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HomeHome / Total War: WARHAMMER III / Wintertooth / Units / Icehorn Marauders (Marauders)
Icehorn Marauders (Marauders) WintertoothWintertooth Infantry

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.

Icehorn Marauders (Marauders)

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

Hit Points

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

Mass

100

└ Man Mass

100.0000

Armour

15

├ Armour

wh2_main_leather_15

├ Shield

wh_missile_block_35_wood

Missile Block Chance

35

Leadership

70

Speed

35

└ Man Speed

35

Melee Attack

43

Melee Defence

36

Weapon Strength

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