's opponent, no to wound roll is made. Instead, the model hit by this way makes an instant toughness test (ie. rolls a d6 and compares it to his T attribute). If the test is passed, the model survives the fatal cold strike, and nothing else happens. If the test is failed, however, the enemy model suffers one instant wound, with no armour saves allowed. Any magical saves (Ward saves and saves from magical armour, for example) may be made as normal.

The undead
Yet, even it is not possible to destroy an Ancestor with any steel sword we possess, Ancestors' existence is based on the fear and doubt of enemy’s mind. Whenever Ancestors lose in close combat, they do not have to make any break tests. They always hold their ground. But, when they lose the combat, the unit suffers as many wounds as Ancestors have lost the combat. For example, Ancestors lose the combat by 2, and so 2 Ancestors lose the grip of this world instantly and disappeared. The Ancestors may not be joined by characters, excluding Champion of Dead. And, as the dead do not have mind of their own, and a shaman keeps them summoned, their reactions are not the best there is. So, Ancestors may not march in any situation.

Aura of Sorrow
Not every 'Northern warrior is pleased to see their dead relatives, maybe even family members, fighting alongside against same enemy. There for any unit, friend or foe, decrease their Ld value by 1 when being within 8" of Ancestors.

Ethereal
The Ancestors may not be harmed at all by any mundane weapon. Only magical items, weapons and magic spells affect the Ancestors.

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Brown Bear - 90

M7 Ws3 Bs0 S6 T5 W3 I4 A4 LD7

You may include up to 2 bears as a Rare choice

Unit size: 1 bear

Weapons: Fangs and teeth

Special rules:
cause fear, thick skin, Chase, Animal

thick skin
Gives the bear 4+ armour save, which is affected by armour save modifiers as normal

Chase
Brown bear will always pursue a fleeing enemy. Even shamans' control cannot stop the wild bear from chasing it's pray.

Animal
Since bears have always hunted and lived in forests and wilderness, difficult terrain has no effect to bears' movement, expect watery obstacles and terrain.
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LORE

Lore of Far North
This lore is used by the most potent shamans in Far North. In the snowy pine forest of Far North, these ancient shamans practice their spells to control the nature of Far North.

1. Flock of Crows..............................Cast on 5+
The shaman summons a large flock of enchanted crows of Far North. These magical birds attack the enemies with their sharp talons and vicious beaks.
When cast, the spell causes 2D6 Strength 2 hits on a single enemy unit within 24” of the caster.

2. Call of the Wilderness……………………..Cast on 6+
Remains in play
When the people of Far North get affected by this spell, they become surefooted and agile and can walk in the densest of woods and bogs.
Cast on a friendly Far Northern unit. While affected, the unit may move through any difficult or very difficult terrain with no penalties.

3. Mosquito swarm............................Cast on 7+
Remains in play.
The shaman calls upon the most vicious mosquitoes from Far North. These tiny bugs create a great pain for the enemy when they fly into their eyes and start to suck blood from their enemies.
The spell affects one enemy unit within 24” of the caster. The affected unit suffers a -1 to hit with all shooting and close combat attacks they make.

4. Frostwinds........................................Cast on 8+ Remains in Play
When a shaman casts this spell, a huge blizzard surrounds one enemy unit. This causes some enemies to collapse from cold and chills their body into a junk of frozen flesh.
The spell affects one enemy unit within 24” in line of sight of the caster. The affected unit suffers 2D6 Strength 2 hits in the beginning of every magic phase (both 'Northern player and the enemy). If the unit suffers any casualties it may not shoot in their next shooting phase. This spell remains in play until the caster wishes to end it (which he may do anytime), decides to use another spell or is slain.

5. The Song of Great Swamp……………………Cast on 11+
This spell twists the earth into a deep swamp which devours anyone who steps into it.
When the spell is successfully cast, the player places the small round template anywhere within 18” and in his line of sight. No Far Northern units can be under the template. Any enemy units who are under the template must make an initiative test or get swallowed into the summoned swamp (count as slain). No armour saves are allowed against this spell (armour doesn’t help you from sinking into a swamp), but ward saves are possible. Characters can make a “Look out sir” throw normally. For the next movement phase, the template counts as difficult terrain. Note that this difficult terrain is no longer a magical effect so it can affect even Steam Tank which is immune to spells.

6. Wolf's Howl...........................................Cast on 12+
The shaman starts to howl like a wolf, trying to call all the wolves of Far North. If they hear the call, the entire battlefield is filled with terrible screaming wolf howls.
When successfully cast, the wolves have heared the shaman's call, and their howl is horrible to hear. Every unit, yes, every, in close combat at the very moment the spell is cast, must take a panic test.
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Servus,

hat sich jemand mal mittlerweile die Mühe gemacht hier zu lesen, oder schreckt euch das Englisch ab?
Ich gebe zu, es sind einige Grammatikalische Fehler drin, aber ansonsten ist die es gut. Auch die Liste
an sich gefällt mir sehr gut, was denkt Ihr? Was ist zu gut/schlecht, wo könnte man was verändern, etc?

Würde es als positive betrachten wenn sich hier mal der ein oder andere zu Wort meldet 😉
 
Ich denke eher, das die Textmenge einen abschreckt...das englisch eher nicht. Und auf grammatikalische Fehler in einem Internetforum zu achten...naja 😉

Das Ganze hab ich im übrigen auch nur mal am Rande überflogen und bei den paar sachen wo ich´s gelesen habe, hatte ich nicht den Eindruck, daß es irgendwie zu stark oder so wäre. Aber ich hab wirklich immer nur mal so ein paar Sätze am Stück gelesen..nicht mehr sorry :heul:
 
Erst mal generall:
1.)Mit Far North meinstr du doch die Norsca Babaren, oder?
2.)Wie darf man "B, BF, KG, ..." werten.... sind das nur andere Buchstaben in gleicher Reihenfolge oder ist die Reihenfolge anders angeordnet?
Dann könnt ich mehr sagen...
Ich denke von den Punktkosten her ist aber alles soweit erstmal fair... vielleicht bei jedem noch +/-5 Pkt. aber ist generell in Ordnung.
 
Naja, finde einiges VIIIEEEL zu billig.

Die Armee hat als Kern!einheiten Truppen mit den Werten von imperialen Soldaten und für 6 Punkte 4+ Rüstung ! Abgesehen davon kann man die noch weiter aufrüsten.
Und dann die Fernkämpfer, für 8 Punkte entweder plänkelnd, mit Langbogen oder Armbrust, hmm, ziemlich krass.
Dann noch die harten Axemen für 13 Punkte.

Also ich würd hier überall noch den ein oder anderen Punkt draufschlagen.

Ansonsten nette Idee, nur: Wo sollen die herkommen ?
 
Sodele, ich habe die Kritik punkte soweit zusammen gefasst und an die Autoren weitergeleitet.
Antworten sollten also die Tage kommen, evtl sogar Fotos!

@Zal en Loth. Wie Gorakar schon geschrieben hat, M, WS, BS, etc sind die englischen Kürzel für
Bewegung, Kampfgeschick, etc.

Zwar habe ich noch keine Antwort der Autoren auf die Frage wo man Far North den ansiedeln soll,
aber ich bin mir relativ sicher das Sie nicht mit den Norsca Barbaren gleichzustellen sind. Und was
definitiv nicht zutrifft ist das Sie Chaos evtl Chaosanhänger sind, das geschulte Auge wird lesen
das die Far North Armee ihre ganz eigene Relgion hat....

Anyhow, sobald die Antworten da sind werde ich Sie posten. Ich freue mich auf weitere konstruktive
Kritik!
 
ICh finde die Liste sehr schoen, allerdings sind mir die MOdelle dann doch etwas zu sehr an tatsaechlicher nordischer Kultur angelehnt und passen eher schlecht ins WH Universum ... Vor allem der Schamana gefaellt mir nicht, die Figur betont die Wichtigkeit seiner Person nicht genug. IMO sieht der eher wie ein Musiker als wie ein Charaktermodell aus.