Black Knights
Atop their skeletal steeds, Black Knights destroy enemy battle lines with powerful cavalry charges.In the times before the Empire, there were few domesticated horses, and horsemen were exceedingly rare. In most tribes, a steed was a symbol of wealth and status. So it was often that only a Chieftain and his closest warriors would ride mounted into battle, the wealthiest of their number clad in crude iron plate and carrying stout shields. When these early Knights died, their horses were ritually killed and buried in the barrows alongside their masters, to carry them in the afterlife. Many centuries later, the Vampire Counts are known to summon forth the gruesome remains of those ancient Knights in order to bolster the masses of lesser Undead minions under their control. As a Vampire stalks through barrows and mausoleums, Dark Magic swirls invisibly around him like a cloak, probing and penetrating the cracked and overgrown porticos of each resting place and saturating the bones of the armoured corpses within. A thousand years of dust shifts and dissipates as the parchment-dry cadavers twitch and sit upright. In a morbid mockery of their old lives, these Black Knights stir into motion, tearing themselves free of thorny creepers and thick cobwebs, cold fingers clamping around the hilts of age-blackened blades. Alongside them, the skeletal remains of their steeds jerk to Unlife, twisted by magic into hellish mockeries of the noble beasts they once were.
Unit Name Black Knights |
Main Unit Key wh_main_vmp_cav_black_knights_0 |
Land Unit Key wh_main_vmp_cav_black_knights_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Cavalry |
Naval Unit Group Cavalry |
Soldiers 60 |
Caste Melee Cavalry |
Category Cavalry |
Class Melee Cavalry |
Cost 750 |
Recruitment Cost 750 |
Upkeep Cost 187 |
Melee Attack 24 |
36 |
├ Melee Weapon wh_main_vmp_wightblade_black_knight |
├ Melee Damage Base 25 |
├ Melee Damage Ap 11 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 8 |
Charge Bonus 26 |
30 |
├ Base Defence 30 |
├ Shield wh_missile_block_30_wood |
└ Shield Defence 0 |
110 |
├ Armour wh2_main_plate_80 |
├ Armour Defence 80 |
└ Shield Armour 30 |
114 |
├ Man Entity wh_main_cavalry_rider_standard |
├ Man Speed 33 |
├ Man Health 8 |
├ Bonus Hit Points 98 |
├ Mount wh_main_vmp_mnt_skeletal_steed |
├ Mount Entity wh_main_vmp_cav_skeletal_steed |
├ Mount Speed 78 |
└ Mount Health 8 |
Leadership (Base Morale) 50 |
Abilities
- Crumbling
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will. - Disintegrating
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.
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. - Hide (forest)
This unit can hide in forests until enemy units get too close. - {{tr:wh2_dlc09_undead_description}}
Strengths & Weaknesses
- Armoured & Shielded
Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - Anti-Infantry
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.
Garrison Buildings | |
---|---|
x 2 |
Drakenhof (Shady Township)
(wh_main_special_settlement_castle_drakenhof_3_vmp) Level 3
Grave Guard Watchtower
(wh_main_vmp_garrison_2) Level 1 |
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |