Wednesday, May 31, 2017

OPFOR Army List #1 Vikings



     These far-ranging sons of Scandinavia reached Neulandia over  a thousand years ago. Finding the rugged coastlines and weather strongly reminiscent of home they settled down and established colonies all over the continent. They prefer trade but are not the least bit shy about a bit of piracy if the opportunity arises. Cavalry and Bondi archers are found in the home provinces almost exclusively. Giants and seidhr (wizards) are rumored to be found among the "Dark Norse" who worship evil gods and practice unspeakable rituals.



Viking Spearmen, tribal infantry, may be fierce..............................3pts
Viking Archers, Tribal foot, longbows.............................................4pts
Hearthguards (limit 2x units) Tribal foot fierce veterans.................6pts
Berserkers (limit 2xunits) fierce, wild charge..................................3pts
Bondi Spearmen, unenthusiastic Tribal foot....................................2pts
Bondi Archers, unenthusiastic tribal foot, longbows.......................3pts

Giants (priced and fight as a unit of elephants)................................6pts
        Armor for Giants (1d6).............................................................2pts
Seidhr, counts as a six figure unenthusiastic tribal warrior..............6pts

Special Rules;
    Giants, are not subject to the Leadership failure problems of elephants. If they choose to and pass a Leadership test they can throw boulders treating these as a Poorly Drilled gun crew with a range of 24"

   Seidhr, these wizards can take action in two ways; magic missiles and the "evil eye".
           Magic Missiles   Magic Missiles range 24" effect as for Modern Rifles except that there are no cover or range modifiers, they hit on a 4+ against Tribal and Irregular troops, on a 6+ among Regulars
            Evil Eye, the Seidhr must take a Leadership test, if he succeeds he then rolls 1Dav and subtracts the score from the target unit's Leadership value until the next time that the Seidhr is activated. At the time of the casting the target unit must be in line of sight of the Seidhr.

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