
Marauder Chieftain
Lord· Lord· 1 model at Ultra size
Comes with Norsca(Warhammer I)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Marauder Chieftain is Norsca lord: 4,268 HP, armour 50, melee attack 60, melee defence 40, weapon strength 450. It costs 700 in the campaign and in multiplayer. It comes with Norsca. Unit key wh_main_nor_cha_marauder_chieftan_0. Patch 9.0.4, from the game's data tables.
Health
4,268
Armour
shield blocks 35% of small-arms missiles from the front (not artillery)
50
Leadership
70
Speed
35
Melee attack
60
Melee defence
40
Weapon strength
300 base + 150 armour-piercing
450
Charge bonus
55
Attributes
- 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.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
- Fight or Die!Augment (Area) · +24 Melee Attack, +16 LeadershipactiveFight or Die!Augment (Area)+24 Melee Attack+16 LeadershipCooldown 90 s · Duration 18 s · Range 35 mThere is no other choice. There never was.
- RageAugment · +5 Melee Attack, +8 Leadership…passiveRageAugment+5 Melee Attack+8 Leadership+10% Physical ResistanceEffect intensity increases with time spent engaged in melee.PassiveAll it takes is the white-hot heat of battle to turn the issue of poor anger management into a violent advantage.
- Foe-SeekerAugment · +25% Charge Speed, +25% SpeedactiveFoe-SeekerAugment+25% Charge Speed+25% SpeedCooldown 60 s · Duration 25 sThere are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
Counters
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, Morghast Harbingers, Exalted Seeker Chariot · Norsca: War Mammoth, Feral Mammoth
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Marauder Chieftain skill tree
58 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
Plan Marauder Chieftain's skills
- Norscan WarhorseNorscan WarhorseUnlocks at rank 4
- Mount: Norscan Warhorse
- Marauder ChariotMarauder ChariotUnlocks at rank 10
- Mount: Marauder Chariot
- War MammothWar MammothUnlocks at rank 18
- Mount: War Mammoth
- Eye of the GodsEye of the GodsUnlocks at rank 7
- Weapon strength: +10%
- Voice of the Dark GodsVoice of the Dark GodsUnlocks at rank 15
- Cooldown: -33% to "Stand or Die!"
- Cooldown: -33% for "Fight or Die!"
- Character's aura leadership effect: +4
- Leadership aura size: +80%
- Hardened MonstrositiesHardened MonstrositiesUnlocks at rank 15
- Attribute: Perfect Vigour for Monstrous Arcanum monsters (Rank 7 and above) (Lord's army)
- Barrier hit points: +800 for Monstrous Arcanum monsters (Lord's army)
- Melee attack: +8 for Monstrous Arcanum monsters (Lord's army)
- Aura of ChaosAura of ChaosUnlocks at rank 9
- Missile resistance: 10%
- Soldiers of RenownSoldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +1 (own army)
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +3 (own army)
- ImmortalityImmortalityUnlocks at rank 20
- This Lord will be wounded instead of killed in battle
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character experience gain: +20% (Heroes in Lord's army)
- Character will share +15% of experience earned between all other active Lords
- Character experience gain: +35% (Heroes in Lord's army)
- Character will share +30% of experience earned between all other active Lords
- Character experience gain: +50% (Heroes in Lord's army)
- Character will share +50% of experience earned between all other active Lords
- Drinker of BloodDrinker of BloodUnlocks at rank 12 · 2 levelsLevel 1
- Armour-piercing weapon damage: +30
- Melee attack: +4 (Lord's army)
- Armour-piercing weapon damage: +3 (Lord's army)
- Melee attack: +6 (Lord's army)
- Chron's WrathChron's WrathUnlocks at rank 12 · 2 levelsLevel 1
- Bonus vs Infantry: +12
- Charge bonus: +12% (Lord's army)
- Bonus vs Infantry: +20
- Charge bonus: +18% (Lord's army)
- Fury of the HoundFury of the Hound
- Replenishes 15% campaign movement range after winning a battle
- Replaces: "Rage"
- Passive ability: "Berserk"
- Noxious VesselNoxious VesselUnlocks at rank 12 · 2 levelsLevel 1
- Hit points: +7%
- Missile resistance: 8% (Lord's army)
- Hit points: +15%
- Missile resistance: 15% (Lord's army)
- Putrefying OozePutrefying OozeUnlocks at rank 12 · 2 levelsLevel 1
- Armour: +8 (Lord's army)
- Physical resistance: 5% (Lord's army)
- Armour: +15 (Lord's army)
- Physical resistance: 10% (Lord's army)
- Plague of the CrowPlague of the Crow
- Passive ability: "Regeneration"
- Enables poison attacks
- Indulger in the ExoticIndulger in the ExoticUnlocks at rank 12 · 2 levelsLevel 1
- Speed: +7% (Lord's army)
- Vigour loss reduction: -10% (Lord's army)
- Speed: +15% (Lord's army)
- Intoxicating VisionsIntoxicating VisionsUnlocks at rank 12 · 2 levelsLevel 1
- Casualty replenishment rate: +4% (Lord's army)
- Leadership: +4 (Lord's army)
- Casualty replenishment rate: +8% (Lord's army)
- Leadership: +8 (Lord's army)
- Seduction of the SerpentSeduction of the Serpent
- Ability: "Seduction of the Serpent"
- Upkeep: -15% (Lord's army)
- Spirit WandererSpirit WandererUnlocks at rank 12 · 2 levelsLevel 1
- Winds of Magic power reserve: +3 per turn (Lord's army)
- Winds of Magic power reserve capacity: +7 (Lord's army)
- Winds of Magic power reserve: +6 per turn (Lord's army)
- Winds of Magic power reserve capacity: +15 (Lord's army)
- Dark DeceiverDark DeceiverUnlocks at rank 12 · 2 levelsLevel 1
- Barrier hit points: +250 (Lord's army)
- Spell resistance: 10% (Lord's army)
- Barrier hit points: +500 (Lord's army)
- Spell resistance: 20% (Lord's army)
- Sorcery of the EagleSorcery of the Eagle
- Bound spell: "Tzeentch's Firestorm"
- Spell intensity: +10% (Lord's army)
- Enables magical attacks
- Blade MasterBlade Master
- Melee attack: +5
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- Thick-SkinnedThick-Skinned2 levelsLevel 1
- Armour: +7
- Armour: +15
- Hard to HitHard to Hit2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Deadly BladeDeadly Blade2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- IndomitableIndomitable2 levelsLevel 1
- Leadership: +6
- Leadership: +12
- QuicksilverQuicksilver2 levelsLevel 1
- Speed: +7%
- Speed: +15%
- Deadly OnslaughtDeadly Onslaught
- Ability: "Deadly Onslaught"
- Dominating PresenceDominating Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Fearsome WarriorsFearsome Warriors3 levelsLevel 1
- Melee attack: +4 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- Melee attack: +6 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- Weapon strength: +6% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- Melee attack: +8 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- Weapon strength: +12% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Lord's army)
- Beast SlayersBeast Slayers3 levelsLevel 1
- Missile strength: +4% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
- Ammunition: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
- Missile strength: +6% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
- Ammunition: +20% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
- Missile strength: +8% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Lord's army)
- Unnatural SelectionUnnatural Selection3 levelsLevel 1
- Speed: +6% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
- Charge bonus: +6 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
- Speed: +9% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
- Charge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
- Speed: +12% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Lord's army)
- FrostbittenFrostbitten3 levelsLevel 1
- Melee attack: +4 for Skin Wolves and Troll units (Lord's army)
- Melee attack: +4 for Skin Wolves and Troll units (Lord's army)
- Weapon strength: +6% for Skin Wolves and Troll units (Lord's army)
- Melee attack: +6 for Skin Wolves and Troll units (Lord's army)
- Weapon strength: +12% for Skin Wolves and Troll units (Lord's army)
- Hail of TeethHail of Teeth3 levelsLevel 1
- Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
- Armour: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
- Melee attack: +4 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
- Armour: +12 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
- Melee attack: +6 for Manticore, Chimera and Chaos Frost Dragon units (Lord's army)
- Monsters of the NorthMonsters of the North3 levelsLevel 1
- Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
- Melee attack: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
- Melee defence: +4 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
- Melee attack: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
- Melee defence: +6 for Fimir Warriors, Norscan Giant, Feral Mammoth, Dread Maw, Curs'd Ettin and War Mammoth units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Champions of the NorthChampions of the North
- Armour: +12 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Marauders, Marauder Spearmen, Marauder Berserkers, Marauder Bearmen, Flayerkin and Marauder Champions units (Rank 7 and above) (Lord's army)
- Hardened HuntersHardened Hunters
- Missile strength: +12% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for Marauder Hunters, Marauder Horsemen, and Marauder Horsemasters units (Rank 7 and above) (Lord's army)
- Icy WrathIcy Wrath
- Charge bonus: +12 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Norscan Warhounds, Norscan Ice Wolves, Manticore, Skin Wolves, Marauder Chariot and Kurgan Horsemen units (Rank 7 and above) (Lord's army)
- Hulks of DeathHulks of Death
- Armour: +12 for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
- Ward save: +8% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Trolls, Chaos Frost Dragon, Norscan Giant, Fimir, Feral Mammoth, Chimera, Dread Maw, Curs'd Ettin and War Mammoth units (Rank 7 and above) (Lord's army)
- Stand or Die!Stand or Die!
- Replaces: "Rally!"
- Ability: "Stand or Die!"
- Fight or Die!Fight or Die!
- Ability: "Fight or Die!"
- Replaces: "Rally!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Takers of AllTakers of All3 levelsLevel 1
- Income from post-battle loot: +5%
- Income from post-battle loot: +10%
- Income from post-battle loot: +15%
- Serve or DieServe or Die3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Norse ResilienceNorse Resilience
- Casualty replenishment rate: +5% (Lord's army)
- Swelling of DoomSwelling of Doom3 levelsLevel 1
- Growth: +8 (local province)
- Growth: +20 (local province)
- Growth: +36 (local province)
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy battle reinforcement time: +25%
- Battle reinforcement time: -10%
- Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -20%
- Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -30%
- Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- Enables lightning strike battles when reinforcements are present
- RuinationRuination3 levelsLevel 1
- Attrition suffered by defender: +10% when laying siege or encircling (local region)
- Attrition suffered by defender: +20% when laying siege or encircling (local region)
- Control: -4 (local enemy province)
- Attrition suffered by defender: +40% when laying siege or encircling (local region)
- Control: -8 (local enemy province)
- Savage SkillsSavage Skills3 levelsLevel 1
- Recruit rank: +1 for all units (Lord's army)
- Recruit rank: +2 for all units (Lord's army)
- Recruit rank: +3 for all units (Lord's army)
- Unnatural HealingUnnatural Healing
- Casualty replenishment rate: +4% (Lord's army)
- Fuelled by WarFuelled by War3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -9% (Lord's army)
- Spawn of ChaosSpawn of Chaos
- Unit experience gain per turn: +200 (Lord's army)
- Enemy Hero action success chance: -10%
- Campaign movement range: +5%
Every version of Marauder Chieftain
4 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| NorscaLord | 4,268 | 1 | 50 | 70 | 35 | 60 | 40 | 450 | 55 | 700 | 200 | wh_main_nor_cha_marauder_chieftan_0 |
| NorscaLord | 4,676 | 1 | 50 | 70 | 90 | 60 | 40 | 450 | 65 | 900 | 220 | wh_main_nor_cha_marauder_chieftan_1 |
| NorscaLord | 4,996 | 1 | 90 | 70 | 78 | 38 | 20 | 420 | 90 | 1,100 | 275 | wh_main_nor_cha_marauder_chieftan_2 |
| NorscaLord | 14,104 | 1 | 80 | 70 | 56 | 34 | 30 | 525 | 68 | 1,900 | 475 | wh_main_nor_cha_marauder_chieftan_3 |
Who can field it
- Norsca · World Walkers
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.