Icehorn Marauders (Marauders)
The ichor of the Gods flows through the veins of those from the God-touched wilderness.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.
Unit Name Icehorn Marauders (Marauders) |
Main Unit Key wh_pro04_nor_inf_chaos_marauders_ror_0 |
Land Unit Key wh_pro04_nor_inf_chaos_marauders_ror_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Axe Infantry |
Naval Unit Group Axe Infantry |
Soldiers 120 |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Cost 600 |
Recruitment Cost 600 |
Upkeep Cost 150 |
Melee Attack 43 |
28 |
├ Melee Weapon wh_main_chs_axe_marauders |
├ Melee Damage Base 21 |
├ Melee Damage Ap 7 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 18 |
36 |
├ Base Defence 36 |
├ Shield wh_missile_block_35_wood |
└ Shield Defence 0 |
50 |
├ Armour wh2_main_leather_15 |
├ Armour Defence 15 |
└ Shield Armour 35 |
78 |
├ Man Entity wh_main_chs_infantry_fast_blood_dismembers |
├ Man Speed 35 |
├ Man Health 8 |
└ Bonus Hit Points 70 |
Leadership (Base Morale) 70 |
Abilities
- Rage
These warriors have something of an anger management problem. Funnily enough, no one has yet found a safe way to broach the issue.
Attributes
- Perfect Vigour
Even when performing the most fatiguing actions, this unit never loses vigour. - Hide (forest)
This unit can hide in forests until enemy units get too close. - Immune to Psychology
The unit is immune to psychological attacks (fear and terror).
Strengths & Weaknesses
- Shielded
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Mortal Empires |