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HomeHome / Total War: WARHAMMER III / Shadow Legion / Units / Marauders of Tzeentch (Spears)
Marauders of Tzeentch (Spears) Shadow LegionShadow Legion Infantry

Marauders of Tzeentch (Spears)

Spears engraved with arcane sigils glimmer with the blessings of the God of Magic himself.

Tzeentch is a popular God among tribal shamans and Sorcerers, but tribes who worship the Great Eagle as their sole patron are uncommon. Most Marauders prefer the bloodiness of Khorne, the glittering prizes of Slaanesh, or the resilience gifted by Nurgle. What Tzeentch’s warbands lack in numbers, however, they make up for with cunning. They make use of guile in unison with their brawn, using tactics more akin to guerrilla warfare to destroy their enemies. Carrying totem banners of powerful magic into battle, they are perfectly capable of causing immense suffering to their enemies.

Marauders of Tzeentch (Spears)

Unit Name

Marauders of Tzeentch (Spears)

Main Unit Key

wh3_dlc20_chs_inf_chaos_marauders_mtze_spears

Land Unit Key

wh3_dlc20_chs_inf_chaos_marauders_mtze_spears

Land Unit Group Parents

Infantry

Land Unit Group

Spear Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

500

Recruitment Cost

500

Upkeep Cost

125

Number of Units

120

Hit Points

9360

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1c_norsca_2handed_spear

├ Man Entity

wh_main_chs_infantry_fast_blood_dismembers

├ Man Hit Points

8

├ Num Men

120

└ Bonus Hit Points

70

Mass

100

└ Man Mass

100.0000

Armour

15

├ Armour

wh2_main_body_15

├ Shield

none

Missile Block Chance

0

Leadership

60

Speed

35

└ Man Speed

35

Melee Attack

25

Melee Defence

37

Weapon Strength

25

├ Melee Weapon

wh3_dlc20_chs_marauders_mtze_spear

Base Weapon Damage

20

Armour-Piercing Weapon Damage

5

Bonus vs. Large

15

Bonus vs. Infantry

0

Charge Bonus

6

Abilities

No Ability

Attributes

  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large attacker.
  • Charge Reflection
    When bracing, this unit deals additional damage when attacking charging enemies.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Mark of Tzeentch
    A unit with the [[col:white]]Mark of Tzeentch has:

Strengths & Weaknesses

  • Barrier
    This unit has a barrier that absorbs damage until depleted. When not taking damage, the barrier will slowly replenish. Maximum barrier health is proportional to remaining unit health.
  • Charge Defence Against Large Foes
    When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.