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Marauder Champions Skjold RaidersSkjold Raiders Melee Infantry

Marauder Champions

All champions strive to be chosen, willing their deeds to be observed and judged.

In the eyes of the Northmen, there is a natural distinction between the mass of roving warriors, and the favoured few. The ultimate ambition of a Marauder is to die fighting under the gaze of the Dark Gods, or otherwise become worthy and powerful enough to travel to the far north to face their judgement directly. Individuals strong enough to walk that path emerge only occasionally: Marauder Champions, who fight and kill with more skill and ferocity than their brethren, and so gain a higher status in their warrior hierarchies. The otherworldly rewards are not always clear, however – these standout fighters epitomise both the glory and the risk of seeking the attention of the Dark Gods, treading along a knife’s edge between immortality and oblivion.

Marauder Champions

Unit Name

Marauder Champions

Main Unit Key

wh_dlc08_nor_inf_marauder_champions_0

Land Unit Key

wh_dlc08_nor_inf_marauder_champions_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Axe Infantry

Naval Unit Group

Axe Infantry

Soldiers

100

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Cost

1000

Recruitment Cost

1000

Upkeep Cost

250

Melee Attack

36

Weapon Strength (Weapon Damage)

39

├ Melee Weapon

wh_dlc08_nor_axe_champion

├ Melee Damage Base

30

├ Melee Damage Ap

9

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

20

Melee Defence

53

├ Base Defence

53

├ Shield

wh_missile_block_35_wood

└ Shield Defence

0

Armour

115

├ Armour

wh2_main_plate_80

├ Armour Defence

80

└ Shield Armour

35

Health

96

├ Man Entity

wh_dlc08_infantry_champion_large_blood_dismembers

├ Man Speed

35

├ Man Health

8

└ Bonus Hit Points

88

Leadership (Base Morale)

75

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

  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Armoured & Shielded
    Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
Garrison Buildings
Marauder Champions x 1 The Maelstrom
The Maelstrom
(wh2_dlc11_special_settlement_galleons_graveyard_other_1)
Level 1
Tiny Occupied Elven Colony
Tiny Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_1)
Level 1
Small Occupied Elven Colony
Small Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_2)
Level 2
Occupied Elven Colony
Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_3)
Level 3
Large Occupied Elven Colony
Large Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_4)
Level 4
Thriving Occupied Elven Colony
Thriving Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_5)
Level 5
Tiny Occupied Elven Colony
Tiny Occupied Elven Colony
(wh2_main_special_settlement_colony_minor_other_1)
Level 1
Small Occupied Elven Colony
Small Occupied Elven Colony
(wh2_main_special_settlement_colony_minor_other_2)
Level 2
Occupied Elven Colony
Occupied Elven Colony
(wh2_main_special_settlement_colony_minor_other_3)
Level 3