Icehorn Marauders (Marauders)
The ichor of the Gods flows through the veins of those from the God-touched wilderness.The tribes of Northmen that flock southwards with any Chaos invasion are known by those in their path as Chaos Marauders, natural fighters born into hardship and brought up in a world where surviving each day is no small victory. They have no time for plough or sickle, for their tools are the axe, the sword and the shield. What their own lands cannot provide, they simple take from the lands of lesser men. They have little fear of dying in battle, for they know that they fight under the scrutiny of their gods, and that cowards are beneath their deities' notice.
Unit Name Icehorn Marauders (Marauders) |
Main Unit Key wh_pro04_nor_inf_chaos_marauders_ror_0 |
Land Unit Key wh_pro04_nor_inf_chaos_marauders_ror_0 |
Land Unit Group Parents Infantry |
Land Unit Group Axe Infantry |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 600 |
Recruitment Cost 600 |
Upkeep Cost 150 |
Number of Units 120 |
9360 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1c_chaos_axe_and_shield |
├ Man Entity wh_main_chs_infantry_fast_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 120 |
└ Bonus Hit Points 70 |
100 |
└ Man Mass 100.0000 |
15 |
├ Armour wh2_main_leather_15 |
├ Shield wh_missile_block_35_wood |
└ Missile Block Chance 35 |
Leadership 70 |
35 |
└ Man Speed 35 |
Melee Attack 43 |
36 |
28 |
├ Melee Weapon wh_main_chs_axe_marauders |
├ Base Weapon Damage 21 |
├ Armour-Piercing Weapon Damage 7 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 18 |
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
-
Perfect Vigour
Even when performing the most fatiguing actions, this unit never loses vigour. -
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
- Shielded
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Immortal Empires |