Marauder Chieftain

ID: wh_main_nor_cha_marauder_chieftan_3

Unit

Marauder Chieftain
War Mammoth
1 2200 550
Anti-Infantry
Damage Dealer
Causes Terror
14,096
Armour 70
Leadership 70
Speed 34
Melee Attack 34
Melee Defence 30
Weapon Strength 525
Charge Bonus 68

About

Unit Description

Chieftains lead their Northmen marauders in Chaos' name, hurling themselves into the fray, where they remain until the very end.

Historical Description

The tribes of Northmen that flock southwards with any Chaos invasion are known by those in their path as Chaos Marauders. These savage barbarians fight with heavy axes and cruelly barbed flails, and charge in great howling mobs towards the foe. 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. The Chieftains that lead these warriors are a daunting sight, brooding hulks of muscle and hair whose bodies are covered in the scars and trophies of battle. Bearing weapons worn from dealing a thousand mortal injuries to those foolish enough to face them, these savage leaders are independent and fierce. These battle-hardened killers are the 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.

Abilities

Fight or Die!

There is no other choice. There never was.

Rage

These warriors have something of an anger management problem. Funnily enough, no one has yet found a safe way to broach the issue.

Foe-Seeker

There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.

Attributes

Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Can Cause 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

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 affects 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.

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.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.40
Acceleration 2.00
Deceleration 4.00
Charge Speed 4.10
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category War Beast
Unit Class Command
Move Action Points 2100
Melee Attack 34
Melee Defence 30
Charge Bonus 68
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 70
Bonus Hit Points 14088
Unit Stats
Unit Caste Lord
Unit Weight Heavy
Unit Group War Mammoth
Unit Group Parent Monsters & Beasts
Recruitment Turns 1
Recruitment Cost 2200
Upkeep Cost 550
Unit Size 1
Melee CP 2200
Missile CP

Equipment

Melee Weapon
Weapon Size Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 34
Weapon Damage 155
Weapon AP Damage 370
Building Damage 600
Armour
Armour Value 70
Shield
Missile Block Chance 0