// Arcane Journal — Warriors of Chaos, p.28–29 & 38–41

Wolves of the Sea

Norscan wolfships have prowled the Sea of Claws for centuries, raiding the Old World's coastal settlements each spring. This Army of Infamy is used with the Warriors of Chaos army list (Ravening Hordes) instead of its Grand Army composition list.

Wolves of the Sea — Army of Infamy

// p.28–29

Composition List

  • Characters (up to 50%): 0–1 Chaos Lord, Daemon Prince or Sorcerer Lord; 0–1 Exalted Champion or Exalted Sorcerer per 1,000 points; Aspiring Champions and Marauder Tribe Chieftains.
  • Core (at least 25%): Chaos Marauders, Marauder Horsemen, Marauder Tribe Berserkers and Chaos Warhounds.
  • Special (up to 50%): Chaos Warriors, Chaos Chariots, Skin Wolves, Marauder Tribe Huscarls and Chaos Spawn.
  • Rare (up to 33%): Chaos Ogres, Chaos Trolls and Dragon Ogres; 0–1 Gigantic Spawn of Chaos per 1,000 points; 0–1 Dragon Ogre Shaggoth per unit of Dragon Ogres; 0–1 Chaos Giant per 1,000 points.
  • Mercenaries (up to 25%): Gor Herds and Ungor Herds (subject to the Misbehaving Mercenaries rules).
  • Battle Standard Bearer: a single Aspiring Champion or Marauder Tribe Chieftain may be upgraded for +25 points, and may purchase a magic standard with no points limit.
  • Magic Items: Common or Warriors of Chaos magic items only.

Special Rules

Favour of the Gods: if a character in this army kills their opponent in a challenge, they must immediately roll on the Gaze of the Gods table. If a unit claims an enemy standard as a trophy, it may also roll on the table.

Sea-Born Raiders: units of Chaos Marauders and Marauder Horsemen may take the Ambushers special rule for +1 point per model. Aspiring Champions (infantry or cavalry) may take it for +10 points.

Warriors' Duel: instead of rolling off for the first turn, you may challenge your opponent to a Warriors' Duel — each side picks a single unit champion (Wounds 1, infantry or cavalry) to fight as if in a challenge, as many rounds as necessary. The winner's controlling player takes the first turn; if both are slain, roll off as normal. If the challenge is declined, the Wolves of the Sea player automatically wins the roll-off.

Named Character

// p.34–35

Frydaal the Chainmaker

235 Points
MWSBSSTWIALd
463543549

Troop Type: Heavy infantry (named character) · Base Size: 30x30mm · Unit Size: 1

Equipment: Hand weapon, Storm's Wrath, full plate armour and shield.

Special Rules: Ambushers, Chainmaker, Chaos Armour (5+), Commander & Captain, Ensorcelled Weapons, Gaze of the Gods, Impact Hits (1), Mark of Chaos Undivided, Peerless Raider, Rallying Cry.

An Exalted Champion who may be included in any Warriors of Chaos army made using a composition list that includes that option. Must be fielded exactly as presented here.

Chainmaker: any enemy standard captured by Frydaal or a unit she has joined is worth 100 Victory Points as a trophy of war.

Commander & Captain: unless fleeing, friendly Chaos Marauders, Marauder Horsemen, Marauder Tribe Huscarls and Marauder Tribe Berserkers gain +1 Leadership (max 10) within Frydaal's Command range.

Peerless Raider: 0–1 unit of Chaos Marauders or Marauder Horsemen in the same muster list may take Ambushers for free. If Frydaal is the General, apply a +1 or -1 modifier when rolling to see if she or an Ambushing Marauder/Marauder Horsemen/Huscarl/Berserker unit held in reserve arrives or is delayed this turn.

WeaponRSAPSpecial Rules
Storm's WrathCombatS+2*-1Extra Attacks (D3), Magical Attacks, Requires Two Hands

* Strength modifier applies only during the first round of combat.

New Units

// p.38–41

Marauder Tribe Chieftain

65 Points
MWSBSSTWIALd
453442438

Troop Type: Regular infantry (character) · Base Size: 25x25mm · Unit Size: 1

Equipment: Hand weapon and light armour.

Special Rules: Ambushers, Chaos Armour (6+), Gaze of the Gods, Mark of Chaos Undivided, Rallying Cry, Warband.

Options: one of flail (+3), great weapon (+4) or cavalry spear if mounted (+4); one of throwing axes (+2) or javelins (+2); shield (+2); Warhorse (+14); replace Mark of Chaos Undivided with Khorne/Nurgle/Slaanesh/Tzeentch (+10 each); magic items up to 50 points.

A leader for units of Marauders — can be modelled by combining components from Chaos Marauders, Marauder Horsemen and Chaos Warriors.

Warhorse

+14 Points (Chieftain/Huscarl mount)
MWSBSSTWIALd
83331

Troop Type: Light cavalry · Base Size: 30x60mm

Equipment: Iron-shod hooves (counts as a hand weapon).

Special Rules: Counter Charge, Fast Cavalry, Swiftstride.

Marauder Tribe Berserkers

8 Points/model
MWSBSSTWIALd
Berserker543341317
Headtaker543341328

Troop Type: Regular infantry · Base Size: 25x25mm · Unit Size: 5+

Equipment: Hand weapons and light armour.

Special Rules: Frenzy, Mark of Chaos Undivided, Move Through Cover, Open Order, Relentless Warriors, Skirmishers, Warband.

Options: entire unit: additional hand weapons or flails (+1/model); throwing axes (+1/model); Headtaker champion (+8/unit), standard bearer (+6/unit), musician (+6/unit); Ambushers (+1/model).

Relentless Warriors: a 6+ Ward save against wounds caused by a non-magical enemy attack.

Can be represented using Chaos Marauders, perhaps with components from other kits such as Marauder Horsemen helmets.

Skin Wolves

45 Points/model
MWSBSSTWIALd
Skin Wolf75443437
Skin Wolf Jarl75443447

Troop Type: Monstrous infantry · Base Size: 40x40mm · Unit Size: 2+

Equipment: Claws and fangs (count as hand weapons).

Special Rules: Blood Rage, Mark of Chaos Undivided, Open Order, Primal Fury, Regeneration (5+), Skirmishers, Swiftstride, Warped Form.

Options: upgrade one model to a Skin Wolf Jarl (+7/unit).

Warped Form: when this unit's combat is chosen to fight, pick one Transfiguration lasting until your next Start of Turn sub-phase — Enlarged Claws (AP improved by 1, gains Armour Bane (2)); Barbed Protrusions (Extra Attacks (+1)); or Toughened Flesh (Toughness +1, armour value +2).

Marauder Tribe Huscarls

18 Points/model
MWSBSSTWIALd
Huscarl443341317
First Sword443341328
Warhorse83331

Troop Type: Light cavalry · Base Size: 30x60mm · Unit Size: 5+

Equipment: Huscarls — hand weapons and light armour; Warhorses — iron-shod hooves (count as hand weapons).

Special Rules: Close Order, Counter Charge, Furious Charge, Mark of Chaos Undivided, Swiftstride, Warband.

Options: entire unit must take cavalry spears (free) or flails (+1/model); may take throwing axes or javelins (+1/model); heavy armour (+1/model) or shields (+1/model); replace Mark of Chaos Undivided (+2/model each); First Sword champion (+8/unit), standard bearer (+6/unit), musician (+6/unit), magic standard up to 50 points; 0–1 unit per 1,000 points may have Drilled (+2/model); First Sword may purchase magic items up to 25 points.

Can be represented using Marauder Horsemen, perhaps with helmets and shields from Chaos Warriors.

Magic items for this army: see Artefacts of the Ruinous Powers — the Chieftain's Blade and Mighty Serpent's Scalemail are exclusive to this army.

Historical Recreation — The Ruins of Hollum

// p.18–19 — a scenario recreating the battle between Frydaal the Chainmaker's raiders and the mercenary army of Westerland

Attacker: a single 2,500-point muster list using the Empire of Man Grand Army composition list (Forces of Fantasy).

Defender: a single 2,500-point muster list using the Wolves of the Sea Army of Infamy list above. At least one unit must have the Ambushers special rule and be held in reserve. The general must be Frydaal the Chainmaker.

Set-up: place terrain as normal, plus Frydaal's Monument — a special feature up to 6″ at its widest point that counts as both an arcane monolith and a monument of glory.

Deployment & first turn: the defender deploys first, then the attacker. The attacker automatically takes the first turn. The battle lasts six rounds or until one side concedes.

Scenario special rules: Judgement of the Gods — characters in the defender's army may re-roll the D6 when rolling on the Gaze of the Gods table. Reinforcements — any attacker units with Ambushers must enter via the southern table edge, and any that can't be placed on arrival may be held in reserve and brought on the following turn.

Victory: score Victory Points as normal, plus a bonus 50 VP to the defender for each attacker character slain in a challenge, and a bonus 50 VP to the attacker for each of their own characters still alive and not fleeing at the end of the game.

Arcane Journal — Warriors of Chaos, the source PDF for this army.