This Marauder lists is inspired by the book Knights Errant. Its just a bit of fun and a bit different from a Norse, or regular Chaos list. So what does everyone think.
CHAOS MARAUDER ARMYThe Chaos Marauders sail all over the Old World, seeking slaves, plunder and battle. This particular list is inspired by the novel, “Knight Errantâ€. In it a Marauder army lands in Bretonnia with all kinds of mischief in mind. Other fantasy novels have also helped in adding flavour and the Marauder Youngblood’s comes directly from such books. These Marauder Youths wish to prove their worth in battle and so break from the shield wall, skirmishing and fighting single combats with the enemy wherever possible. Berserkers with crazed stares and frothing mouths launch at the enemy with no regard for their own safety, while war hounds sweep through the enemy ranks in support of the cavalry. As the Marauder army disembarks, Raiders on horseback ride deep into the enemy territory causes panic and chaos. If this wasn’t enough, cranky War Mammoths, couped up on board dank and wobbling ships for too long are now free to lumber forward, goring the enemy with their huge tusks and spreading terror amongst the foe. With such forces, such reckless hate and savage abandon in war, who will be able to stand against a Marauder army?
Troop Type Attack Hits Armour Command Size Points Min/Max Special
Marauders Infantry 3 3 5+ - 3 60 2/-
Marauder Chosen Infantry 4 3 4+ - 3 110 -/4
Berserkers Infantry 5 3 0 - 3 70 -/1 *1
Marauder Younths Skirmisher 4 3 0 - 1 25 -/- *2
War hounds Cavalry 3 3 0 - 3 40 ‘-/2
Marauder Raiders Cavalry 3/1 3 6+ - 3 75 -/2 *3
Marauder Cavalry Cavalry 3 3 5+ - 3 90 1/4
Spawn Monster 3/3 4 3+ - 1 110 -/2 *4
War Mammoth Monster 8 10 5+ - 1 250 -/1 *5
Harpies Monster 2 3 6+ - 3 65 -/1 *6
Jarl General +2 - - 9 1 125 1
Hero Hero +1 - - 8 1 80 -/1
Shaman Wizard +1 - - 8 1 90 -/1
Dark Altar Special - - - - 1 +10 1 *7
War
Mammoth Monstrous Mount +3 - - - 1 +80 -/1
1. Berserkers. Berserkers are called to seek abandon in battle and so work themselves up into a state of mindless savagery, uncaring or their own safety, so long as they can kill the enemy. Such is the eagerness to get into combat that a unit of Berserkers will always use its initiative to charge an enemy if possible and can’t be given orders instead. They’ll never use their initiative to evade. They can’t be driven back by shooting and do not roll for drive backs. If victorious in combat, they must pursue or advance where possible. Berserkers are unaffected by enemies that cause terror in combat, so they do not suffer the usual -1 Attack modifier.
2. Marauder Youngblood’s. Marauder Youths wish to prove their worth in battle and so break from the shield wall, skirmishing and fighting single combats with the enemy wherever possible. Act exactly the same as Empire Skirmishes. May be attached to Marauders only.
3. Marauder Raiders. Marauder raiders are lighter armed Marauder cavalry. Their tasked with pushing deep into enemy lines and causing havoc amongst the inhabitants. They carry javelins and throwing axes and have a 15cm shooting attack. They are the equivalent of a Kislevite Horse Archer. Price is 75points, like all Light Cavalry with 3 attacks, 3 hits, 6+ save and a 15cm shooting attack should be IMHO.

4. Spawn. Same as in the Chaos rules presently.
5. War Mammoth. Same as the Norse War Mammoth. See Norse list.
6. Harpies. Same as Chaos Harpies in the Chaos list.
7. Dark Altar. Adds +1 to the dice when casting as spell once per game. Must be attached to a Chaos Wizard.
Chaos Magic: Use the current Chaos magic spells for a Marauder magic spell list.