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

Marauder Champions

All champions strive to be chosen, willing their deeds to be observed and judged.

In the eyes of the Northmen, there is a natural distinction between the mass of roving warriors, and the favoured few. The ultimate ambition of a Marauder is to die fighting under the gaze of the Dark Gods, or otherwise become worthy and powerful enough to travel to the far north to face their judgement directly. Individuals strong enough to walk that path emerge only occasionally: Marauder Champions, who fight and kill with more skill and ferocity than their brethren, and so gain a higher status in their warrior hierarchies. The otherworldly rewards are not always clear, however – these standout fighters epitomise both the glory and the risk of seeking the attention of the Dark Gods, treading along a knife’s edge between immortality and oblivion.

Marauder Champions

Unit Name

Marauder Champions

Main Unit Key

wh_dlc08_nor_inf_marauder_champions_0

Land Unit Key

wh_dlc08_nor_inf_marauder_champions_0

Land Unit Group Parents

Infantry

Land Unit Group

Axe Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1000

Recruitment Cost

1000

Upkeep Cost

250

Number of Units

100

Hit Points

9600

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1c_chaos_axe_and_shield

├ Man Entity

wh_dlc08_infantry_champion_large_blood_dismembers

├ Man Hit Points

8

├ Num Men

100

└ Bonus Hit Points

88

Mass

160

└ Man Mass

160.0000

Armour

80

├ Armour

wh2_main_plate_80

├ Shield

wh_missile_block_35_wood

Missile Block Chance

35

Leadership

75

Speed

35

└ Man Speed

35

Melee Attack

35

Melee Defence

53

Weapon Strength

46

├ Melee Weapon

wh_dlc08_nor_axe_champion

Base Weapon Damage

32

Armour-Piercing Weapon Damage

14

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

20

Abilities

  • 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

Attributes

  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Armoured & Shielded
    Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.