Marauder Chieftain (Marauder Chariot)
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 (Marauder Chariot) |
Main Unit Key wh_main_nor_cha_marauder_chieftan_2 |
Land Unit Key wh_main_nor_cha_marauder_chieftan_2 |
Land Unit Group Parents Lords |
Land Unit Group Chariot |
Caste Lord |
Category War Machine |
Class Command |
Custom Battle Cost 1100 |
Recruitment Cost 1100 |
Upkeep Cost 275 |
Number of Units 1 |
4980 |
├ Mount 2 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1c_chaos_wm_chariot_axe_and_shield |
├ Engines of War wh_main_chs_chariot_large_draught |
├ Engine Entity wh_main_vehicle_chs_chariot |
├ Engine Hit Points 8 |
├ Articulated wh_main_chs_chariot_horse |
├ Articulated Entity wh_main_vehicle_chs_chariot_articulation |
├ Articulated Hit Points 8 |
├ Num Engines 1 |
├ Man Entity wh_main_infantry_standard_hero_blood |
├ Man Hit Points 8 |
├ Num Men 2 |
└ Bonus Hit Points 4948 |
1900 |
├ Engine Mass 1100.0000 |
└ Man Mass 800.0000 |
90 |
├ Armour wh2_main_heavy_metal_90 |
├ Shield wh_missile_block_35_wood |
└ Missile Block Chance 35 |
Leadership 70 |
78 |
├ Engine Speed 78 |
└ Man Speed 34 |
Melee Attack 38 |
20 |
420 |
├ Melee Weapon wh_main_chs_chariot_hero |
├ Base Weapon Damage 145 |
├ Armour-Piercing Weapon Damage 275 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 20 |
Charge Bonus 90 |
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
-
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. -
Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- 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. - Melee Expert
Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like [[img:ui/battle ui/ability_icons/charge_defense.png]]Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos | |
The Lost God |