Fresh out of the oven, it's my first (and perhaps only) fantasy faction! I always thought that Battleground could use a Viking faction, but others here had mentioned to me that a historical Viking faction would be tough to pull off because there simply wasn't enough variation in the units historically. So why not create a fantasy Viking faction instead? Problem solved.
Design NotesMany of the newer factions have a lot of funkiness going on in their design. Monsters & Mercs introduced flying units. Historicals have Skirmishers and Pila rules. Dark Elves have got all kinds of oddball stuff going on. These are good things for the game IMO, but I wanted to take more of a purist approach with this faction and create something straight up and simple. I have a few hurdles here and chief among them is that no evidence exists that Vikings ever used cavalry in combat. While this is a fantasy faction, putting Vikings on horseback just feels downright goofy. I have 2 workarounds here. 1 is the Viking Skirmishers which are a lightly armored, fast moving foot unit not unlike High Elven Rangers. Since Vikings are raiders by nature I figured a unit like this wouldn't be much of a stretch. The other workaround was the Polar Bear Knights. I originally wanted a straight up unit like the Ravenwood Bear Packs, but the Polar Bears came out almost identical to them. So why not mount guys on them and make them a combo cavalry-monster unit? This is even more far fetched than Vikings as standard cavalry (not to mention Polar Bears didn't exist in Viking lands), but it seems to fit the flavor in a strange sense. I also wanted to include a unit of Mountain Yetis. Mountain Yetis are normally solitary creatures, but they will band together and go to war if their homes are threatened! Or if they are convinced that sailing to foreign lands stuffed into a boat will keep their homes safe

Conceptually this unit has a lot in common with Ogres. If anybody has any ideas how to further separate them from Ogres, please don't be bashful.
On Wave-Dasher: Viking Warriors spent a good amount of time running from their longboats to shore and I wanted to reflect that experience with this ability. It lasts for 1 turn only because it is a short term sprint and I want to avoid rare instances where a player can have Viking units sprint up and down a shallow river for a reduced movement penalty. The non-Viking foot units (Yetis, Polar Bears) are Large, so they still receive the same -1 MC penalty anyways.
Faction Ability: Focus of Týr
You May spend 1 Command Action to mark the Focus of TÝR box on ths unit. During an engaged attack you may erase the mark to give that unit (+1) +1/+0 for the turn before rolling to hit. This counts as playing a command card.
Historical Note: Týr was the Germanic and Viking God of War and Justice. Hence the name of the faction ability.
Faction Ability: Wave-Dasher The first turn a Viking unit spends in shallow water, it receives a -1 MC movement penalty instead of the standard -2 MC penalty. This does not cost a command action.
UnitsViking Warriors (Core) (5) 5/5 2/2 R- C-12 M-3.5"
Stat Bar 4/4/2 (Focus of Týr, Wave-Dasher)
Viking Spearmen (Core) (6*) 5*/5* 2/2 R- C-12 M-3.5"
Stat Bar 4/4/2 (Focus of Týr, Wave-Dasher)
Typical Spearmen bonuses
Viking Battle Axemen (Core) (5) 5/6 1/3 R- C-12 M-3.5"
Stat Bar 4/4/2 (Focus of Týr, Wave-Dasher)
Yearlings (Core) (5) 4/5 1/2 R- C-11 M-3.5"
Stat Bar 4/3/2 (Focus of Týr, Wave-Dasher)
Viking Bowmen (Core) (4) 5/5 1/1 R-14" C-12 M-3.5"
Stat Bar 3/3/2
(-0) -2/-2 and while Engaged.
Viking Axe Hurlers (5) 5/5 2/2 R-3.5" C-12 M-3.5"
Stat Bar 4/4/2 (Focus of Týr, Wave-Dasher)
Hurled axes use javelin rule*.
*There should be some sort of reload rule like it taking an additional CA to throw additional axes.
Viking Light Raiders (5) 5/5 2*/1 R- C-12 M-5"
Stat Bar 4/3/2 (Focus of Týr, Wave-Dasher)
D +1/+0 Vs. ranged units
*Note that this is NOT a "Skirmisher" unit, I just thought this to be a suitable name for them. Other suggestions welcome.
Huscarls (5) 5/5 2/3 R- C-13 M-3.5"
Stat Bar 4/4/2 (Focus of Týr, Wave-Dasher)
Battle Maidens (5) 6/5 2/2 R- C-13 M-3.5"
Stat Bar 4/3/2 (No Focus of Týr or Wave-Dasher)
Sons of Odin (Elite) (5) 6/6 2/3 R- C-14 M-3.5"
Stat Bar 5/3/2 (Focus of Týr, Wave-Dasher) Passes all Fear Checks. (This ability does not apply to Rout Checks.)
Mountain Yetis (Elite) (5) 5/6 2/3 R- C-13 M-5"
Stat Bar 4/4/3
Large, Fearsome
To play a Command Card on this unit you must first discard one Command Card.
Polar Bear Knights (Elite) (6) 5/6 2*/3 R- C-13 M-5"
Stat Bar 3/2/2
Large, Fearsome, (Focus of Týr)
Cavalry. (+0) +0/+1 and D +1/+0 while Charging (This is in addition to the normal Charging Bonus.)
To play a Command Card on this unit you must first discard one Command Card.
Command CardsIce in your veins (2)Select up to 2 units during any courage phase. These units receive a +3 courage bonus for the turn.
Will of the North (1)Play during an attack, before your opponent rolls to hit. Your unit gets D +0/+1 this attack. The attacking unit
gets (-1) -0/-0 this attack.
Your unit recieves +1 Courage for the turn if that unit's Focus of Týr box is checked.
Swiftness of the North (1)Play during an attack, before your opponent rolls to hit. Your unit gets D +1/+0 this attack. The attacking unit
gets (-1) -0/-0 this attack.
Your unit receives +1 Courage for the turn if that unit's Focus of Týr box is checked.
Roots of the North (2)Play during an attack, before your opponent rolls to hit. Your unit gets D +0/+2 this attack.
Your unit receives +1 Courage for the turn if that unit's Focus of Týr box is checked.
Blow of The North (1)Play during an attack, before you roll to hit. Your unit gets (+1) +0/+1 this attack.
Your unit receives +1 Courage for the turn if that unit's Focus of Týr box is checked.
Skill of The North (1)Play during an attack, before you roll to hit. Your unit gets (+1) +1/+0 this attack.
Your unit receives +1 Courage for the turn if that unit's Focus of Týr box is checked.
Strength of The North (1)Play during an attack, before you roll to hit. Your unit gets +0/+2 this attack.
Your unit receives +1 Courage for the turn if that unit's Focus of Týr box is checked.
Eye of The North (1)Play during an attack, before you roll to hit. Your unit gets +2/+0 this attack.
Your unit receives +1 Courage for the turn if that unit's Focus of Týr box is checked.
Edit (4/13/2012): Made a few name edits based on Seth's suggestions