Marauder Chieftain (War Mammoth)
Chieftains lead their Northmen marauders in Chaos' name, hurling themselves into the fray, where they remain until the very end.Marauder Chieftains are a daunting sight, brooding hulks of muscle and hair whose bodies are covered in the scars and trophies of battle. They are typically a great warrior, subservient but loyal to their tribe’s king, pledging his devoted service in return for hunting grounds, warriors, treasure, and thralls. When the horns of war sound, they are expected to come forward and lend the command of his warriors for the cause. Chieftains are the most battle-hardened killers of all Marauders; 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.
Unit Name Marauder Chieftain (War Mammoth) |
Main Unit Key wh_main_nor_cha_marauder_chieftan_3 |
Land Unit Key wh_main_nor_cha_marauder_chieftan_3 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group War Mammoth |
Caste Lord |
Category War Beast |
Class Command |
Custom Battle Cost 1900 |
Recruitment Cost 1900 |
Upkeep Cost 475 |
Number of Units 1 |
14096 |
├ Mount 1 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1c_wulfrik_hq3_wb_sword_and_shield |
├ Man Entity wh_main_infantry_standard_hero_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 14088 |
800 |
└ Man Mass 800.0000 |
70 |
├ Armour wh2_main_heavy_metal_70 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 70 |
34 |
└ Man Speed 34 |
Melee Attack 34 |
30 |
525 |
├ Melee Weapon wh_dlc08_nor_mammoth_tusks |
├ Base Weapon Damage 155 |
├ Armour-Piercing Weapon Damage 370 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 34 |
Charge Bonus 68 |
Abilities
-
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
Fight or Die!
There is no other choice. There never was.
Melee Attack +24
Leadership +16 -
Rage
These warriors have something of an anger management problem. Funnily enough, no one has yet found a safe way to broach the issue.
Melee Attack +5
Leadership +8
[[img:ui/Battle UI/ability_icons/resistance_physical.png]] Physical Resistance +10 -
Foe-Seeker
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
Speed x 125%
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. -
Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves. -
Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
Strengths & Weaknesses
- Causes Terror
This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves. - 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. - Damage Dealer
This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos | |
The Lost God |