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Christ Knights
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Views: 2584
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Class and category |
heavy cavalry
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Soldier |
Christ_Knights, 24, 0, 1
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
heavy horse, elephant -4, camel -4
Type of animal or vehicle ridden on and its effect
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Engine and Ship |
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Attributes |
can_formed_charge, can_withdraw, hide_forest, sea_faring
A miscellanious list of attributes and abilities the unit may have
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Formation |
2, 4.4, 3, 6, 3, square
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Hit points |
1, 0
Hit points of man, Hit points of mount or attached animal (Ridden horses and camels do not have separate hit points)
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Primary weapon |
8, 5, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1, no
Attack factor, Charging bonus factor, Missile type, Range of missile, Missile ammunition, Weapon type, Tech type, Damage type, Sound type, Min delay between attacks, Skeleton compensation factor in melee, Weapon attributes
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Secondary weapon |
9, 3, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1, ap
Attack factor, Charging bonus factor, Missile type, Range of missile, Missile ammunition, Weapon type, Tech type, Damage type, Sound type, Min delay between attacks, Skeleton compensation factor in melee, Weapon attributes
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Primary armour |
5, 4, 8, metal
Armour factor, Defensive skill, Shield factor, Sound type
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Secondary armour |
0, 0, flesh
Animal's or vehicle's armour factor, Defensive skill, Shield factor, Sound type
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Heat and ground effect |
7, 0, 0, 0, 2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
9, disciplined, trained
Morale, Discipline, Training
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Cost |
1, 820, 185, 80, 185, 820, 2, 240
Number of turns to build, Cost of unit to construct, Cost of upkeep, Cost of upgrading weapons, Cost of upgrading armour, Cost for custom battles, Limit in custom battle, Cost for punish
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Unit Description |
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After suffering defeat and near annihilation at the hands of Pagan forces, those few members of the Livonian Order who survived the Battle of Saule now fight alongside the Teutonic Order. Riding into combat, wielding a mace and wearing chainmail armour, these knights are fuelled by the desire to avenge their fallen brethren who lost their lives to remorseless Pagans.
Armour upgrade |
Heavy Armourer A Heavy Armourer can significantly improve the armour available to new and retrained units.
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Ownership factions |
Christ Knights heavy cavalry Knights who wield a mace and wear chainmail armour.
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
castle Fortress (Upgrade) A fortress is a permanent statement of ownership, and not something that is easily taken.
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Fortress (Upgrade) |
1 |
0.4 |
3 |
0 |
and region_religion catholic 70 |
A fortress is a permanent statement of ownership, and not something that is easily taken. |
2 |
castle Citadel (Upgrade) A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare!
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Citadel (Upgrade) |
1 |
0.4 |
3 |
0 |
and region_religion catholic 70 |
A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare! |
3 |
castle Knight's Stables Knight's stables allow for the recruitment of cavalry units.
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Knight's Stables |
1 |
0.5 |
4 |
0 |
and region_religion catholic 70 |
Knight's stables allow for the recruitment of cavalry units. |
4 |
castle Baron's Stables Baron's stables allow for the recruitment of capable cavalry units.
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Baron's Stables |
1 |
0.7 |
6 |
0 |
and region_religion catholic 70 |
Baron's stables allow for the recruitment of capable cavalry units. |
5 |
castle Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
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Earl's Stables |
1 |
0.7 |
6 |
0 |
and region_religion catholic 70 |
Earl's stables allow for the recruitment of elite cavalry units. |
6 |
castle King's Stables King's stables allow for the recruitment of the penultimate cavalry units.
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King's Stables |
1 |
0.7 |
6 |
1 |
and region_religion catholic 70 |
King's stables allow for the recruitment of the penultimate cavalry units. |
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