Taking my inspiration from countless movies, I decided to create a wolfen horde.
Using this list you can either have a Werewolf led horde with wolves, feral humans or if you choose, just werewolves! Alternatively, you could field the Big Bad Wolf and use just wolves (peppered with the odd rogue Werewolf).
Such a company has a penchant for human flesh and is a mass of fur, fangs and claws which could make a change from Zombie hordes (much faster) with more pointy weaponry than an Impi of Zulus.
Brothers of the Moon
From the great forests of Central and Eastern Europe to the plains of the New World, a new force of Mother Nature has arisen. As human settlements have made swathing incursions into her realm, felling trees and allowing livestock to devastate her fauna, so the fight back has begun. What once were raids by lone wolves and occasional packs have now become fully fledged assaults on the often isolated hamlets and settlements bringing fire and death in their wake.
Leading these raids are the Werewolves, men who have sworn allegiance to their Earth Mother in exchange for brutish power and the right to kill in her name. Each such pack is led by a Great Werewolf or his lieutenant. Running with them are the younger more chaotic Werewolves. These packs attract normal wolves, whom after time, are affected by the pagan magic that seeps through the forest and become Dire Wolves.
Many men, including hermits, hunters, natives and foresters who hear the call from Mother Earth, come to join their Lupine cousins as wolf skins and provide the steel and fire to finish the culls. If they show promise they may be bitten by the Great Werewolf and become Werewolves themselves. When settlements are devastated, children are often taken into the pack to act as servants and if necessary, a store of food.
These packs, named in fear as the ‘Brothers of the Moon’, are very territorial and it is likely that should one pack, whether by error or design, stray into the territory of another a blood bath will ensue. Some canny Burger masters have taken to placing scent around their settlements to dissuade opportunistic packs, though this can backfire spectacularly if there are blood feuds between the Werewolf factions.
It has been rumoured that one particularly notorious pack within the forests of Wallachia is led by a Dire Wolf of immense proportions. In this pack which is mostly made up of Wolves and Dire Wolves, he will not tolerate Forest Kin and any Werewolves must submit to his power. He will attack other packs on sight. This is the most feral of packs and their only goal is an orgy of killing and feeding!
Zoologists believe that this huge wolf is not the only specimen of his kind after reports of similar creatures laying waste around the northern states of America and Canada…
The Lupus
Lupus Primus, the Great Werewolf (91 Points)
PL 2+/FV +5/SV +0/SP +2/AR 11
Feed, Inspirational, Numb, Terrifying,
Supernatural Hide, Claws and Teeth (Fighting Knives)
Will not be in present in any Company containing the Big Bad Wolf
Lupus Secundus, Long lived Werewolf (51 Points)
PL 3+/FV +4/SV +0/SP +2/AR 10
Feed, Numb, Terrifying
Supernatural Hide, Claws and Teeth (Fighting Knives)
Lupus Triarus, Pack Werewolf (48 Points)
PL 4+/FV +3/SV +0/SP +2/AR 9
Feed, Tough, Terrifying
Supernatural Hide, Claws and Teeth (Fighting Knives)
Note: Werewolves only appear in lycanthropic form.
Werewolves are susceptible to Silver weapons (See the Mystic Temple post).
In a Campaign game Werewolves may be treated as Immortal (+10 Points)
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The Wolf Pack
The Big Bad Wolf (94 Points)
PL 2+/FV +5/SV +0/SP +2/AR 12
Feed, Inspirational, Leadership +1, Numb, Terrifying,
Supernatural Hide, Claws (Swords)
Will not be in present in any Company containing a Lupus Primus or Great Werewolf
Dire Wolf (12 Points)
PL 4+/FV +2/SV +0/SP +2/AR 8
Thick Fur, Teeth (Fighting Knives)
Pack Wolf (8 Points)
PL 5+/FV +1/SV +0/SP +2/AR 7
Teeth (Fighting Knives)
The Humans
Forest Kin (8 Points)
PL 6+/FV +1/SV +1/SP +2/AR 7
Fighting Knife
Will not be in present in any Company containing the Big Bad Wolf
Available Upgrades and Cost
The Great Werewolf may be given the ‘Mark of the Beast’ raising his AR to 13 at an additional cost of 16 points.
Any Werewolf may be given razor claws (treat as poisoned) at an additional cost of 8 points each.
Any Werewolf or Wolf may be given the talent Stealthy at an additional cost of 5 points each.
Any Werewolf or Wolf may raise their SP to +3 at a cost of 2 points each.
Any Forest Kin may exchange his Knives for one of the following, an Axe, Sword or Quarterstaff (+1 point), a Large Axe (+ 2 points) or be unarmed (-3 points)
Any Forest Kin may be given one of the following ranged weapons, Throwing Knives (+3 points each), Throwing Axe or Bow (+4 points) or Crossbow (+6 points)
Any Forest Kin may be given a Lined Coat (+1 point) or Brigandine (+2 points)
Any Forest Kin may be given the talent ‘Fanatic’ at a cost of 5 points each.
*Feed: After making a kill on a living creature a Werewolf gains 1 free Pluck roll. Only 1 free roll is allowed per victim and a Werewolf may have a maximum of 3 free Pluck rolls at any one time.
Notes on Figures
This is one of the easiest Companies to fill. There probably as many Werewolf and Wolf models on the market as there are Vampires. My own Big Bad Wolf is I believe a Reaper Model, a massive creature. I have so many wolves and werewolfs collected over the years, I could not settle for just a couple of Werewolves leading a human pack!
For Forest Kin, you can use any of the Westwind Wolf Skins or any woodland type humans. If your pack is set in North America then some early Amerindian figures (such as Saga Skraelings) might make it look special.