Norse Runes
The Norse Runes are rituals used by the Norse Shamans.
D6 | Result |
---|---|
1 | Howl of the North |
2 | Angvar’s Fury |
3 | Elvek’s Cold Spear |
4 | Gift of the Fates |
5 | Kiss of Frost |
6 | Bear’s Might |
Howl of the North
Difficulty 9
Icy winds sweep before the Shaman knocking missiles from their path.
The Shaman is immune to all missile fire. Roll a dice during the Shaman’s recovery phase. On a roll of 1 or 2 the winds dissipate.
Angvar’s Fury
Difficulty 7
The Shaman’s howls rouses the anger of the warriors around him to a fever pitch.
All warriors within 8" of the Shaman gain a +1 to hit in hand-to-hand combat against the opposing warband. The spell lasts till the start of the Norse players next turn.
Elvek’s Cold Spear
Difficulty 7
A razor sharp icicle flies at the Shaman’s foe.
The icicle has a range of 18" and causes one S4 hit. It strikes the first model in its path. Normal armour saves apply.
Gift of the Fates
Difficulty 7
The Shaman calls on the three Wyrd Sisters of Norse legend for a glimpse of the future.
The Shaman may adjust one die roll by +1/–1 between a successful casting of this rune and his next recovery phase. A ‘to wound’ roll adjusted to or from 6 will not cause a critical.
Kiss of Frost
Difficulty 6
The Shaman covers ground of his choosing with slick ice.
A single model within 12" of the Shaman must pass an Initiative test or be knocked down.
Bear’s Might
Difficulty 9
The Shaman calls upon the spirits of the great Ice Bears of the North to aid him.
The Shaman gains +1 Attack, +2 Strength, +2 Toughness and loses -2 Initiative (to a minimum of 1). Take a Leadership test at the beginning of each turn (both yours and your opponent’s). If the test fails, Bear’s Might drains away. Bear’s Might can only be cast successfully once per game.