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HomeHome / Total War: WARHAMMER III / Wintertooth / Units / Marauder Chieftain
Marauder Chieftain WintertoothWintertooth Lords

Marauder Chieftain

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.

Marauder Chieftain

Unit Name

Marauder Chieftain

Main Unit Key

wh_main_nor_cha_marauder_chieftan_0

Land Unit Key

wh_main_nor_cha_marauder_chieftan_0

Land Unit Group Parents

Lords

Land Unit Group

Axe Infantry

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

700

Recruitment Cost

700

Upkeep Cost

200

Number of Units

1

Hit Points

4268

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1c_chaos_axe_and_shield

├ Man Entity

wh_main_nor_infantry_standard_large_fast_hero_blood_dismembers

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

4260

Mass

600

└ Man Mass

600.0000

Armour

50

├ Armour

wh2_main_plate_50

├ Shield

wh_missile_block_35_wood

Missile Block Chance

35

Leadership

70

Speed

35

└ Man Speed

35

Melee Attack

60

Melee Defence

40

Weapon Strength

450

├ Melee Weapon

wh_dlc08_nor_axe_lord

Base Weapon Damage

300

Armour-Piercing Weapon Damage

150

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

55

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

  • Shielded
    Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • 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.