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HomeHome / Total War: WARHAMMER III / Wintertooth / Units / Marauder Berserkers
Marauder Berserkers WintertoothWintertooth Infantry

Marauder Berserkers

Berserkers fight with the strength of madmen and an absolute disregard for their own lives.

Marauder Berserkers are driven by one thing alone; a lethal intent to inflict unparalleled brutality upon their enemies. Like all Marauders, they are unrelenting combatants who habitually take what their own lands cannot provide from lesser men, but are set apart by their bizarre pre-battle rituals and unequalled fanaticism for killing. They immerse themselves in a psychotic state of mind before a fight, always consuming vast quantities of beer and indulging in head-butting contests prior to entering the battlefield. Once they see their enemies they attack without regard for their own lives, wild-eyed and frothing at the mouth. Upon reaching their target, the Berserker turns into a human whirlwind – with an axe in each hand, he spins, chops, and dismembers with a strength only achievable by a madman.

Marauder Berserkers

Unit Name

Marauder Berserkers

Main Unit Key

wh_dlc08_nor_inf_marauder_berserkers_0

Land Unit Key

wh_dlc08_nor_inf_marauder_berserkers_0

Land Unit Group Parents

Infantry

Land Unit Group

Berserker Axe Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

750

Recruitment Cost

750

Upkeep Cost

188

Number of Units

100

Hit Points

10200

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1c_norsca_dual_axe

├ Man Entity

wh_dlc08_nor_inf_berserkers_blood_dismembers

├ Man Hit Points

8

├ Num Men

100

└ Bonus Hit Points

94

Mass

180

└ Man Mass

180.0000

Armour

15

├ Armour

wh2_main_leather_15

├ Shield

none

Missile Block Chance

0

Leadership

80

Speed

37

└ Man Speed

37

Melee Attack

40

Melee Defence

24

Weapon Strength

52

├ Melee Weapon

wh_dlc08_nor_berserker_dual_axes

Base Weapon Damage

39

Armour-Piercing Weapon Damage

13

Bonus vs. Large

0

Bonus vs. Infantry

5

Charge Bonus

33

Abilities

  • Berserk
    When going berserk, savage, barely-controllable warriors become savage, completely-uncontrollable warriors; best keep your distance!
    Melee Attack +13
    [[img:ui/Battle UI/ability_icons/resistance_physical.png]] Physical Resistance +20
    Melee Attack +13
    [[img:ui/Battle UI/ability_icons/resistance_physical.png]] Physical Resistance +20
  • Frenzy
    Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
    Charge Bonus x 110%
    Melee Attack +10
    Armour-Piercing Weapon Damage x 110%
    Base Weapon Damage x 110%

Attributes

  • 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).

Strengths & Weaknesses

  • Frenzy
    Units with [[img:ui/battle ui/ability_icons/wh_main_unit_passive_frenzy.png]]frenzy cause more damage while their leadership is high.
  • 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.