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Gory displays of warrior prowess are every Northman's way of turning the Hound God’s gaze.

Marauders of Khorne are a Warhost of the Apocalypse Warriors of Chaos and Khorne Khorne melee infantry unit introduced in Total War: Warhammer III with Champions of Chaos.

Recruitment[ | ]

Description[ | ]

Amongst the savage Northmen there is barely a tribe whose warriors do not include those who honour the Blood God. The lifestyle of Marauder societies near places such as Troll Country or the wild Steppes dovetails neatly with the behaviour the Blood God expects from His followers. Marauders who choose to worship Khorne simply view His patronage as a practical consideration, for those who pay tribute to their dread Lord quickly find themselves blessed with strength and ferocity. However, every lowly devotee of Khorne finds himself on a road to an all-consuming bloodlust that only the most strong-willed can resist, and only the very best can hope to sate.

Attributes[ | ]

  • Infantry axe Axe Infantry
  • Shielded: Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Frenzy: Units with Wh main unit passive frenzyfrenzy cause more damage while their Icon stat moraleleadership is high.

Unit Abilities[ | ]

Passive Abilities[ | ]

Strategy[ | ]

Marauders of Khorne are Khorne armies early game chaff killers. They excel against low armour, high unit-count enemies such as Clan Rats (Skaven) and Skeleton Spearman (Tomb Kings).

While they are not as versatile as Bloodletters, and should not generally be taken into the mid-game, they're cost effectiveness combined with their relatively high weapon damage and their "Frenzy" passive skill can help Khorne armies secure a solid footing in the early game.

They are vulnerable to missile fire. Escort and screen these units with Khornes fast moving units such as Furies, Warhounds and Lords/Heroes, in order to being them to bear on the enemies front line.

The early and effective use of Marauders of Khorne, combined with Chaos Furies and Khorne Warhounds, can mean the difference between a punishing and static/defensive mid-game experience and a relentless sacking and raising Skarbrand rampage across the Southern Badlands.

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