In the eyes of the Northmen, there is a natural distinction between the mass of roving warriors, and the favoured few. The ultimate ambition of a Marauder is to die fighting under the gaze of the Dark Gods, or otherwise become worthy and powerful enough to travel to the far north to face their judgement directly. Individuals strong enough to walk that path emerge only occasionally: Marauder Champions, who fight and kill with more skill and ferocity than their brethren, and so gain a higher status in their warrior hierarchies. The otherworldly rewards are not always clear, however – these standout fighters epitomise both the glory and the risk of seeking the attention of the Dark Gods, treading along a knife’s edge between immortality and oblivion.
Strengths & Weaknesses
- ↑ Armoured & Shielded: Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
- Rage: Stage one: +8 Leadership (45 seconds) Stage two: +11% Physical resistance (45 seconds) Stage 3: +5 Melee attack (45 seconds). This ability activates and builds on previous stages the longer the unit is in melee.
Champions are very effective elite infantry. They will hold the line against other elite units and crush through weaker infantry. With high melee defence and high weapon damage, they will take a while to cut through and give back a good amount of damage. Their rage mechanic also gives them buffs that favor their staying power and difficulty to dislodge. They will not win a fight singlehandedly, but Norscan armies should be relying on monsters and skirmishers to do more of that work. Bringing champions is a costly investment, but a worthwhile one if you want a stronger front line. They are very well armored and shielded, allowing them to tank low AP missile fire that would obliterate lighter Norca infantry. This can make them almost mandatory against an enemy with lots of ranged units.