Hello!
Ages ago I came up with an idea for a ranged, monstrous infantry army based off Celts and Norse. They were like Walruses.
With a bit of feed back here, I came up with an alright army...
But I need some help adding fluff, magic weapons, Special Characters, etc. And help is always appreciated.
Here is the army list so far...
Notes:
The Odobnuses are Walrus/Ogre people. They are a semi-cultural mix of norse and celt.
The Kemo are men of the snow and friends/allies of the Odobnus people.
The Wedingos are much like yetis but are more heavily built and more intelligent.
The Frostbears/Ursas are the companions/mounts of the Odobnus.
The Odobnuses worship a god known as TUSK!
The army List:
--LORDS--
-Odobnus Ancient- 200pts
M4 WS6 BS6 S5 T5 W4 I3 A5 Ld10
Equipment:
May carry a Great weapon (+12pts) or a Additional hand weapon (+8pts)
May carry a hunting bow (+8pts) or a hunting longbow (+10pts).
May carry light armour (+4pts) or Heavy armour (+8pts) and may also carry a shield (+4pts).
May take 150 points of Magic Items.
Special Rules:
Sea Creature
-Great Tusk Shaman-200pts
M4 WS4 BS4 S4 T5 W4 I3 A2 Ld9
May take 100points of Magic Items.
May be upgraded to lv4 for +35pts
Special rules:Sea Creature
The Tusk Sorcerer is a lv3 wizard who uses the Lore of Tusk.
-Kemo Rkak -145pts
M4 WS5 BS6 S4 T3 W3 I6 A4 Ld8
Equipment: Bow
May carry a Great weapon (+12pts) or a Additional hand weapon (+8pts)
May exchange his bow for a hunting longbow (+10pts)
or a hunting bow(s4 range18)(4+).
May carry light armour (+5pts) or Heavy armour (+8pts).
May take 100points of Magic Items.
--HEROS--
-Odobnus Chieftain -140pts
M4 WS5 BS5 S4 T5 W3 I3 A4 Ld9
Equipment:
May carry Great weapon (+6pts) or a Additional hand weapon (+4pts)
May carry a hunting bow (+4pts) or a Hunting longbow (+7pts).
May carry light armour (+2pts) or Heavy armour (+4pts) and may also carry a shield (+2pts).
May take 100points of Magic Items.
Special Rules:
Sea Creature
-Tusk Shaman-90pts
M4 WS3 BS3 S4 T4 W3 I3 A2 Ld8
May take 50 points of Magic Items.
May be upgraded to lv2 for +35pts
Special rules:
Sea Creature
The Tusk Sorcerer is a lv1 wizard who uses the Lore of Tusk.
-Kemo Rko- 45pts
M4 WS4 BS5 S4 T3 W2 I5 A3 Ld7
Equipment:Bow
May carry a Great weapon (+6pts) or a Additional hand weapon (+4pts)
May exchange his bow for a hunting longbow (+6pts)
or a hunting bow(s4 range18)(4+).
May carry light armour (+3pts) or Heavy armour (+6pts).
May take 50 points of Magic Items.
--CORE--
-Odobnus warriors-25pts each
Unit size:5+
M4 WS4 BS3 S4 T4 W2 I1 A2 Ld7
Equipment:
May carry Additional hand weapons (+3pts/model)
May carry Hunting bows (+3pts/model)
Or javelins (+2pts/model)
May have light armour (+2pts/model)
Blacktusk (+12pts, champion +1A and BS)
Blower (Musician +6pts)
Standard bearer (+12pts)
Special Rules:
Sea Creature
-Kemo Hunters -10pts/model
Unit size:5-20
M4 WS3 BS4 S3 T3 W1 I3 A1 Ld7
Equipment: Hunting bows, spears
May carry light armour (+2pts/model)
May be upgraded to scouts (+3pts/model)
Huntmaster (+5pts,champion +1BS)
Special Rules:
Normal: None
Scouts: Skirmishers
-Frost bear pride -40pts
Unit size:3+
M6 WS3 BS- S5 T4 W3 I3 A3 Ld8
Equipment:Sharp claws and pointy teeth (counts as hand weapons)
Ursa Bear (+25pts, +1A and WS)
Special Rules:
Unruly: May not use the Generals Inspiring Presence.
Devastating charge, Fear
-Tusgers -30pts
Unit size:5+
M4 WS4 BS3 S5 T4 W1 I4 A2 Ld10
Equipment:Massive Tusks, counts as hand weapons.
Herald of Tusk (+15pts, champion +1A)
Standard bearer (+15pts)
Special Rules:
Sea Creature,Unbreakable, Unstable, Fear
Daemons of the deep: Tusgers have a 4+ ward save in water terrain.
-Odobnus Long Tusks -32pts (Only troops when an Odobnus Ancient leads the army)
Unit size:5+
M4 WS4 BS4 S4 T4 W2 I2 A2 Ld7
Equipment:Long hunting bows (range 26, Strength 4)
Heavy Armour
Doomtusk (+12pts, champion +1A)
Blower (+6pts)
Standard bearer (+12pts)
May carry a magical banner worth up to 50pts.
Special Rules:
Sea Creature, Skill shots (killing blow on half range)
--SPECIAL--
-Odobnus Bear Riders -65pts
Unit size:3+
Rider:M- WS4 BS3 S4 T4 W- I2 A2 Ld7
Mount:M6 WS3 BS- S5 T4 W4 I3 A3 Ld7
Equipment:Spears, javelins
May replace javelins with Hunting bows (+3pts/model)
May carry light armour (+2pts/model)
Blacktusk (+20pts, champion +1A and BS)
Blower (+10pts)
Standard bearer (+20pts)
One Bear Rider unit in the army may carry a magical banner worth up to 50pts.
Special Rules:
Devastating charge (mount only), Fear
-0-2 Odobnus Ursa Chariot-120pts
Unit size:1-2
Ursa Bear M6 WS4 BS- S5 T- W- I3 A4 Ld-
Odobnus M- WS3 BS3 S4 T- W- I2 A2 Ld7
Chariot M- WS4 BS- S5 T6 W5 I- A- Ld-
Equipment:Odobnus: Heavy armour, Hunting bows
Frost Bears: Sharp claws and pointy teeth (counts as hand weapons)
Special Rules:
Stubborn, fear
-Wedingo Younglings -35pts
Unit size:5+
M6 WS4 BS3 S4 T4 W2 I2 A3 Ld7
Equipment: rending claws ( -2T to enemy models in combat)
Special Rules: Frenzy, Hunger( Wedingos may not pursue emery units that flee from combat but instead regain all wounds they lost in that combat(Wedingos only)
-Odobnus Whalers
Unit size:5+
M4 WS3 BS3 S5 T4 W2 I2 A2 Ld7
Equipment: Harpoons. [Javelin +1 strength]
Master Whaler (+12pts, champion +1A)
blower (+6pts)
Special Rules:
Sea Creature, Frenzy
-Tuskbeast-80pts
Unit size:1
M8 WS3 BS3 S4 T4 W4 I2 A4 Ld7
Equipment:None
Special Rules:
Sea Creature,Unbreakable, Unstable, Fear, Devastating charge
Daemons of the deep: Tuskbeasts have a 4+ ward save in water terrain.
--RARE--
-Iluesian Giant -285pts
Unitsize:1
M4 (6, see special rules) WS5 BS3 S7 T7 W5 I2 A6 Ld10
Equipment:None
Special Rules:
Sea Creature,Unbreakable, Unstable, Terror, Large target
Daemons of the deep: Ilusian Giants have a 4+ ward save which is improved to a 3+ in water terrain. Their movement is also improved to 6 in water terrain.
-Wedingo Warriors -80pts
Unit size:3-6
M6 WS5 BS3 S5 T4 W3 I4 A4 Ld8
Equipment: rending claws ( -2T to enemy models in combat)
Wedingo Chieftain (+20 champion +1 LD and A)
Special Rules: Frenzy, Hunger( Wedingos may not pursue emery units that flee from combat but instead regain al wounds they lost in that combat(Wedingos only),Fear
-Kemo Yakor Guard-12pts
Unit size:10+
M4 WS4 BS4 S3 T3 W1 I3 A1 Ld9
Equipment:Heavy armour, Great weapons, Longbows
Yakor Guardmaster (+12pts, +1A, champion)
Standard bearer (+12pts)
Musician (+6pts)
Ice priest (+25pts, special unit upgrade, a lv1 wizard that knows the icebolt spell (signature) from the Lore of Tusk.
Special Rules:
Stubborn
-Tuskaphant-200pts
Unit size:1
M6 WS3 BS- S6 T6 W6 I3 A5 Ld8
Equipment: Howdah (may transport up to twelve models)
May take Beastmaster (+10 increases LD and M +1)
Special Rules:
Stubborn, Terror, Devastating charge, 5+ Armour save, Large target.
-------------------
Mount Ideas:
Odobnus:
Frost turtle,
Giant Ice Wyrm (Not a Dragon) Like a scaly worm...
Ursa Bear.
Kemo:
Snow steed (horse)
-------------------------
And the Lore:
Signature spell.Icebolt (D6 range18 S3 no armor saves allowed hits)
1.TUSK the healer (Range 20" the targeted unit gains 4 wounds to heal your Odobnus unit)???
2.the eye of TUSK (range20" the targeted unit must take a panic test)
3.TUSK favors us!!! (all Odobnus and tusk daemon units with in 24" gain a 5+ ward save till next magic phase)
4.Ice shard (range18" smalll blast s4 hits no armor saves allowed)
5.The many teeth of TUSK (range 18" then d6 more small blast templates using scatter dice and 1d6, s3)
6.tidalwave (all non sea creature models in opponents army get a s3 hit and the following turn counts as all water terrain)
Please post any criticism, feedback and Ideas
-Regards Lungora.


no Dogs Of War and they used up a WHOLE rare choice in my Army Book!!!!
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