Royal Hippogryph Knights
A hippogryph is no easy prize, but its power in battle makes the effort to tame one worth it.Taming a hippogryph presents a challenge that many Bretonnian Lords cannot turn down, and this has made them into much sought after steeds. To successfully do so, the animal must be captured and broken at a very young age but, given the relentless territorialism of adult hippogryphs, acquiring a chick or an egg can prove a dangerous proposition indeed. Occasionally, the task of appropriating such a beast is given to a Knight Errant as a way of proving himself. More often, a Duke will find suitable 'volunteers' from among the peasantry, promising a huge reward to any survivors that return with a healthy, young hippogryph.
Unit Name Royal Hippogryph Knights |
Main Unit Key wh_dlc07_brt_cav_royal_hippogryph_knights_0 |
Land Unit Key wh_dlc07_brt_cav_royal_hippogryph_knights_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Flying Cavalry |
Naval Unit Group Flying Cavalry |
Soldiers 8 |
Caste Monstrous Cavalry |
Category War Beast |
Class Shock Cavalry |
Custom Battle Cost 2000 |
Recruitment Cost 2000 |
Upkeep Cost 500 |
Melee Attack 40 |
114 |
├ Melee Weapon wh_dlc07_brt_hippogryph_knight |
├ Melee Damage Base 36 |
├ Melee Damage Ap 78 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 50 |
28 |
├ Base Defence 28 |
├ Shield none |
└ Shield Defence 0 |
60 |
├ Armour wh_main_brt_plate_partial_barded |
├ Armour Defence 60 |
└ Shield Armour 0 |
899 |
├ Man Entity wh_main_cavalry_rider_standard_blood |
├ Man Speed 33 |
├ Man Health 8 |
├ Bonus Hit Points 883 |
├ Mount wh_dlc07_brt_mnt_hippogrpyh_1 |
├ Mount Entity wh_dlc07_flying_hippogryph_blood_1 |
├ Mount Speed 70 |
└ Mount Health 8 |
Leadership (Base Morale) 70 |
Abilities
No Ability
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. - Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
Strengths & Weaknesses
- Causes Terror
This unit can fear themselves. - Armour-Piercing
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
Faction Availability | |
---|---|
Warhammer | |
The Season of Revelation |