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HomeHome / Total War: WARHAMMER III / Pirates of Sartosa / Units / Maneaters
Maneaters Pirates of SartosaPirates of Sartosa Monsters & Beasts

Maneaters

Nomadic mercenaries, adorned in the garish trappings of the kingdoms they have visited, fought for and terrorised.

Maneaters inherit the cultures of the lands they visit, rather than spread their own. These mercenaries learn the fighting skills and adopt the style of dress appropriate to the lands in which they fight. For example, a Maneater in the Empire might wear breeches and an ostentatious feather with a brace of huge pistols across his chest. One who has been campaigning in the jungles of the Southlands, on the other hand, might go into battle as the Savage Orcs do – that is, wearing an undersized loincloth, a gut-plate and nothing else but smeary warpaint.

Maneaters

Unit Name

Maneaters

Main Unit Key

wh3_main_ogr_inf_maneaters_0

Land Unit Key

wh3_main_ogr_inf_maneaters_0

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Monstrous Infantry

Caste

Monstrous Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1200

Recruitment Cost

1200

Upkeep Cost

300

Number of Units

16

Hit Points

9280

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu13_wh3_ogre_sword

├ Man Entity

wh3_main_ogr_monster_ogre_maneater_blood

├ Man Hit Points

8

├ Num Men

16

└ Bonus Hit Points

572

Mass

1700

└ Man Mass

1700.0000

Armour

40

├ Armour

wh2_main_body_40

├ Shield

none

Missile Block Chance

0

Leadership

80

Speed

54

└ Man Speed

54

Melee Attack

40

Melee Defence

42

Weapon Strength

110

├ Melee Weapon

wh3_main_ogr_maneater_sword

Base Weapon Damage

33

Armour-Piercing Weapon Damage

77

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

50

Abilities

No Ability

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.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Immune to Psychology
    The unit is immune to psychological attacks (fear and terror).
  • Ogre Charge
    When attacking braced charge defenders, this unit only loses half of its charge bonus.
  • Wallbreaker
    Allows the unit to attack and destroy walls in melee.

Strengths & Weaknesses

  • Ogre Charge
    When attacking braced charge defenders, this unit only loses half of its charge bonus.
  • 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.