DB ErrorDB Error Marauders (Great Weapons) - Skjold Raiders - Total War: WARHAMMER II - Royal Military Academy
Left Panel
menu
HomeHome / Total War: WARHAMMER II / Skjold Raiders / Units / Marauders (Great Weapons)
Marauders (Great Weapons) Skjold RaidersSkjold Raiders Melee Infantry

Marauders (Great Weapons)

Chaos Marauders are the rank and file of Chaos armies, perfectly placed in the centre of battle, bloodied weapon in hand.

Chaos 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 simple 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.

Marauders (Great Weapons)

Unit Name

Marauders (Great Weapons)

Main Unit Key

wh_main_nor_inf_chaos_marauders_1

Land Unit Key

wh_main_nor_inf_chaos_marauders_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Great Axe Infantry

Naval Unit Group

Great Axe Infantry

Soldiers

120

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Cost

500

Recruitment Cost

500

Upkeep Cost

132

Melee Attack

34

Weapon Strength (Weapon Damage)

30

├ Melee Weapon

wh_main_chs_axe_great_marauders

├ Melee Damage Base

7

├ Melee Damage Ap

23

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

22

Melee Defence

20

├ Base Defence

20

├ Shield

none

└ Shield Defence

0

Armour

15

├ Armour

wh2_main_body_15

├ Armour Defence

15

└ Shield Armour

0

Health

78

├ Man Entity

wh_main_chs_infantry_fast_blood_dismembers

├ Man Speed

35

├ Man Health

8

└ Bonus Hit Points

70

Leadership (Base Morale)

60

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

  • Armour-Piercing
    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.
Garrison Buildings
Marauders (Great Weapons) x 1 The Maelstrom
The Maelstrom
(wh2_dlc11_special_settlement_galleons_graveyard_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
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