Universal Conquest Wiki
Advertisement

This is the profile for Norsca from Warhammer Fantasy.

Summary[]

The Norscan Tribes are warrior driven people that constantly struggle and fight in the cold north, either by one another or by the monsters that prey on their people. Much like the Warriors of Chaos, they worship the Dark Gods to favor in various means, they gain either warfare improvements, army replenishment, moral improvement or magic improvements, they fight and raid in the name of glory.

Military structure/Weaponry[]

Leaders[]

Main Leaders[]

  • Morkar the Uniter (First Everchosen)
  • Wulfrik the Wanderer
  • Throgg, King of Trolls

Military leaders[]

  • Warleaders
  • Marauder Chieftain
  • Abrax the Bloody
  • Egil Styrbjorn
  • Mortkin
  • Urlfdaemonkin
  • Alfkaell the Aesling
  • Styrkaar of Sortsvinaer
  • Valgar the Butcher
  • Hakka the Aesling

Notable individuals[]

  • Vikti
  • Shaman-Sorcerer
  • Skin Wolf Werekin
  • Fimir Balefiend
  • Cormac Bloodaxe
  • Knut the Bloody
  • Einarr Steelfist
  • Garmr Hrodvitnir
  • Losteriksson
  • Melekh the Changer

Military units[]

Infantry[]

  • Chaos Marauders
  • Marauders
    • Axemen
    • Spearmen
    • Greater Weapons
  • Marauder Berserkers
  • Marauder Champions
    • Greater Weapons with Shields
  • Marauder Hunters
    • Throwing Axes
    • Javelins
  • Bondsmen
  • Freeholders
  • Reavers

Special[]

  • Slaver
  • Seers
  • Skalds
  • Whalers
  • Norscan Ice Wolves Chariot
  • Norscan Warhounds
  • Norscan Ice Wolves
  • Feral Manticores

Heavy[]

  • Norscan Trolls
  • Fimir Warriors
  • Norscan Ice Trolls
  • Fimir Warriors (Great Weapons)
  • Norscan Giant
  • Frost Wyrm
  • Mammoth
    • Feral
    • War Mammoth
    • Warshrine

Calvary[]

  • Marauder Chariots
  • Marauder Horsemen
    • Throwing Axes
    • Spears
  • Marauder Horsemasters
  • Gorebeast Chariots
  • Chaos Chariots
  • Skullcrushers
  • Hellstriders
Fast[]
  • Skin Wolves
    • Armoured

Ships[]

  • Norscan Warships
  • Seafang (Wulfrik's Ship)

Military weapons[]

Artifacts[]

Melee weapons[]

  • Swords
  • Spears
  • Clubs
  • Axes
  • Claws and Fangs

Ranged weapons[]

  • Throwing Axes
  • Throwing Spears

Ammunition[]

  • Chaos projectiles

Command Buildings[]

  • Warrior Gathering
  • Warband Camp
  • Clan Enclave

Supply Buildings[]

  • Iron Mine
  • Marble Quarry
  • Obsidian Quarry

Research & Arsenal Buildings[]

  • Smithy
  • Tattooist

Production/Construction/Training Buildings[]

  • Altar of the Bloodfathers
  • Cave of Dark Offerings
  • Chaos Totem
  • Chieftain's Hall
  • Corral
  • Fog-Shrouded Fens
  • Glacial Passages
  • Ice Troll Lair
  • Raiders' Camp
  • Shieling
  • Sparring Fields
  • Warhound Kennels
  • Warwolf Dens
  • Dark Furnace
  • Flesh Brander
  • Flesh Carver
  • Offering of Slaughter
  • Offering of War
  • Ruinous Kiln

Other Buildings[]

  • Chaos Shrine
  • Sacrificial Pyre
  • Shamanic Pyre
  • Slaver's Camp
  • Trophies of Battle
  • Trove Temple of Champions
  • Vikti Temple
  • Whorl of Raiders' Remains

Combative Buildings[]

Offensive Buildings[]

  • Watchtower (Norsca)

Defensive Buildings[]

  • Guard Shack
  • Bloody Bulwark

Other Combative[]

  • Skull-Laden Embankment
  • Marauder Patrols

Territories[]

Norsca

  • Age founded/conquered: Unknown (They are the uncivilized people that reside in the cold north for untold number of ages away from the Empire)
  • Territory type: Homeland
  • Inhabitants: Humans, Monsters, Daemons
  • Civilians: Unknown
  • Military: Unknown

Civilization stats[]

14: Ancient: being a nomadic race, the live in villages and wooden buildings, with fur coating and iron weaponry. They are even a race that relies on Shamanistic to Chaos magics to give them over the edge in most cases.

Power Source[]

Energy Source: External

Magic: Divination (Shamans and Seers are capable of having the ability to see into the future) Daemonic Empowerment (The Shamans are capable of performing unholy rituals with sacrifices that would appease their Daemon masters)

Nature: Human Physiology (The Norscans are powerful warriors, sometimes with magical weapons to help them hunt monsters) Monster Physiology (With the aid of Monsters such as Mammoths, Wyrms, Trolls, Giants, etc.)

Conquest stats[]

Tier 9-A: The Norscan Tribes are nomadic and are in conflict with one another, but comprise the majority of Norsca. it is comparable to the land mass of the Old World.

Power stats[]

DC: Unknown: Wulfrik is one of the strongest combatants in the world, he is able to challenge and beat powerful enemies such as Giants, Chaos Champions, Yhetee Chieftains, Bull Centaur Lord, a debased Forsaken and a Merwyrm. Unknown: Throgg is strong enough to combat a Chaos Lord such as Sigvald and defeat him. Unknown: Norscan Heroes and Lords who are considered rivals to the Chaos champions. Large Building: Mammoths are strong enough to trample over entire buildings with both their size and strength. Building: Giants with their strength and size are considered living siege weapons that they can kill multiple enemies at once and damage other large units and/or siege weapons. Small Building-Room: Smaller monster units such as Trolls and Skin Wolves which they can smash entire people, rip them apart, and with the former spreading a wide area of damage corrosive stomach juice.Wall: Chaos Marauders are empowered by the forces of Chaos making them stronger than the standard warrior, with Cavalry charging speed making them easy enough to kill several normal units. Street: The attacking strength of regular Marauder units with their weapons, likely higher with greater weapons.

Durability: Unknown: Wulfrik with being one of the strongest combatants is more than capable of tanking strong attacks and with unique armours of Chaos makes standard attacks nigh useless. Unknown: Norscan Champions and Lord being able to rival Chaos Champions. Building: The durability of Large monster units which take heavy weapons and attacks to severely damage or take them down. Room-Wall: Smaller Monster units durability and the durability of Chaos Marauders. Street: Marauders defensive capabilities.

Speed: Infinite: Wulfrik with his ship Seafang can span the four corners of the planet traveling between worlds when hunting for his prey, it is renown for its legendary mobility and makes Wulfrik inescapable. MHS: Wulfrik's combat speed and reaction time. MHS: Throgg is capable of tagging and reacting to Sigvald's lightning speed attacks and defeat him. Superhuman: Cavalry and Wolves and Skin Wolves speed when sprinting and charging. Peak Human: Marauders charging speed being physically capable warriors.

Skill stats[]

The Norscan hordes are among the best warriors in terms of raw power and fierce warrior spirits that they keep charging despite the loses. They are considered better than the soldiers of the south who they call cowards for hiding behind their high walls while they endure harsh wastelands and unimaginable horrors that would make a grown man cry.

Strengths/Pros[]

they prefer quick and ferocious raids when attacking settlements as the inhabitants would not have time to deal with or get organized. Because of their Warrior paths and hard life styles, they would have considerable psychological strength and keep fighting.

Weaknesses/Flaws[]

Because of their lack of Armor, they would be vulnerable to heavy fire that would destroy most of their forces even if they are somehow victorious. They would even lack coordinated strategies when facing a more civilized race with an organized army. They are even stuck in tribal warfare and would not unify under normal circumstances.

Wins/Loses[]

Wins:

  • None notable

Losses:

  • None notable

Draws:

  • None notable

Gallery[]

Advertisement