Knights of the Blazing Sun
Well-armoured and resplendent, the Knights deliver a fierce and destructive charge.The Reiksguard Knights are the personal army of the Emperor. As an Elector Count, the Emperor also has direct command of his own provincial army - which in the case of Karl Franz are the regiments of Altdorf and the Reikland - but it is the Knights of the Reiksguard that form the symbol of his military strength. As befits their prestigious role and elite status, the Knights are equipped with the very finest weapons and suits of armour available. They ride fine destriers to war and the suits of gleaming plate armour in which they are clad are emblazoned with symbols of allegiance to the Emperor. Although few in number, the Reiksguard Knights are the most important part of the Emperor's army, for they are a symbol of the Empire's nobility and martial might. As such, when a unit of Reiksguard Knights takes to battle, it will typically form up proudly in the centre of the Empire battle line, the better to inspire the common soldiery and reassure them that the blessing of the Emperor is with them.
Unit Name Knights of the Blazing Sun |
Main Unit Key wh_dlc04_emp_cav_knights_blazing_sun_0 |
Land Unit Key wh_dlc04_emp_cav_knights_blazing_sun_0 |
Land Unit Group Parents Cavalry & Chariots |
Land Unit Group Shock Cavalry |
Caste Melee Cavalry |
Category Cavalry |
Class Melee Cavalry |
Custom Battle Cost 1200 |
Recruitment Cost 1200 |
Upkeep Cost 300 |
Number of Units 60 |
6480 |
├ Mount 60 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_blazing_sun_hr1_warhorse_lance_sword_shield |
├ Man Entity wh_main_cavalry_rider_standard_blood |
├ Man Hit Points 8 |
├ Num Men 60 |
└ Bonus Hit Points 100 |
100 |
└ Man Mass 100.0000 |
100 |
├ Armour wh2_main_plate_100 |
├ Shield wh_missile_block_30_metal |
└ Missile Block Chance 30 |
Leadership 70 |
33 |
└ Man Speed 33 |
Melee Attack 40 |
26 |
42 |
├ Melee Weapon wh_dlc04_emp_lance_blazing_sun |
├ Base Weapon Damage 29 |
├ Armour-Piercing Weapon Damage 13 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 78 |
Abilities
No Ability
Attributes
-
Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Armoured & Shielded
Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - Blazing Sun Chapter
The Knights of the Blazing Sun are substantially more costly unless you control their Chapterhouse in the region of Talabheim. - 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 effects a large area.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |