Marauder Ice Wolves Chariot
With axe-flinging Marauders in tow, drooling and crazed Ice Wolves can pull chariots with overwhelming speed.The Marauder Warwolves Chariot is an interesting take on the standard war chariots commonly used by the Northmen and other warriors of Chaos. The same spike-laden chassis gives it a similarly devastating impact on the charge, but instead of being pulled by destriers, it is pulled by brutish Warwolves. This gives the chariot several advantages – firstly, the swift, muscle-built beasts enable the chariot to move faster over short distances. Also, unlike horses, Warwolves are natural killers in their own right – bloodthirsty animals concerned only with biting and tearing at enemy flesh. This makes the Warwolves Chariot a truly scary prospect up close; snapping, slobbering jaws await any who engage the charioteers in melee.
Unit Name Marauder Ice Wolves Chariot |
Main Unit Key wh_dlc08_nor_veh_marauder_warwolves_chariot_0 |
Land Unit Key wh_dlc08_nor_cav_marauder_warwolves_chariot_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Chariot |
Naval Unit Group Chariot |
Soldiers 8 |
Caste Chariot |
Category War Machine |
Class Chariot |
Custom Battle Cost 900 |
Recruitment Cost 900 |
Upkeep Cost 225 |
27 |
├ Missile Weapon wh_main_chs_throwing_axe |
├ Projectile wh_chs_throwing_axe |
├ Missile Damage 6 |
├ Missile Ap Damage 21 |
└ Base Reload Time 10 |
Accuracy 10 |
Range 65 |
Reload 10 |
Shots Per Minute 6.7 |
Ammunition 12 |
0 |
├ Engine wh_main_chs_chariot |
├ Missile Weapon |
├ Projectile |
├ Missile Damage |
├ Missile Ap Damage |
└ Base Reload Time |
Accuracy 10 |
Range |
Reload 10 |
Shots Per Minute |
Ammunition 12 |
Melee Attack 32 |
53 |
├ Melee Weapon wh_dlc08_nor_warwolf_chariot |
├ Melee Damage Base 40 |
├ Melee Damage Ap 13 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 18 |
Charge Bonus 76 |
28 |
├ Base Defence 28 |
├ Shield none |
└ Shield Defence 0 |
85 |
├ Armour wh_main_full_plate |
├ Armour Defence 85 |
└ Shield Armour 0 |
1496 |
├ Man Entity wh_nor_chariot_rider_throwing_axe_180 |
├ Man Speed 33 |
├ Man Health 8 |
├ Bonus Hit Points 1480 |
├ Mount wh_dlc08_mnt_warwolf |
├ Mount Entity wh_dlc08_nor_war_wolf_blood |
├ Mount Speed 95 |
└ Mount Health 8 |
Leadership (Base Morale) 70 |
Abilities
No Ability
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Frostbite
The intense cold cuts into the flesh and burns the foe's extremities, greatly reducing their speed. - Armour-Piercing Missiles
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets. - Anti-Infantry
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
Faction Availability | |
---|---|
Warhammer |