Warhammer Quest Wiki
Advertisement

Marauder[]

To the north lies the Realm of Chaos and in its shadow are leagues upon leagues of wilderness - hinterlands that are home to many different tribes of Men who worship the Ruinous Powers. The closest of these fell lands to the Empire is Norsca. The Norse are fierce barbarians, usually tall and broad in stature, hard-bitten and warlike with a thirst for adventure. The Marauders who live on the southern coast of Norsca, where the land gouges into the Sea of Claws, are the furthest tribes form the Realm of Chaos and so are said to be the least favoured of their gods - and the most likely to be seen openly in more civilised lands as a result.

Marauder Stats[]

Level 1 2 3 4 5 6 7 8
Movement 4 4 4 4 4 4 4 4
Weapon Skill 3 3 4 4 5 5 5 6
Ballistics Skill 2 2 2 4 4 4
Strength 5 6 6 6 7 7 7 8
Toughness 3 3 3 5 5 5
Melee Attacks 1 1 2 2 3 3 3 4
Ranged Attacks 1 1 1 1 1 1 1 1
Pinning 1 1 1 1 2 2 2 2
Wounds (Varies) 11-15 13 15 28 34 39 41

Marauder Abilities[]

Level Availability Casual Adventurer Hardcore
1 Berserk Berserk Berserk
2 Reaction Strike Battle Blades
3 Battle Rage Ignore Wounds Battle Rage
4 Reaction Strike Battle Blades Reaction Strike
5 Duckback Hunter's Eye
6 Bloodrage Sixth Sense Sixth Sense
7 Battle Shout Battle Shout
8 Bloodrage

The Maurauder will go by a number of game names:

  • Marg the Mighty
  • Kul the Red
  • Crow-Brother Ghord
  • Grisak the Bloody

Berserk (Passive)[]

The Marauder has a chance to go berserk at the start of each turn when enemies are present, or when enemies appear. There is a chance that he is unable to control himself and swings wildly, damaging adjacent warriors and preventing him from taking any actions for the remainder of turn.

Battle Blades (Passive) []

The Marauder sometimes has his number of attack doubled when faced with new enemies.

Sixth Sense (Passive)[]

The Marauder has a sixth sense in combat, allowing him to sense blows before they are thrown. When he is attacked, there is a chance he casually avoids the blow. This ability can only occur once per turn.

Battle Rage (Active)[]

The Marauder has the ability to harness his rage, gaining an additional melee attack per battle levele. This ability may only be used once per dungeon.

Reaction Strike (Passive)[]

The Marauder sometimes has his number of attack doubled when faced with new enemies.

Duckback (Passive)[]

The Marauder is much less likely to be pinned in combat by adjacent enemies.

Bloodrage (Active)[]

The Marauder enters a frenzied rage for the remainder of the turn. Half of the wounds caused whilst under the effect of Blood Rage are returned to the Marauder, healing him.

Battle Shout(Passive)[]

The Marauder lets out a deafening Battle Shout. Each enemy has an 80% chance to be stunned by the reverberations.

Advertisement