Marauders

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Marauders
Wh main chs marauder feathered.png
Infantry axe.png
Overview
FactionNorsca
CategoryAxe Infantry
Unit size120
Recruitment
Icon treasury.png Cost (MP): 375 (375)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 50
Statistics
Icon stat health.png Health: 70
Icon stat morale.png Leadership: 60
Icon stat speed.png Speed: 35
Icon stat attack.png Melee attack: 34
Icon stat defence.png Melee defence: 28
Icon stat charge bonus.png Charge Bonus: 18
Weapons
Melee
Icon stat damage.png Weapon Damage: 21
Modifier icon armour piercing.png Armour-Piercing Damage: 7
Icon stat speed.png Melee Interval: 4.2 s
Icon stat range.png Range: 1/10
Protection
Icon stat armour.png
Armor:
11.25%
Shielded units will block the following percentage of missile damage from the front Shield: 35%
Attributes
  • Fatigue immune.png Immune to Vigour: Vigour has no effect on this unit.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
  • Immune to psychology.png Immune to Psychology: The unit is immune to psychological attacks (fear and terror).

Marauders are a Norsca melee infantry unit in Total War: Warhammer. Chaos Marauders are the rank and file of Chaos armies, perfectly placed in the centre of battle, bloodied weapon in hand.

Description[edit | edit source]

Marauders are natural fighters, born into hardship and brought up in a world where surviving each day is no small victory. Only the strong and capable prosper, for the weak are weeded out and killed. They have no time for plough or sickle, for their tools are the axe, the sword and the shield. What their own lands cannot provide, they simply take from the lands of lesser men. The Chieftains that lead these warriors are a daunting sight, brooding hulks of muscle and hair whose bodies are covered in the scars and trophies of battle. Bearing weapons worn from dealing a thousand mortal injuries to those foolish enough to face them, these savage leaders are independent and fierce. These battle-hardened killers are the products of a people so steeped in conflict that, even in times of prosperity, they will fight to the death for the honour of leading the next raid.

Strengths & Weaknesses[edit | edit source]

  • Shielded: Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Rage: Stage one: +8 Leadership (45 seconds) Stage two: +11% Physical resistance (45 seconds) Stage 3: +5 Melee attack (45 seconds). This ability activates and builds on previous stages the longer the unit is in melee.

Strategy[edit | edit source]

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