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 & Weaknesses
- ↑ Shielded: Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
At first glance, this unit is the same as the Chaos Marauders and therefore nothing notable. While true, they are very similar, the Norscan version has the benefit of Rage. Rage allows the unit to stay in the fight longer through bonuses to Leaderhip, take more damage with the bonus to physical resistance, and possibly deal more damage should they stay in combat long enough to get the melee attack buff. This means that Norsca really wants these marauders in combat dealing damage in order to be truly effective. They are less useful as a screening element for missiles and harassing units (although they are still effective in that role)