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    THE BATTLE FOR ISBRANTHE BATTLE FOR ISBRAN

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    Isbran the lands of legend, from the jagged mountains ofRam Skallen to the Dragontongue Coast forever bound ineternal ice. After a thousand years of peace, once again ashadow of a terrible war looms.From the darkness of the Far North the forces of the un-dead emerge and only the Templars are there to standagainst them. The dark secret buried deep within the dun-geons of their fortress makes them face the crisis alone. Yetwithout the aid of others they will fall, and without them therest of Isbran will follow.A time of difficult choices approaches, a time of winterstorms

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    The Armies of NorsgardThe Order of the Ram

    The Orcs of the Order keep to themselves. For most of the peoples of Isbran theOrders origins have been lost in the mists of timeThey have been in existence since the before first recorded history. According tolegends, they guard the mountain passes from the invasion of the living dead. They dontmeddle with the affairs of others and others have had no interest in them for years. They arundoubtedly hard, no others would have survived for so long so close to the barbarians of tTribe of Mork. Long ago their keeps overlooked every major pass, but most have now falleinto ruinDespite their lessened glory, day after day, the Templars traverse the old paths afulfill the duty placed upon their shoulders.

    Barbarians living at the foot of the mountain range of Ram Skallen. Theirthem into fierceand concern themselves with nothing butin exchange forWhen they march to battle, inhuman screams echo in the night to freeze their

    dawn. After sunrise, all that isgoing into battlePossessed by demons, they march alongside subdued beasts of wild so far

    The Temple of StormsAfter the Battle of the Plains of Fire, the gods left Isbran, for such was tprice of saving the land from the Lords of Death. Only the Order of the Valkyri

    remained the divine messengers and watchers. Their Temple of Storms is situatatop the highest cliff of the Coast of Storms.There is but a solitary road leading to it, however no mortal has ever set foin the Temple. Emissaries of the Order serve the function of guardians of peaacross the lands of Isbran. Their wisdom inspires respect and their fury instills dreaLately, they have been leaving their Temple ever more often and participatingskirmishes between the nationsAn old tale tells that when the final battle comes, the Valkyries of tTemple of Storms will be the ones to decide the fate of the whole of Isbran.

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    Dragens TribeThe Dragontongue Coast is littered with tiny port towns, each of them autonomous. Wha need arises, though, the Guardians of Truth of each town assemble in the largest one acome to joint decisions. The last such assembly took place prior to the Battle of the Plaiof Fire. Ever since, the inhabitants of the Plains have been leading peaceful lives fishermen, merchants, explorers or pirates.

    Their everyday communion with the sea has raised men as stern as they are playfIn exchange for a good tale they will receive anyone under their roof, but if one abuses thehospitality, they will draw their swords without hesitation.Individually, they are magnificent warriors, however their independence makes thunite and form a coherent army only in face of great danger.

    Defeated a thousand years ago in the Battle of the Plains of Fire. The time thatNowadays the Plains of Fire are but a wasteland separated from the main

    All that is left now is to cross the mountain passes

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    Table of Contents

    Section 1 : Basic Rules

    1.1. Die Rolls in Norsgard 5

    1.2. Resolving Rules Priorities 5

    1.3. Measuring Distances 7

    1.4. Attributes and Modifiers 7

    1.5. Line of Sight and Cover 8

    1.6. Wounds and Health Points 9

    1.7. Dealing Wounds and Damage 9

    Section 2: Preparing for Battle:

    2.1. Battle Size 10

    2.2. Choosing a Leader 11

    2.3. Determine Deployment Zones 11

    2.4. Terrain Placement 11

    2.5. Troop Deployment 11

    Section 3: Playing the Battles

    3.1. Command 11

    3.2. Activation 13

    3.3. Close Combat 17

    3.4. Resolution 20

    Section 4: Special Units

    4.1. Mages and Priests 21

    4.2. Heroes 22

    Section 5: Appendixes

    Appendix A: Combat Cards 24

    Appendix B: Terrain Effects 2

    Appendix C: Special Abilities 2

    Appendix D: Spells List 2

    Appendix E: Scenarios 3

    Credits

    Original idea & rules: PaweRED uchowski

    Translation: Maciej DE Kuczyski

    Editor: Jeremy Petravicz

    Writer: Brian Nelms

    Graphic Design: Oliver Trockle

    Leading concept artist: El Theo

    Concept Artists: Nico Kopf, Gonzalo Ordonez,

    Didier Poli

    Sculptors: Sergio Alonso, Benoit Cosse, Nicolas

    NGuyen, Stephane NGuyen, Krysa Project

    Special thanks: Gregoire Boisbelaud, Alfred

    Broda, Steven Bjornaas, Marta Dura, Maciej

    wierczyski, Jarosaw & Halina uchowscy

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    A Skoll will kill its master just as soon as kill anenemy. Of course, to a Hel-spawned beast,everything is an enemy.- Mork Beastmaster Hron.

    Norsgard is a tabletop wargame set in the coldealm of Isbran - a land of Ice and Fire. Playersngage in skirmishes consisting small bands of

    warriors lead into battle by valiant heroes toetermine the fate of their band of chosen few.

    During the game the ebb and flow of battlehanges rapidly - until you have secured yourictory, you can never be sure of it. React to yourpponents actions, block their charges, andutmaneuver your enemies at the crucial moment.

    Special cards can be played to swing

    dvantage to your warriors, or to interfere with theo turn the tide of battle to your advantage, and

    when combat commences, choose theight Tactic and push your enemies into theefensive. From turn to turn build your dominance,

    win combats, so that the initiative stays with you.Press your opponent until you reach your goals.Together, crate an epic battle in which everywarrior plays their part!

    Never again you will have to depend on aingle dice roll - in this game you literally roll aandful. Watch as they shape the fate of your

    warriors and thanks to simple mechanics you will beble to concentrate on your strategy - countinguccesses on the dice will only be a pleasure.

    Create your own saga, direct your heroes

    nd influence their future. In many cases the playerswill decide the fate of their characters, on bigournaments, during fierce battles they may acquireegendary artifacts, gain experience - become areat leader, a fearsome warrior - or they may

    erish...

    Norsgard awaits it's heroes, and alwaysemember: Fortune favors the bold!

    Section 1: Basic Rules1.1 Key WordsWords in bold are terms crucial to the game.

    1.2 Rules PriorityIn certain circumstances some rules may

    contradict each other due to overlappingdifferences between game effects. In such caseapply the following rule priorities:

    Rules found on cards used in the game takeprecedence over the basic rules (i.e. rulesfound in this rulebook).

    Rules forbidding a particular effect from

    occurring take precedence over rules allowit to occur, e.g. if a character possesses a ruthat states he suffers no damage from fire ahe finds himself in range of an effect dealingfire damage, he suffers no damage from it.

    Particular rules take precedence over generules, e.g. a character resistant to fire damacan still take fire damage if a given effectignores fire resistance.

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    The Emissaryby Brian NelmsEigrid kept her expression neutral, offering the barest of polite nods to acknowledge she had heard thedwarf speak. She wore her tunic and skirt, both woven so fine that on anyone else they would have stood out asextravagant. On a valkyrie, they only seemed proper. Even with her irritation, the woman's flawless skin gave offthe very slightest of glows, not enough to affect any actual lighting, but a clear mark of her divinity that could berecognized anywhere in Isbran. The valkyrie still felt practically naked without her weapons or armor; she'd neverbeen outside the Temple of Storms without them.

    She betrayed none of her frustration over the extravagantwordings and rituals the dwarves followed, even in speech, but the growl ather side prompted a hand to lower and brush delicate-seeming digits overthe animal there. The snow leopard her fingers touched tilted into thecaress, the gentle affections calming the massive beast as only the battlemaiden's attention could.The dwarf who'd spoken managed to look uneasy even as hepressed a stone in the wall seemingly like any other. Eigrid let a bit of hersmile show. It was unlikely the dwarf had ever been so close to a predator taller than he was. A crack resounded inthe entry chamber, the source showing as the solid stone slab in front of the woman split down its center and swungoutwards, towards her. As a line of light became visible between the two heavy stones, Eigrid's ears picked upfaint sounds of steam, only just audible over the sound of stone sliding against stone. The chamber beyond wasbrightly lit at ground level with a mixture of torches and lamps, the ceiling impossibly out of sight above the valkyrie'shead even as it spread at least fifty feet to each side and a hundred from where she stood to the heavy chair at thefar end.

    The throne sitting on a trio of raised steps at that distance was solid metal, glinting in the light with a dulldark gray, almost black coloring. Eigrid could recognize the metal as being one of the substances that only thedwarfs seemed able to create or find, but the notations telling of the valkyries' last audience with the king of thedwarfs had spoken of a throne made of forged steel. The dwarf king himself was seated, leaning back andwatching the entryway part with a neutral expression, inscrutable gray eyes peering over his immaculately-groomedbeard, the facial fur profuse enough to hide most of his upper body, leaving only finely-made but utilitarian bootsclearly visible. The crown on the dwarf's head was of a metal matching the throne itself.The battle maiden stood patiently for a polite period, then stepped through the parted stone and acrossthe lengthy hall, her feline companion keeping pace. Moving through the wide chamber emphasized that there were

    no pillars for support, nothing visible at all holding up the ceiling high over her head. A dwarf stepped around frombehind the throne as she approached, armored head to toe in dull metallic plates so that even his face was hiddenbehind slitted bars and hefting an axe-headed pole arm easily a foot taller than the dwarf himself was. He held ahand up, palm to the valkyrie, and she stopped moving.To be continued

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    The game uses ten-sided dice, D10 for short.

    3D10 notation means you have to roll three dice.ach result of 10 allows you to roll an additional die

    n that test. These dice can also generate additionalice.

    here are three basic types of rolls, or tests, thatou might be called to make:

    Standard Test [ST]roll a number of dice equalto the models attribute being tested. Each resultequal to or higher than the Difficulty Level [DL]generates one success. Each result lower thanthe DL generates one failure.

    Opposed Test [OT]an OT occurs when two ormore models belonging to opposite armies carryout the same action trying to achieve opposite

    effects. In such a case, each player rolls a D10and adds the value of his models attribute beingtested. For each result of 10, the player can re-roll the die and add the result to the previousone. The player with the higher total wins. Incase of a draw, the active player wins.

    Attribute Test [AT] - roll a number of dice equalto the models attribute being tested. Each resultlower than or equal to the attribute generatesone success. Each result higher than theattribute generates one failure. You can re-rollany result of 10. Each result of 10 is treated as

    normal, though, i.e. it can be either a success ora failure depending on the value of the modelsattribute.

    1.4 Measuring DistancesYou can only measure a distance after you

    have declared an action. You cannot measure adistance past the actions maximum range, e.g. ifyou are casting a spell with the maximum range o8, you cannot measure farther than 8 from thecaster. In addition, you are obliged to inform youropponent of the distance between the two pointsmeasured.

    A model is in range [RNG] of a given action or effeif the distance to any part of its base is equal to olower than the range of the action or effect.

    Example 1: Standard TestAn Orc attacks a Mork Tribe assassin. To hit, heuses ATT, which equals 5. The difficulty in thistest is the DEF of the assassin, which is 7. So theplayer controlling the orc rolls 5 dice, a result of7 or more on a dice counts as a success.

    Example 2: Opposed TestLeaders of opposing armies test their command

    attribute. The CMD of the first leader is 7, and the

    second 3. The player controlling the first one

    rolled an 8, his final result is 8 + 7 =15. The player

    controlling the second leader rolled 10 on hi

    die, which means he can roll again. The secon

    result is 5. His final score then is 3 + 10 + 5 = 18

    Which means that the player controlling the se

    cond leader is the winner of the test.

    Example 3: Attribute testA mage is trying to cast a spell, the attributused is MPW, which in his case equals 4. Thameans that he will use 4 dice for this test, andany result of 4 or less will be a success. Hrolled: 4, 3, 7, 10. That means he had two successes (results 3 and 4) and two failures (result7 and 10). As one of the results was a 10, that diecan be rolled again. On the re-roll the result is 2So finally, the mage scored three successes.

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    A models attributes reflect its battle

    rowess. The higher the values, the better themodel holds its own in battle. An attributes value

    an never fall below 1 or rise above 10.

    ach model is characterized by the followingttributes:

    Movement [MOV]determines the maximumdistance in inches the model can coverwhen making a standard move.

    Attack/Strength [ATT/STR] the formervalue determines how proficient the model iswith its weapon(s), whereas the latter thedamage inflicted by its attacks.

    Defense/Armor [DEF/ARM] the formerdetermines how skilled the model is inavoiding blows, whereas the latter thequality of its armor and its resistance toattacks.

    Bravery [BRV] determines the modelscourage in face of danger and its will to fightin perilous situations; it can also provide

    protection against certain spells.

    Command [CMD] determines the modelstactical acumen and leadership qualities inbattle.

    Health Points [HP] the last attributecharacterizing all models. It determines howmany wounds the model can suffer before itis incapacitated.

    Mages and Priests posses andditional attribute. Models with this attribute canse mystical powers, received either through prayer

    rom gods, in the case of priests, or by recitingpells, in the case of mages. Although both types of

    mystics use the same attribute, its applicationsiffer greatly.

    Faction: This symbol represent the facthis unit is a member of. The numlocated below the faction symbol is thepoint cost per single modelfor the unit.

    Card Example: A Ysil Guard of the Orderof the Ram,

    Whenever a models attribute(s) is to cha

    due to an effect, apply the following rules:

    1. Apply the changes in the order they occur, fthe earliest to the latest. E.g. in turn 2, a modSTR was permanently reduced from 4 to 2. later turn a blessing multiplies its STR by 3. Aresult its current STR equals 6 ((4 - 2) x 3).

    2. When a number of effects simultaneously moa models attribute, apply the order of operati

    Mage Priest

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    identical to the one used in mathematics, i.e.multiplication/division is done first and addition/subtraction is done second.

    To declare certain actions, a model may beequired to have LoS to the target. LoS is anmaginary line projecting from any point of the

    models base and ending at the point the modelwishes to see. A model can only see the point if:

    . The LoS crosses no objects taller than the pointto which the LoS is being drawn.

    . The LoS crosses no effects that block LoS, e.g.walls of fire or gas clouds.

    Models see only in a 90 o arc in any direction

    rom the models front marked on its base. Thelayers should paint a line or a dot on the edge of

    he base of each of their models to represent themodels front.

    Due to the dynamic poses of some modelsnd the use of the so-called scenic bases by somelayers, assume the following universal modelimensions:

    30 mm basea model on such base occupies the

    space in the shape of a cylinder with a diameof 30 mm and a height of 1.75.

    40 mm basea model on such base occupiesspace in the shape of a cylinder with a diameof 40 mm and a height of 2.25.

    50 mm basea model on such base occupiesspace in the shape of a cylinder with a diameof 50 mm and a height of 2.75.

    CoverIf a model is no farther than 1 from a scen

    piece taller than half its height, it is considebehind cover to the models on the other side of tscenery piece.

    1.7 Dealing Wounds and Health PointsA model who achieved one or m

    successes in a close combat, shooting ATT tesduring casting offensive spells or mircales hachance of dealing wounds to its target.

    In case of close combat, for the durationthis action, increase the attackers STR by number of successes achieved in the ATT tNext, the attacker makes a wound roll which istandard STR test with the difficulty level equathe targets ARM. The number of succesachieved in this test is the number of wounds d

    to the target.

    In case of shooting, follow the abprocedure except instead of using the attackSTR, use the ranged weapons STR. In any otcase of dealing wounds effects will say how big Sstatistic in test will be.

    Marking wounds and health pointsEvery model has a set number of he

    points [HP]; its mean value for average hummodel is 8. The bar with the models health pointlocated at the bottom of its army card. For ewound suffered cross one HP. When all the Hhave been crossed, the model is incapacitateremove it from the table immediately.

    Additionally, once all the HPs in white hbeen crossed, the model suffers a penalty of -1the following attributes: ATT, STR, DEF, BRV,

    Determining Line of Sight: A Mork Assassinencounters two Orcs and wants to launch anattack. The only legal target is the orc that infront of the Mork because it is within the modelsline of sight. The second orc is outside the 180degree arc in front of the Assassin and istherefore outside its LoS.

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    CMD. Once all the HPs in yellow have been crossed,ncrease this penalty to -2.

    If the model recovers HP through any means,djust the above penalty to reflect the modelsurrent HP.

    A model that has been stunned suffers aenalty of -1 to ATT and DEF. This effect lasts until

    he end of the turn. A model stunned after making aharge loses all bonuses gained from it.

    If a model falls down from a scenery piece aistance greater than 1.5, the owning player makes

    No penalty -1penalty -2 penalty

    Marking wounds and health points: This unit hassuffered several wounds, putting its health pointsinto the yellow range. The unit now applies a1penalty to itsAT T, STR, DE F, BR V, andCM Dattributes. If it suffers two more wounds, it will moveinto the red range and suffer2 to each of thoseattributes.

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    a standard test with a number of dice and a difficlevel as per Table 1 (also Appendix F) . For efailure in that test, the model loses 1 HP. The plais not obligated to re-roll results of 10.

    Section 2: Pregame SetupArmy Cards

    During the game, the rules will repeatedlyrefer to army cards. Each army card represents oparticular class of warriors. Under nocircumstances can you have two cards of the samname in one army. If there is the word hero aftercard name, you can only include one copy of thatcard in your army and cannot include any otherheroes. In other words, each army can include on

    one hero.

    The number of models you can deploy via card is limited by the number of health bars on thcard. Each bar allows you to assign one model tocard. You cannot assign more models than there bars, but you can, however, assign fewer modelsthan that. The number found in the lower-rightcorner determines the cost (in army points) of onmodel deployed via the card.

    Additionally, during army building, you canbuy special cards to be used in battle. Unless thecards description states otherwise, do not showthese cards to your opponent until you play themYou cannot own more than one copy of the samecard. You can buy a maximum of 5 special cards.

    2.1. Determine battle sizeBefore the game, the players should agree

    upon the army points limit. Each player then

    Height (in) Dice by base size Difficulty LevelSmall Medium Large Small Medium Large1.5-2.5 3 2 2 4 3 32.5-4.5 4 5 6 5 5 64.5-5.5 6 8 9 6 7 8

    5.5+ 8 11 12 7 8 9

    Table 1: Falling DamageChart. For each failure, the

    model loses 1 HP.

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    assembles his army being careful not to exceed theimit set. Suggested point ranges are included for

    each the scenarios included in Appendix D on pgXXof the rulebook.

    Choosing the leaderEach player designates one of his models to

    be his armys leader for the duration of the battle. Ifyour army includes a hero, he automaticallybecomes the leader.

    Deployment zonesThe parts of the table in which the players

    deploy their armies are designated in thedescription of the scenario chosen. The game isplayed on a 30 by 36 table.

    Unless stated otherwise in the description ofhe scenario played, the players should place the

    however they wish. We recommendyou do not place more than 3-4 large scenery

    Deployment Zone

    No Mans Land

    Deployment Zone

    30

    36inches

    pieces such as hills, buildings, woods, etc. Inaddition, you should place between 6 and 8 smalscenery pieces such as fences, lone trees, ruins,etc. After agreeing upon the number and types oscenery pieces, the players alternate in placingthem on the table.

    Specific rules for terrain are in Appendix A on pgin the back of the rulebook.2.5. Deployment of troops

    The players make an opposed test of theirrespective leaders CMDthis is called a CommaTest. In case of a draw, repeat the test until one swins. The winner chooses the deployment zone fhis army and who is deploying first.

    The player chosen by CMD test winnerchooses one of his army cards and deploys all th

    models assigned to it in his deployment zone. Thehis opponent does the same. This continues untilboth players have deployed all their units.

    Section 3: Playing the GameThe game is divided into turns. Each turn

    composed of following phases:

    I. Command Phase

    II. Activation PhaseIII. Close Combat Phase

    IV. Resolution Phase

    3.1 Command PhaseDuring the Command phase, the players

    make an opposed CMD test using leaders CMD sThe winner decides who will activate his modelsfirst in the activation phase. In case of a draw,

    repeat the test with the same modifiers, which wused in first test until one side wins.

    Additionally, the winner can:

    once per turn, after his opponent declares anactivation refusal, force him to activate a cardand this time he cannot refuse to do so.

    choose the combat to be resolved first duringthe combat phase.

    Table Layout:The game table is 36 by 30, andhas two deployment zones that are available and

    determined by the scenario.

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    The Emissary cont...Her voice was smooth and clear, without her even needing to raise her tone, piercing the air. "BarthingWolthr, King of Dwarves, I, Eigrid Godstrider, come bearing words of friendship and cooperation from the Templeof Storms on behalf of the Divines most High."The single visible guard lowered his hand as she spoke, both dwarves listening to the introduction in silence.The guard standing before the throne spoke then, his voice echoing past his metal face guard. "Barthing Wolthr,King of Dwarves, hears this greeting and asks that the emissary from the Temple of Storms speak clearly theintentions and wishes of the Temple in sending such a messenger to his court."Eigrid's expression tightened, her beloved pet shifting its footing in agitation. Even for dwarves, using aguard to speak on the king's behalf was an antiquated tradition. Her tone remained even and calm, betraying none ofher unease. "The Messengers of the Gods are setting forth across all of Isbran. The time is growing near for themost ancient foe of all life to awaken and once again seek to cover all the land with its malevolent designs. TheTemple of Storms seeks to bond the cities, tribes, orders, and kingdoms of the proud and honorable races in alliance,an alliance of our combined arms that just may be able to halt the tide of this evil. The Valkyries ask the mightydwarves how they might join this glorious army."The room was silent for a long moment before the armored dwarf laughed, a deep, shoulder-shaking guffawechoing from his helmet over the chamber. "The dwarves, they might join such a glorious army by losing their mindsentirely." He swung his axe in the air over his head, the sound of its passage audible to the valkyrie. "The dwarves,they are strong. Their fortresses, their halls, their homes, they have held fast for all the ages of the world. The worldoutside? It is no concern of the dwarves just as the dwarves, they are no concern of the world outside's..."The dwarf slammed the butt of his pole arm into the ground, the rhythmic gong of the metal guarding the lowerhaft ringing in the throne room. "Of the world outside, the dwarves are no concern until our weapons, armor, and livesare needed to defend the world outside, those without the honor to protect their own homes."Eigrid's lips curled, eyes creasing, beautiful visage twisting into a frown with the barest hint of a snarl in hervoice as she shouted in response. "The valkyries have fought beside the dwarves before! We have defeated evilstogether that would have overcome either of us alone! The evil gathering in the darkness out of sight right now will notbe content to cover the surface alone, it wil l find your holes and bury you in them under an avalanche of your owndead!""ENOUGH!"

    To be continued.

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    f the leader is no longer on the table for anyeason, the owning player does not add thateaders or any other of his models CMD to the rollor benefit from Commander/X possessed by any ofis models. He still benefits from the bonus gainedhrough Victory tokens (see Chapter 5.3 Resolvingombat) or any applicable special rules.

    The player chosen by the winner of theommand test made in the last command phase

    MUST activate all the models assigned to one of hisrmy cards. After all the models activated have

    made all their actions, he declares the end of theirctivation. Models assigned to that card cannot bectivated again this turn.

    Next, his opponent can designate one of hisrmy cards and activate all the models assigned to

    . He can also make an activation refusal, in whichase the right to activate a card is passed onto hispponent. If he, in turn, also makes an activation

    The player whose card is being currentlyctivated is the active player, whereas hispponent is the passive player.

    If there is more than one model assigned tohe card activated, the active player must declarehe direction of all movements and the actions his

    models will perform before measuring anyistancesall models are activated simultaneously..g., two Orc Templars are assigned to a card. Thewning player declares that both will charge onenemy model. You can only measure both chargeistances until after you have declared the actions

    f both Templars.

    3.2.1. MovementAn activated model can perform one of the

    following actions:

    A. Standard Move a move with a range equathe models MOV. If at any point during this mthe model comes into base to base contact wan enemy model(s), the move immediately eand the model is assumed to have entered cl

    combat. If the model is in Close Combat, it attempt to Break Away (see below). If atpoint during the move the model comes base to base contact with the enemy, it perform one of the following actions:

    Shoota model can shoot once per teither before the move or after.

    Cast a spell or miraclea model can cspells or miracles multiple times round, each of them either before move or after.

    Special Actiondescribed in the scenplayed or on the models army card.Play Special Card

    B. Runa move with a range equal to the modelMOV multiplied by 2. At no point during thisaction is the model allowed to come into base

    base contact with an enemy model(s).

    C. Ram (see below).D. Charge (see below).

    Both at the very start and the very end of i

    activation, a model can freely change its facing.Change of facing precedes all the four actionsoutlined above (move, run, ram, charge), howevean effect forbids the model from moving, it is notallowed to change its facing.

    Breaking away from meleeAt the beginning of its activation, if a mode

    in melee, it can attempt to break away. Both modmake an opposing ATT test. If the model is incontact with more than one enemy model, theopposing player designates which one of his modwill participate in the test; it receives a cumulativmodifier of +1 to ATT for each enemy model afterthe first that is in contact with the model attemptto break away.

    A Templar army lost their leader in turn 3and it accumulated 4 victory tokens on that turn.That means on turn 4 in the Command Phase thecontrolling player will only roll a D10 in the com-mand test, and will add 4 to the result (the number

    of victory tokens for turn 3).

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    If the active player wins, his model may makestandard move, it can even come into contact

    with another enemy model as a result of it;owever, it cannot run or charge.

    If the active player loses, each of the enemy

    models in contact with his model may make atandard move, however they must remain inontact with that model during the entirety of this

    move. Additionally, the model that failed to break

    A model wishing to perform this action must

    ulfill the following requirements:

    . At the start of its activation, it cannot be inmelee with an enemy model(s).

    . It must have LoS to the target.It can only move in a straight line towards the

    enter of the targets base. If there are anybstacles along this path that would prevent this, itannot ram. You may only Ram enemy models,ven if they are engaged in Close Combat grantedhe LoS allows.

    If the above requirements have been fulfillthe model can move up to its currentMOV+2 in direction of the target and towards the center of base. If the target is in ramming range and themodel moved a distance equal to or higher than 2the action is a success. In this case, both models

    make an opposed test based on the sum ofATT +STR for the attacker and DEF for the target.Additionally, apply the resolution modifiers listedTable 2.

    If the attacker wins the test, the target ispushed away from him in a straight line a distancequal to half the attackers STR (rounding up).Reduce the distance by 1 for every class of

    difference in base size between them in favor of ttarget.

    The model rammed is stunned and receivehit with a STRequal to half the attackers STR(rounding down). Additionally, if the target ispushed and crashes into another model or anobstacle, its move immediately ends and the STRthe hit increases by 1 for every inch that was left cover (rounding down).

    If the target crashes into another model, ittoo becomes stunned and receives a hit with a STequal to the number of inches the target had left cover (rounding down). Reduce the STR of the hi1 for every class of difference in base size betwe

    them in favor of that model.

    If the target crashes into a destructiblescenery piece, it receives a hit with a STR equal tthe number of inches the target had left to cover(rounding down). Additionally, if the target is on alarge base, increase the STR of the hit by 1.

    Ramm ing M ovement : In the left hand figureabove, the Orc hero makes a successful Rammingaction against the Mork assassin. The Rammingaction fails on the right hand figure because theOrc berserker is blocking the movement path.

    Attackerbase size

    Target base sizeSmall Medium Large

    Small 0 -2 -4

    Medium +2 0 -2

    Large +4 +2 0

    Table 2: Ramming action modifiers appliedto performing unit.

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    If the model rammed wins the test, thettacker is pushed 2 away from it; increase theistance by 1 per class of difference in base sizeetween them in favor of the target. Additionally,

    he model rammed is stunned and receives a hitwith a STRequal to the attackers STR.

    If the attacker moved less than 2, the ramecomes a standard charge; he does not receive

    ny bonuses for the charge, however.

    If the target is found to be farther than theMOV+ 2, move the attacker towards the

    arget by the number of inches equal to his current+ 2 and turn him to face the center of the

    argets base. The attackers activation then ends.

    A model wishing to charge must fulfill theollowing requirements:

    At the start of its activation, it cannot be in

    melee with an enemy model(s).

    It must have LoS to the target.If the above requirements have been fulfill

    the model can move up to its currentMOV+2 in direction of the target. At the end of this move, an

    part of the attackers base must touch any part othe targets. If at the beginning of charge distancbetween models was equal or greater than 2, trethe move as a charge, otherwise it is consideredstandard entry into close combat.

    Unlike Ramming,a Charge is not requiredbe in a straight line. As long as long as the totaldistance traveled by the charging model is lowerthan his charge range, the charging model maycontact the target models base at any point. If thmodel charged is out of range, the charging modmust move his full move distance in the targetsdirection using the shortest path possible

    If all the above requirements are fulfilled, taction is a success and the model chargingincreases its ATT by 1 when attacking the modelcharged this turn.

    The model charged cannot willfully move tturn as long as it is in base to base contact with tmodel charging. If it is activated when in this statcannot perform any actions unless its rulesspecifically say otherwise. This means that even

    model assigned to a card was charged this turn, is no longer in base to base contact with the modcharging due to the actions of other models

    Ramming Example:Templar Brother wants to ram a Tribal

    Warrior. The ram action is viable. The distancebetween the two models is 4.5 so the basicrequirement for ramming is fulfilled. The playercontrolling the Templar Brother moves him in astraight line, so that he is in base contact with histargetthe Tribal Warrior.

    In this case, the players perform anopposed test. The player controlling the TemplarBrother adds his ATT and STR attributes, so 4and 5, and also rolls a die, the result being a 3.The Templar Brother is a model on a mediumbase, and the Tribal Warrior has a small one.

    According to table 2, Templar Brotheradds 2 to his result in that case. His final result is4 + 5 + 2 + 3 = 14. The player controllingthe Tribal

    Warrior only adds his DEF to the roll, in this case4. He rolls a 9, so his final score is 9 + 4 = 13. Thatmeans that the ramming was a success for theTemplar Brother.

    Now the unfortunate Tribal Warrior willreceive a hit with half of the Templar Brother'sSTR, so with STR 2 (rounded down) and will bepushed back 2.

    Charging Movement : The Orc Berserker wantsto Charge the Mork Assassin. It has LoS to theAssassin over the low wall and therefore canCharge. The Orc may use its current MOV +2

    to move along any of the paths to engage thetarget.

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    ssigned to that card, it still cannot perform anyctions this turn.

    If at any point during the charge move thettackers currentMOV is reduced to below itsase value (e.g. due to charging through difficult

    errain), he receives no bonuses for the charge.

    Some models come equipped with rangedweaponry. Whether a model is equipped with aanged weapon will be noted on its army card along

    with all the necessary statistics.

    A model willing to shoot must nominate aarget enemy model within its LoS. You may onlyhoot at enemy models. Measure the distance

    etween the edge of the attackers base and thedge of the targets base. Compare this distance

    with the range of the weapon found on the card. Ifhe target is found to be beyond that range, the shots wasted. Otherwise make a standard ATT test

    with a difficulty level equal to the targets DEF.Apply the weapons range modifier (see below) and

    pplicable shooting modifiers listed in Table 3.

    If the test results in at least one success, thearget suffers damage. Further, if the shooterncapacitates his target, the player who controls

    he shooter gains 1 Victory token.Ranged weapons usually have three ranges:

    hort, medium, and long. Depending on the weaponype, accuracy at each range can differ, as can theistances.

    he crossbows statistics are:

    short range is between 0 and 8 from thetarget, and at this range the user suffers apenalty of -1 to shooting.

    medium range begins over 8 and ends at 15,and at this range the user receives a bonus of +1to shooting.

    long range begins over 15 and ends at themaximum distance of 22, and all shots at thisrange are made with a penalty of -2 .

    The STR of the shot at any range is 4.

    Shooting into meleeYou can target an enemy model in melee.

    this case, regardless of the circumstances, ignor

    the modifier for shooting from outside the targetLoS.If the test results in more failures than

    successes, the shot hits another model, chosenrandomly, in contact with the original target (the

    Duty. We fight the Forgotten Battle.Honor. We remember the Forgotten Heroes.Guard. We protect those who have forgotten UsWe are the Wall Against the Storm.- Credo of the Order of the Ram

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    hooter does not have to have LoS to the newarget). In this case, calculate the damage as if it

    were a standard shooting test.

    If you fail to achieve any successes in theest, the shot misses entirely and does not hit any

    models.

    Before or after making a move, a modelossessing the MPW attribute can cast a spell or

    miracle, but only if it has not moved farther than itsurrentMOV, is not in contact with an enemy modelt the end of the move, and has not charged orammed this turn. In order to do this, it must:

    Choose one of the spells or miracles it knows.

    Pay the cost listed in the chosen spells ormiracles description.

    Nominate the target of the spell or miracle.

    Check whether the target is in range of the spellor miracle. If it is out of range, the spell ormiracle fails.

    Test the casters MPW; its type is listed in spells or miracles description. If the test is passresolve the effects of the spell or miracle accordto its description.

    3.3 Combat PhaseThe player having more models in melee t

    his opponent divides all combats between morethan two participants into as many one-on-onecombats as possible. Consequently, each modelmust remain in melee with at least one enemy

    Type Modifier Value

    Shooting from outside the targets LoS +1

    Target is stunned +1Shooter is elevated relative to target +1

    Shooter has not moved and will not move on his activation (if able) +1

    Target is elevated relative to Shooter -1

    Target has partial cover (less than 50% of model obscured) -1

    Target is in area of low visibility -1

    Target is behind cover (more than 50% of model obscured) -2

    Target is in contact with an enemy model(s) -2

    Shooter was in contact with an enemy model(s) at any point of this turn -2

    Table 3: Shooting modifiers

    Example of Com bat Division: Due to positioningand the One-on-One combat rules, A1 can fightonly against B2 and B3. He cannot fight againstB1, because A2 can only fight against B1.Fighter A3 can fight against B2 or B3.

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    The Emissary cont...The armored dwarf stepped aside, his head bowed as the impossibly loud command throbbed in Eigrid's

    head, Barthing's voice having surprised her before she could continue. The gray-bearded king spoke for himselfnow, voice loud and sure, full of the command and authority of his station."The dwarves, we have fought and died alongside the valkyries before. You valkyries, you have alwayscome down from your temple when it suited you. You valkyries, you have made pacts and threats to convince all theraces to fight your battles for you. You valkyries, you have always fought until your purpose was fulfilled and thenleft whoever had been tricked into fighting the battle, left them to fend for themselves."The dwarf king's voice grew steadily louder as he continued, not near the volume of his shout, but alreadyfar louder than was needed for anyone standing anywhere in the throne room to hear. "We dwarves, we fought side-by-side and bled for a shared cause, until you valkyries, you saw that your own purpose was accomplished and leftthe field. You valkyries left the dwarves to die once those dwarves, once we had fulfilled your purpose!". The

    hands resting against the king's throne were clenched into fists, the King's teeth gritted as his knuckles turnedwhite. "The dwarves were abandoned by you valkyries, you who we helped and died for when we needed alliesmost. We dwarves, we fought enemies everywhere, within our own homes and without."The valkyrie spoke once again, her voice firm, a mixture of fury and almost indignant scolding in her tone."The dwarves have not faced this new enemy in any living memory. You believe yourselves to be surrounded byenemies now? This new foe will kill all your enemies and you with them.". She raised her hand, pointing directly atBarthing. "The dwarves will either stand united with the army we raise to oppose this foe or the dwarves will diealone."Another laugh erupted from the armored dwarf standing to the side, while Barthing continued speaking asif he'd not been interrupted. "When we attacked an intruding party of orcs, we dwarves were surprised to findanother of our enemies also attacking them. We dwarves, when next we found this enemy of ours being battled, wefought alongside them.". He stood then, voice firm, resounding in the chamber. "Die alone? We dwarves make ourown alliance!"He thrust his arm into the air, a finger pointing past Eigrid in mimicry of her own motion to the openeddoorway she'd come through. She turned, eyes widening at the tall forms striding into the chamber. All three weretall, the shortest easily standing a full head higher than Eigrid even with the slight slouch in their posture. Dark furcovered them all from head to toe, with armor of clear dwarven make over the natural cover. Their feet ended indigitigrade claws, hands ending in black-clawed fingers. The most telling features of all were the canine muzzles,ears, eyes, and fangs looking over her as the creatures growled. The centermost of the three stood taller than theothers, a deep ebony pelt resting sleek against his muscled form. Eigrid caught her breath to see a crown matching

    Barthing's own, albeit in a wilder style more suited to the canine head, perched atop the head of that centercreature.Barthing's voice rang out loudly behind her. "The dwarves, we and the wolfen have united in our commongoal. The dwarves do not abandon the wolfen and the wolfen do not abandon the dwarves! Mardric of the wolfenfights for the dwarves!". The dwarf king's hand clenched into a fist and slammed back into his own chest. "AndBarthing of the dwarves fights for the wolfen!"

    To be continued.

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    model. Models in close combat are not required toave LoS to each other, they need only be in baseo base contact. If it is not possible to divide theombats this way, divide them into smallestombats possible. If both players possessrecisely the same number of models in melee, the

    layer who won this turns command test divideshe combats.

    Afterwards, the player who won theommand test nominates the first combat to beesolved. After it is resolved, the opposing playerominates another combat, and so on. A combat isonsidered to be resolved when all the modelsarticipating in it have finished all their actions.

    o resolve close combat, follow these steps in

    rder:. In secret, each player assigns to his model(s) in

    combat one of the combat cards available tothat model(s). The basic combat cards are asfollows: All-out Attack, Standard Attack, andDefense. Both players then simultaneouslyreveal their combat cards.

    . Each player applies all the ATT and DEFmodifiers for his model(s) in combat, e.g. themodifiers stemming from the combat cardchosen, wounds suffered, charging, spells/

    miracles, etc.

    . Each model makes a standard ATT test with thedifficulty level equal to the enemy models DEF.

    . The model with the higher number of successesin the test resolves the damage from the attackbefore its enemy. In case of a draw, both modelsresolve their attacks simultaneously. Perform awound roll (see chapter 1.7).

    5. If, as the result of the attack resolved, one ormore models are no longer in contact with theenemy, once per turn each of them can makemove up to half their MOV. This move can beused to enter another combat. If this combat not been yet resolved, resolve it immediately.

    Otherwise nothing in particular happensproceed to resolving another combat.

    Close Combat Example: A Templar Brother fighta Tribal Warrior. The Templar Brother will use aDefense combat card, and the Tribal Warrior'scombat card is an All-out Attack.

    The ATT/STR 4/5 and DEF/ARM 3/7 that theTemplar Brother has, will be modified by theDefense card: ATT/STR -1/-2 and DEF/ARM

    +2/0. His attributes will beATT/STR 3/3 andDEF/ARM 5/7 for this test.The base attributes of a Tribal Warrior areATT/STR 3/4 and DEF/ARM 4/4, after playingan All-out Attack combat card those will

    change toATT/STR 4/5 andDEF/ARM 2/4.In his attack test the Templar Brother roll

    the number of dice equal to his ATT, that is 3.The Tribal Warrior however, will roll 4 dice (ATT4). Both models will perform a standard test. Thedifficulty for the Templar Brother is 2 (current

    DEF of the Tribal Warrior) and for the Tribal Warrior, 5 (current DEF of the Templar Brother).

    The player controlling the Templar Broth-er rolls 3 dice and must have a result of at least 2to succeed in the test. The player controlling theTribal Warrior rolls 4 dice and must roll at least 5to succeed. The Templar Brother has 3 successes in his test, and the lucky Tribal Warrior has asmuch as 6 in his! That means that the Tribal Warrior's attack will be resolved first.

    Now the player controlling the Tribal War

    rior will make a wound roll. His current STR is 5,and a 6 is added for the number of successesthat the Tribal Warrior had rolling to hit. Unfortu-nately, the maximum value of any attribute can-not be more than 10, so that is the final value ofhis STR. The player controlling the Tribal Warriowill be rolling 10 dice. He performs a standardtest with the difficulty level of the Templar Brother's ARM, which is 7. Each roll of 7 or more willcount as a success. In this test the player scored

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    The player controlling more than one modelicks only one combat card. After the players haveevealed their cards, he designates one of his

    models to make the attack. A model in combat withmultiple opponents can attack only one chosen

    nemy. The chosen models ATT and DEF arencreased by 1 for each friendly model in the sameombat other than itself.

    he model(s) that has dealt more wounds to thenemy wins. In case of a draw, both sides countss having lost.

    he winners owning player gains 1 Victory token.

    The resolution phase is divided into theollowing steps:

    . Resolve and terminate any effects that last untilthe end of the turn or occur at the end of theturn.

    . Consult the scenario played for the endconditions. If they are met, the gameimmediately ends. Establish the victor based on

    the victory conditions of the scenario played.the end conditions are not met, proceed to thnext step.

    3. Work out the difference between the number Victorytokens gained by each player this turnThe player with the positive result receives abonus equal to it in the next command test. Boplayers then discard all their Victorytokens.

    4. Mages renew their mystic powers [MPW].5. The turn ends. Begin the next turn.

    Fighting Multiple Enemies Exam ple: A TemplarBrother (ATT/STR 4/5 andDEF/ARM 3/7) fights aBeastmaster (ATT/STR 4/4 andDEF/ARM 4/6) an2 Tribal Warrior (ATT/STR 3/4 andDEF/ARM 4/4)Each warrior of the Mork Tribe has two allies in

    this fight. Because of that their ATT and DEF willbe increased by 2. Even before playing a combacard, their attributes will be:

    Beastmaster (ATT/STR 6/4,DEF/ARM 6/6)Tribal Warrior (ATT/STR 5/4 andDEF/ARM 6/4).

    The players play their combat cards. Theone controlling the Mork Tribe warriors plays anAll-out Attack (the card used must be the same fall models) and the player controlling the TemplaBrother plays Defense. The final values of the wariors attributes after modification will be:

    Templar Brother ATT/STR 3/3 andDEF/ARM 5/7Beast Master ATT/STR 7/5 andDEF/ARM 4/6Tribal WarriorsATT/STR 6/5 andDEF/ARM 4/4

    Now the player controlling the warriors ofthe Mork Tribe designates which of his modelswill perform the attack. The Beast Master is cho-sen. Next, the player controlling the TemplarBrother chooses the target for his attack. That wbe one of the Tribal Warriors. Both players per-

    form attack tests. The player that scores moresuccesses will perform his attack first. After re-solving both attacks, the fight ends.

    a staggering total of 6 successes! Because of thatthe Templar Brother loses 6 HP (takes 6 wounds)so many HP boxes need to be crossed out on hiscard.

    After marking the boxes, it turned out that

    the first unmarked HP box is now yellow. So theTemplar Brother'sATT/STR that was3/3 and hisDEF/ARM that was5/7, need to be modified as de-scribed in chapter1.7. The final values of his at-tributes are nowATT/STR 2/2 andDEF/ARM 4/7.In this situation the most important fact is that hisSTR is decreased by 1, because it will be used inthe next test.

    The Templar Brother performs his woundroll. His STR 2 is increased by 3 (the number ofsuccesses in his ATT test). The player controlling

    him will be rolling 5 dice, and to wound the TribalWarrior he will need to roll at least 4 on each(Tribal Warrior's ARM).

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    Mages and priests are models capable ofsing mystic powers. An additional attribute, MPW,ets them apart from other models.

    Mages command two elements: fire and ice.

    At the start of the game, each mage is inossession of a number of rune stones [RS] equal

    o his MPW. Before the game starts, the owning

    layer must decide how many of the stones will beunes of fire and how many will be runes of ice. Atny point in the game, a mage can only posses aumber ofRS up to twice his MPW.

    In the resolution phase, make an attributeest of each mages MPWthe number ofuccesses achieved is the number of RS the mageegains; the owning player distributes themetween fire and ice runes at his discretion. On theext turn, the mage starts with the number ofRSqual to the sum of the number regained and the

    umber he had left before making the test.

    riests command the spirits ofblood and the sea.

    At the start of the game, each priest is in

    ossession of a number ofsoulgems equal to his. Before the game starts, the owning player

    must decide how many of the gems will be bloodand how many will be seagems.Priests regain blood gems [BG] each time an

    nemy model within 8 loses HP. For each 3 HP lost,he priest regains 1 BG (rounding up). Only theriest closest to that enemy gains the BG. If there

    are two or more priests within the same distancethe owning player decides which one of themreceives the BG.

    Priests regain sea gems [SG] each time afriendly model within 8 loses HP. For each 3 HPlost, the priest regains 1 SG (rounding up). Only tpriest closest to that friendly model gains the SGthere are two or more priests within the same

    distance, the owning player decides which one othem receives the SG. At any point in the game, priest can only posses a number ofSG up to twichis MPW.

    When casting a miracle, a priest can spenBG instead of 1 SG and 2 SG instead of 1 BG. Anynumber of gems can be substituted for the othertype and there are no restrictions regarding thecombination of gems used to cast a miracle as lo

    as its cost is paid in full.

    Spells and miraclesEach spell and miracle has the following

    characteristics:

    Costspecifies the number and type of runestones or soul games the mage or priest mustremove from his pool to cast the spell or mira

    Frequencyspecifies how many times the spor miracle can be cast each turn.

    Difficulty levelspecifies the difficulty level othe MPW test the caster has to make.

    Test typespecifies the type of MPW test thecaster has to make.

    Masteryspecifies how many additional runestones or soul gems the caster can spend. Foeach rune stone or soul gem sacrificed this wthe caster rolls an additional die in the MPW t

    Rangespecifies the maximum range in inchthe spell or miracle can be cast at.

    Additionally, each spell and miracle has anarmy points cost the player has to spend in ordersupply one of his mages or priests with it.

    Blood Sea

    Fire Ice

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    Heroes are a special type of models. Eachrmy can include a maximum of one hero. Apart

    rom the abilities listed on his card, each hero cannce per game perform one of the following

    ctions:Heroic attack - in close combat, he can attackall enemies in base to base contact and thesame close combat as him. You must declarethis action before the combat cards have beenchosen. The hero makes the attack as per thestandard rules of close combat, howeverinstead of hitting one enemy he makes an attackagainst each eligible enemy; make a separateroll against each. The owning player decides theorder of the attacks. You can only attackanother model after resolving the previous

    attack.

    The order of these attacks is determinedby the number of successes achieved bythe hero compared to the enemy

    currently making an attack against him,exactly as per standard combat.

    The hero can re-roll one test he participates inor force one enemy within LoS to re-roll his.

    Heroic Attack Example: A gravely woundedTemplar Hero is surrounded by 4 Tribal Warriorsof the Mork Tribe. The player controlling the herdecides to use a special action reserved for

    heroesHeroic Attack. The player controllingthe barbarians chooses Tribal Warrior #4 andscores 6 successes in his attack.

    The player controlling the ork Hero performsseparate attack tests against each Tribal WarrioAttacking Tribal Warrior #1 he scores 7successes, Tribal Warrior #28 successes,Tribal #36 successes, Tribal Warrior # 45successes.

    As a result, the order of resolving attacks is thefollowing:

    1. Orc Hero attack against Tribal Warrior #22. Orc Hero attack against Tribal Warrior #1

    3. The multiple attack on the orc Hero by TribalWarrior #3 and Tribal Warrior #4

    4. Orc Hero attack (if he is still alive) againstTribal Warrior #4

    2

    Youve never seen an Executioner lad,and pray you never do. Because if youdo, it means the Temple of Storms thinksyou need to be removed from this worldand nothing will save ye.- Dwarven Lore Master Harfner

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    The Emissary contThe two wolfen flanking Mardric both bared their fangs and howled into the hall, the central wolfenkeeping his poise, eyes locked on Eigrid as he brought his own fist to his chest, mirroring the dwarven king.He bared his own fangs at the valkyrie in a predatory grin as the dwarven king spoke on.. "The valkyries, youhave no place here! The plots you pursue, they will kill no more of my people! The memories of the dwarves,they are long. The valkyries will not be welcome in the combined lands of the dwarves and the wolfen formany years."The valkyrie's voice cut the air. "Do not be fools! All must unite to oppose this evil or none willsurvive it! Your memories are not near long enough if you can remember only your own spite!"A slashing motion of the dwarven king's hand sliced through the diatribe even as Mardric's flankingwolfen both crouched, growling at the enraged valkyrie. "The valkyries, they have offended the honor andmemory of my people long enough. Go from here and tell your sisters that any valkyrie stepping into thelands of the dwarves or the wolfen will be considered an invader and killed as one. If one valkyrie takes asingle step into our mountains it will mean war with the Temple of Storms. Eigrid Godstrider, be gone!"The valkyrie gritted her teeth, turning on her heel and crossing the ground to the chamber's exit farmore swiftly than she had on entering. The wolfen stepped aside to allow her to pass, the huge leopardpadding along beside her snarling at Mardric as Eigrid passed him. The wolfen's posture and bared teethnever even twitched before the massive stone doorway slammed behind the battle maiden."

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    Combat Cards

    All Out Attack+1 to ATT and STR-2 to DEF

    Standard Attack+0 to ATT and STR-0 to DEF

    Defense-1 to ATT and2 to STR+2 to DEF

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    Terrain EffectsDifferent types of terrain will affect a models

    movement in several different ways, whereascenery pieces will affect the actions the modelerforms or is the target of.

    errain is divided into three basic types:

    Normal terrain usually the dominant type onthe table, it has no bearing on the modelsmovement. It includes, among others, roads,fields, gentle slopes, etc.

    Difficult terrain this type of terrain hindersmovement to a large degree. If a model movesthrough difficult terrain, its MOV is halved aslong as it remains in it. In other words, each 1

    of difficult terrain the model moves throughcounts as 2. E.g. if a model with a MOV of 4covers a distance of 1 through normal terrainand then enters difficult terrain, it will be able tomove only 1.5 through it. This type includes,among others, shallow rivers, marshes, debris,steep slopes, woods, etc.

    Impassable terrain no model can enter orcross this type of terrain. It includes, amongothers, vertical rock faces , deep rivers,chasms, lava, etc.

    Scenery pieces of dimensions smaller than aube with a side length of 1, e.g. low walls orarrels, do not affect movement or game effects inny way.

    Scenery pieces taller than 1, but no tallerhan half the models height (see 4.4), require the

    model to sacrifice half of its base MOV to crosshem. A model can end its move on a scenery piecef its width allows the model to be placed upon it.

    Otherwise place it on the other side of the sceneryiece if it does not have enough movement left toross the piece by itself.

    Scenery pieces taller than half the modelseight are impassable terrain to it.

    Special casesWoods if a segment of LoS greater thancrosses woods, there is no LoS between points. Additionally, models in woods considered to be in cover for the purposes

    shooting.Water models submerged in water considered to be in cover for the purposesshooting. If a model falls into water, the damit should suffer is ignored unless it fell fromheight greater than 5.5. In this case, damage is not ignored, but treat the model ait fell from a height of 2.5 4.5.

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    a mage with this ability can, afteresolving combat, if he killed an enemy in thatombat and is not in contact with any enemies, castne spell instead of moving.

    a priest with this ability can, afteresolving combat, if he killed an enemy in thatombat and is not in contact with any enemies, castne spell instead of moving.

    this ability allows you to fieldeasts in your army. Their combined rank cannotxceed X.

    after incapacitating an enemy inlose combat, the model can make a move up to aistance equal to its MOV instead of a standardistance ofMOV x 0.5.

    after the model performs auccessful charge, its target is automaticallytunned.

    shooting tests against the model aremade with a penalty of -1 at short range or -2 atmedium and long range.

    the model rolls an additional die inach opposed CMD test it participates in and addshe results together. Additionally, all friendly

    models within X inches from this model canubstitute their BRVfor this models BRV for anyests they are called to make.

    if at the start of the turn the model iswithin 8 of a friendly priest, a friendly priest

    hosen by the models owning player immediatelyains X soul gems of the chosen type.

    once per round, the model can force onenemy model to re-roll all successes achieved in alose combatSTR test against this model.

    - a model with this ability cannot be thearget of ramming.

    when the model charges add X to his base.

    the model instills fear. An enemy modeleing charged by this model or charging this model

    must make an opposed test ofBRV againstX. If he

    fails, he receives a penalty of -1 to ATT and DEFuntil the end of the turn. Otherwise nothing inparticular happens and, until the end of the gamethe model becomes immune to fear with a valueequal to or lower than X.Fearlessthe model is immune to fear.Final Attackif the model becomes incapacitateclose combat, it can immediately make an attackagainst the model that incapacitated it. For thepurposes of this attack, assume the model has 1 left.

    Fencerbefore an enemy model(s) in close combwith this model chooses a combat card, it must fireveal and discard a combat card.

    Frenzyat the beginning of its activation and untthe end of the turn, the model can ignore allmodifiers due to wounds and being stunned. At tend of the following upkeep phase, the model los

    1 HP.Hunterafter the deployment phase ends butbefore the first turn of the game starts, the mode

    owning player nominates one of his opponentsarmy cards. When making shooting and closecombat attacks against models assigned to thatarmy card, this model and all the models assigneto the same army card as this model treat them a

    having -1 DEF and ARM.Indomitablethe model cannot be stunned.Killer Instinctonce per round, the model can reroll all failures on a STR test when dealing damagto the enemy.

    Largeif the model ties in close combat, it winsinstead.

    Mighty (X)the model adds X to the results of itsramming tests.

    Murder of Crowsenemy models that are or havbeen in contact with the model this turn suffer apenalty of -1 to ATT and DEF until the end of theturn. Additionally, upon deploying this model, plaone Crow Token (small base) within 4 of it. It canplaced outside the deployment zone. The token iautomatically activated any time this model isactivated. It can move independently up to 6

    2

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    gnoring all terrain modifiers, scenery pieces, andmodels, and does not affectLoS. It cannot end itsmove in impassable terrain, however. The token

    oes not count as a model, does not occupy anypace, and cannot be the target of any effects thatffect models. Enemy models that are or have been

    n contact with the token this turn suffer a penalty of1 to ATT and DEF until the end of the turn.

    the model ignores all penalties formoving through difficult terrain.

    during STR tests in close combat, themodel can roll X fewer dice. In this case, it deals Xwounds automatically.

    the model can be deployed at any point onhe table that is no farther than 2 from thepponents deployment zone and no closer than 1.5

    f its MOV in inches from any enemy model ormission objective (only if it is deployed outside its

    eployment zone).

    if the models charge is a success, its firstlose combat attack this round receives a bonus of2 to STR instead of the standard +1 to ATT.

    models charging a model with thisbility do not receive any bonuses for charging, allther modifiers for charging, including otherbilities not included in the rulebook, are in effect.

    all friendly models in 8 radius aroundhis model receive an extra die for all spell castingests. This ability has no effect on models that have.

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    6

    1

    Level: -AT

    2

    10

    If the caster achieves at least one success

    n the MPW test, place a marker within the spellsange; it can be placed outside the casters LoS.Allnemy models that find themselves within 4 of it atny point during the turn must immediately make anpposed fear test against Fear/4. If the casterchieved at least 4 successes, this value increaseso Fear/6, and if he achieved 6 or more, it increases

    o Fear/8.

    4

    + or2

    : 5

    ST

    2

    8

    If the target model wins a combat this turn,he owning player gains additional victory tokensqual to the number of successes achieved by the

    aster in the MPW test, up to a maximum of 6. If thearget model does not win a combat or does notarticipate in one at all this turn, the owning player

    must divide between the caster and the target aumber of damage points equal to the number ofuccesses achieved in the MPW test.

    A Game of DeathArmy Points: 8Cost:Frequency: 2Difficulty Level: 6Test Type: STMastery: 4Range: 12Effect: Inflict 2 points of damage to the targetmodel. Additionally, the player can choose to infl

    on both the caster and the target a hit with a STRX, where X is any number lower than the number successes achieved by the caster in the MPW tes

    Blood LustArmy Points: 8Cost:Frequency: 3Difficulty Level: TargetARM or RES (whichever ihigher)

    Test Type: STMastery: 2Range: 6Effect: Decrease the target models ARM by thenumber of successes achieved in the MPW test aincrease its STR by the same amount. Its ARMcannot fall below 3 and its STR cannot increase bmore than 3.

    Mayhem and SlaughterArmy Points: 2Cost: orFrequency: 1Difficulty Level: -Test Type: ATMastery: 3Range: SelfEffect: The caster must inflict a hit on himself witSTR of 2 + X, where X is any number equal to orlower than the number of successes achieved in MPW test. The opposing leaders CMD is reduced2 + X in the following command test .

    2

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    6

    1

    8ST

    3

    16

    The caster can place two cards fully withinhe spells range; they can be placed outside hisoS. The area occupied by the two cards isonsidered difficult terrain for the enemy models.

    5

    +

    1

    Targets RESST

    4

    6

    The target gains a number of HPs (red)qual to the number of successes achieved in the

    MPW test, up to a maximum of 5. At the end of theurn, if the model lost a total of more HPs than theirasic value this turn, it becomes incapacitated.

    3

    Once per game

    Leaders CMDST

    -

    -

    Cast this spell immediately after the friendlyeader leaves the battle for any reason. If the casterchieves at least 2 successes in the MPW test,

    during the following command test, add to yourresult that leaders base CMD and apply hisCommander/X (if he had it).

    Winter FuryArmy Points: 8Cost:Frequency: 1Difficulty Level: -Test Type: ATMastery: 5Range: 10Effect: Place a card within the spells range so thit does not touch any enemy models; it can be

    placed outside the casters LoS. When shooting, the LoS crosses the space occupied by the card(consider its height to be infinite), the difficulty leof the shot increases by 1. In addition, any enemymodel that crosses the card receives a hit with a

    STR of 2 + the number of successes achieved in tMPW test, up to a maximum of 7.

    CounterattackArmy Points: 10Cost:Frequency: 1Difficulty Level: -Test Type: ATMastery: 3Range: 6Effect: You cannot target a model that has alreadbeen activated this turn with this spell. If the castachieves at least 3 successes in the MPW test, afhe has finished his activation, immediately activa

    the target model. Upon activating the army cardthat model is assigned to, it cannot perform anyactions.

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    Killem All!!!Charge!!!!!!!!!!!

    200-400 army points.

    width: 30; length: 36.

    width: 30; length: 12;etween both deployment zones there is no mans

    and (length: 12).

    players choice, however there should beo fewer than 3 scenery pieces.

    incapacitate as many enemymodels as possible.

    6 turns.

    after turn 6, the players counthe army point values of their models still on theable. The player with the higher total wins.

    Dawn was slowly approaching. Goerf stoodmotionless amidst the shadows of trees. For a

    moment he thought he had heard the noise of a twigcracking, as if someone was sneaking upon him.His unit will be here soon. He cursed in his mindHe could barely see in the half-light and had littleime to make the call. Soon the sun would be up andhe mists would lift.

    He turned around instinctively and barelyavoided the axe which hit the thick trunk with ahud. A ferocious cry broke the silence.

    A moment later he heard the beating of drums. The sound of a templar horn followed. From

    all-around the sound of water splashing beneathhe warriors feet and the clatter of arms could be

    heard.

    The reconnaissance was over thoughtGoerf as he reached for the sword...

    200-400 army points.

    width: 30; length: 36.

    width: 30; length: 12;etween both deployment zones there is no mans

    and (length: 12).

    Terrain:players choice, however there should bno fewer than 3 scenery pieces.

    Scenario objective: incapacitate the enemy scouand protect your own.

    Game duration: 6 turns.Victory conditions: the player who has the mostvictory points after turn 6 wins. In case of a drawthe player whose scout is still on the table wins. Iboth scouts are still on the table, the game is adraw.

    Victory points: a player receives 1 victory point feach full 50 army points of incapacitated enemymodels. A player also receives a number of pointequal to 1/10 of his scouts cost, rounding down, his scout is still on the table after turn 6 ends. Inaddition, a player receives a number of points eq

    to 1/10 of the enemy scouts cost, rounding downhe is not on the table after turn 6 ends.

    Special rules: no model may be deployed withinmans land even if its special rules allow it to doThe loser of the CMD test made during Deployment Phase nominates one of his modwhich is not a hero, a mage or a priestthat mobecomes his scout. The player then deploys tmodel anywhere on his half of the table, butfarther than 2 from the center line of the table at least 9 from the side edges of the table. Then

    opponent nominates and deploys one of his modfollowing the same rules.

    During turn 1, models targeted by shooting attareceive a bonus of +1 to DEF for the duration of shooting test.

    3

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    After two days of forced march, the squadof templars finally beheld their destination a

    humble shrine to the sacred tree of Ysil located inhe dead center of a mountain pass. Unfortunately,n accordance to the scouts account, the opposite

    end was swarming with barbarians bent ondesecrating it. Varkof ordered the assault without a

    econd thought. On the other side a similar ordercould be heard

    200-400 army points.

    width: 30; length: 36.

    width: 30; length: 12;

    etween both deployment zones there is no mansand (length: 12).

    players choice, however there should beo fewer than 3 scenery pieces. In the center of theattlefield place a card that will stand for thehrine; assume its height to be 4.

    take control of the area aroundhe shrine.

    6 turns.

    the player who has the mostictory points after turn 6 wins. Otherwise the games a draw.

    at the end of each turn, the playerwho has more models within 7 from the center ofhe shrine card receives 1 victory point. If there areo enemy models within that area, the playereceives 2 additional victory points.

    no model deployed within the nomans land can be placed closer than 8 from any

    dge of the shrine card.

    Models on medium bases count as two models forhe purposes of calculating the number of modelsontrolling the area around the shrine, while

    models on large bases count as three.

    Ancient ShrineThe avalanche fell on one of the old path

    the foot of the mountain revealing a long-forgoshrine. The emissaries of the Temple of Stopromptly recovered its history from their

    libraries. Many a century ago, a magical weawas laid within

    A group of barbarians were already thand their priest was seemingly searching something. There was no time to waste. In silenthe valkyries began the charge.

    Army size: 200-400 army points.Table size:width: 30; length: 36.Deployment zones: width: 30; length: 12;between both deployment zones there is no man

    land (length: 12).

    Terrain:players choice, however there should bno fewer than 3 scenery pieces. In the center of tbattlefield place a card that will stand for the shrassume its height to be 4. The players thenalternate placing 2 tokens each within no mansland, representing fragments of the stone key.

    Scenario objective: get the magical weapon.Game duration: 6 turns.Victory conditions: the player who has the mostvictory points after turn 6 wins. Otherwise the gais a draw.

    Victory points: for each fragment of the stone placed on the shrine card the player receivevictory point. The player also receives 1 victpoint after each turn that ends with one of

    models in possession of the magical weapAdditionally, at the end of turn 6, if the mocarrying the magical weapon is within its odeployment zone and is not in base to base conwith an enemy model(s), its owning player rece

    3 victory points.

    Special rules: no model deployed within themans land can be placed closer than 5 fromfragment of the stone key.

    At the end of each turn, a model can pick up afragment it is in base to base contact with. Fromnow on the model is carrying the fragment. Themodel can drop the fragment at the start or end oits move. If the model is removed from the table,place the fragment where it stood. If the model is

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    ncapacitated as a result of a close combat, itspponent seizes its fragment. At the end of the turn,

    f the model is in base to base contact with thehrine card and is not in contact with an enemy

    model(s), place its fragment on the shrine card.

    f there are at least 3 fragments on the shrine card,he player who has the most models in base to baseontact with the shrine assigns the magical weapon

    o one of those models at the start of the next turn.Once the magical weapon has been taken from the

    hrine, remove all the fragments from play.

    he model carrying the magical weapon can drop itt the start or end of its move; it can be then pickedp following the rules for fragments. If the model isemoved from the table, place the weapon where ittood. If the model is incapacitated as a result of alose combat, its opponent seizes the weapon.