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HomeHome / Total War: WARHAMMER II / Baersonling (Mortal Empires) / Technology / Butcher's Captives
Butcher's Captives Baersonling (Mortal Empires)Baersonling (Mortal Empires) Military Tier 3

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

Butcher's Captives

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