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HomeHome / Total War: WARHAMMER III / Wintertooth / Units / Marauder Chieftain (War Mammoth)
Marauder Chieftain (War Mammoth) WintertoothWintertooth Monsters & Beasts

Marauder Chieftain (War Mammoth)

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 (War Mammoth)

Unit Name

Marauder Chieftain (War Mammoth)

Main Unit Key

wh_main_nor_cha_marauder_chieftan_3

Land Unit Key

wh_main_nor_cha_marauder_chieftan_3

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

War Mammoth

Caste

Lord

Category

War Beast

Class

Command

Custom Battle Cost

1900

Recruitment Cost

1900

Upkeep Cost

475

Number of Units

1

Hit Points

14096

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1c_wulfrik_hq3_wb_sword_and_shield

├ Man Entity

wh_main_infantry_standard_hero_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

14088

Mass

800

└ Man Mass

800.0000

Armour

70

├ Armour

wh2_main_heavy_metal_70

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

34

└ Man Speed

34

Melee Attack

34

Melee Defence

30

Weapon Strength

525

├ Melee Weapon

wh_dlc08_nor_mammoth_tusks

Base Weapon Damage

155

Armour-Piercing Weapon Damage

370

Bonus vs. Large

0

Bonus vs. Infantry

34

Charge Bonus

68

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

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • 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.

Strengths & Weaknesses

  • Causes Terror
    This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves.
  • 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.