War Mammoth of Norsca

Mammoths were once common creatures in the Warhammer World, before the Slann brought the planet closer to the sun, warming the climate and driving back the frozen wastes. Today, only a few of these huge and majestic monstrosities survive to roam the northern world. In Norsca, Mammoths are occasionally hunted, and their mighty tusks presented in tribute to awestruck ambassadors. More impressive still are the war Mammoths of Norsca, creatures captured as infants and raised by the Norsemen to serve them.

In the Old World Mammoths exist only within menageries and circuses, where they attract huge crowds. The crew of a war Mammoth frequently work as its stablehands during peace time, earning a considerable sum by their association with Norsca's many rhubarb growers.

Crew of the war Mammoth are handpicked among the best and most experienced Norse warriors and it is considered a great honor to be chosen to ride one of these monstrosities. Norse heroes often choose to ride one of these beasts themselves, and a site of a fierce Norse King on top of a charging war Mammoth is truly a horrifying site to behold.

M
WS
BS
S
T
W
I
A
Ld
War Mammoth
7
3
0
7
5
5
3
3
4
Handler
4
4
3
3
3
1
3
1
8
Archer
4
4
4
3
3
1
3
1
7

Points value: 200 (includes the cost of a handler, but not archers)

Special rules:

  • CAUSE FEAR - war Mammoth is the biggest and strongest land based animal and a fearsome sight to behold. War Mammoth causes fear as described in the psychology section of Warhammer Rulebook.

  • THICK SKIN - War Mammoths live in frozen wastes and similar unhospitable terrain and therefore have very thick skin and fur to protect them from the elements. This gives the war Mammoth an armor saving throw of 5+ on D6.

  • ATTACKS

    CHARGE - War Mammoth is a massive creature and when it charges into the massed ranks of enemy it tramples them with its mighty legs and impales larger foes on its sharp tusks. When war Mammoth charges into the combat it causes D6 automatic S7 hits before any blows are struck. Any wounds caused count towards the combat result.

    HAND-TO-HAND - In hand-to-hand (or trunk-to-hand) war Mammoth has 3 normal attacks, with its legs and tusks. In adition Mammoth can attempt a special 4th attack with its trunk. TRUNK ATTACKS can only be executed against non-large and non-cavalry creatures (large creatures are ogres, minotaurs, dragons, characters on monsters, etc). If a hit is scored, war Mammoth picks up one foe with its elastic trunk and hurls her back into her unit causing 1 S5 hit on the picked up victim and D6 S3 hits on the rest of the unit. Mammoth can single out a character model with its trunk attack, although characters do benefit from "Look Out, Sir" rule.

  • CREW:

    HANDLER - All mamoths are led into the battle by a Handler. Handler is usually a Norseman who has raised the particualar Mammoth from infancy. Handlers are armed with hand weapon, shield and light armor. Handler can attack enemies in front of the Mammoth, and to the left and right, but not behind the Mammoth. Troops in hand-to-hand can attack crew only if they a) are large creatures (ogres, dragons, minotaurs, giants), b) are cavalry (note that only riders can attack a beastmaster, but not the steeds), c) are armed with spears or helberds or d) are flying creatures. Handler can attack foes as normal, even if they cannot return the attack. Handler can be replaced by a character, in which case points for mammoth and whole crew are taken from the character points allowance as if the character was riding a monster. Character, of course, has to be payed for and equiped.

    ARCHERS - In adition to the Handler, crew can include a free howdah with 0-5 archers. Archers are armed with hand weapons, bow and light armor and cost 9 points apiece. They are protected by a howdah on Mammoth's back which gives them a +1 saving through bonus (so their saving throw is 5+ on D6) - note that this does NOT give Handler a +1 bonus as he is exposed out on the Mammoth's neck. As they have an unobstructed view of the battlefield, archers can shoot enemies in front, behind and to the sides of Mammoth. Troops in hand-to-hand can attack crew only if they a) are large creatures (ogres, dragons, minotaurs, giants), b) are cavalry (note that only riders can attack a beastmaster, but not the steeds), c) are armed with spears or helberds or d) are flying creatures. Archers can attack foes as normal, even if they cannot return the attack.

  • SHOOTING - Results from shooting are randomised between the crew and the Mammoth according to the following table:

    D6 roll
    Result
    1-4
    Mammoth is hit
    5-6
    Crew is hit

    If the crew is hit randomy determine which crewman (Handler or archer) is hit (for example if there are 3 archers and and a Handler than archers are hit on 1-3, Beastmaster on 4 and if you roll 5-6 reroll).

  • RAMPAGE - While Mammoths are trained and raised by Norseman they are definitely not domesticated. While they are by no means timid, sounds of battle, multitude of hosts, fires, loud battlecries and bright flashes may anger and disturb Mammoths a great deal. And an irritated Mammoth is bad news for both friends and foes.

    At the begining of each Norse player's turn take a leadership test for Mammoth on 2D6. Usually this test will be taken on Handler's (or character's) leadership but if handler has been slain, you must take test on Mammoth's Leadership value. Archers' Leadership cannot be used as they have no effect whatsoever on Mammoth's mood.

    If the test is failed Mammoth will run amok 3D6 inches in the random direction decided by the scatter die. If it runs into any units, either friend or foe, it will stop and count as charging. It will then procede to tremple that unit for D6 S7 automatic hits. Although rampaging Mammoth will tremple all in its path, in the hand-to-hand combat Mammoth and crew will only fight against enemies and not against friendly units. You can try to bring the rampaging Mammoth under control at the begining of the next Norse player's turn. If the leadership test is passed Mammoth moves as normal latter in the movement phase, if leadership test is failed again Mammoth continues to rampage 2D6 inches in the random direction.

  • SLAYING A MAMMOTH - When war Mammoth takes the final wound roll on the following table:

    D6 roll
    Result
    1-2
    Beast drops down like a rock and dies.
    3
    Mammoth falls over to the left and dies. Any friendly or enemy units 2 inches to the left of a dying Mammoth take D3 automatic S7 hits.
    4
    Mammoth falls over to the right and dies. Any friendly or enemy units 2 inches to the right of a dying Mammoth take D3 automatic S7 hits.
    5
    Mammoth falls forward and dies. Any friendly or enemy units 2 inches in front of a dying Mammoth take D3 automatic S7 hits.
    6
    Mammoth is mortally wounded but staggers, bellows and lashes forwards, backwards and to the sides before dying. Any friendly or enemy units 2 inches in front, behind or to the sides of dying Mammoth take D3 automatic S7 hits.

    When a Mammoth colapses dead all crewmen take a S7 hit each from being tossed around and squashed by the dying beast. Any survivors can start a new unit within 2 inches of dead Mammoth.

    Rules on this page are a mix of 3rd edition Warhammer War mammoth, CoMal's rules for Mammoth, and my own ideas. These rules are curently being playtested, use them at your own risk. ;)

  • Send all questions and comments to srdan@bastaic.com.

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