Butcher's Captives
Give a captive a sword and he becomes an expendable sparring partner.There is more than one use for a captured foe. Though the altars of the shrines are ever thirsty for more blood to be spilled on them, those captives fit and strong enough are put to a different purpose. Crudely armed, they are then used for sparring, or target, practice. For the savage, hardened warriors who inhabit the northern wastes, this is sport and pleasure in one, and may even increase a warrior's skill, before they tire of the inferior opponents and go looking for something more ... substantial to fight. And in the unlikely event captives are not killed during the practice, they can always be sacrificed to the Gods later.
- Melee attack: +5 for all Marauder units (faction_to_force_own_unseen)
- Melee defence: +5 for all Marauder units (faction_to_force_own_unseen)
Military
Technology Key tech_dlc08_nor_marauders_07 |
Technology Name Butcher's Captives |
Node Key tech_nor_marauders_07 |
Node Set nor_mil |
Node Set Name Military Tier 3 |
Tier 2 |
Research Points 800 |
Cost per Round 0 |
Food Cost 0 |
Require Technology |