Marauders are natural fighters, born into hardship and brought up in a world where surviving each day is no small victory. Only the strong and capable prosper, for the weak are weeded out and killed. 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 simply take from the lands of lesser men. 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.
Strengths and Weaknesses
- ↑ Charge Defence Against Large Foes: When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
- ↑ Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.}
These units are similar to the Norscan marauders with the benefit of anti-large and higher melee defence rather than shields. They will do a decent job fighting/pinning large units but are hampered by their lack of armor. Rage can buff them with PR, but they need to be in melee for it to ramp up. They are extremely vulnerable to missile fire.