Knights of the RealmThe Knights ride down their enemies with a thunderous charge and a cry of valour.
Once a Knight Errant has proved himself worthy of his station, he is confirmed as a Knight of the Realm. Knights of the Realm make up the bulk of the nobility of Bretonnia and command great respect both for their station and for the deeds they have performed to reach it. Upon his investiture, a Knight is given the responsibility of administrating a domain – generally a few acres of land, a village and a castle. As the common folk in the domain are bound to his service, to work his land and pay their taxes, so too does the Knight swear fealty to the higher orders of nobility. A Knight of the Realm is duty-bound to defend his people and his land until death. As a noble trained in the arts of battle, he is expected to defend himself and his domain against minor threats without assistance from others. If the situation is more desperate, the Knight may either marshal the peasants of the village to fight with him, or instead shelter the commoners in his castle until help arrives from neighbouring domains. Above all, he is required to maintain the standards of Knightly honour, obeying the strict tenets of Bretonnian chivalry. Amongst the most important of these is to respond to the call to war, when a Knight will fight alongside his peers, not as a rite of passage, but as duty required by his station. There is no greater shame than to fail in these responsibilities, thus betraying the chivalric code. If he does so, he may be stripped of all titles and rights, and be banished from the realm until he can prove himself once more.
Unit NameKnights of the Realm
Main Unit Keywh_main_brt_cav_knights_of_the_realm
Land Unit Keywh_main_brt_cav_knights_of_the_realm
Naval Unit Keywh_main_shp_transport
Land Unit GroupShock Cavalry
Naval Unit GroupShock Cavalry
Custom Battle Cost1000
├ Melee Weaponwh_main_brt_lance
├ Melee Damage Base28
├ Melee Damage Ap9
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants10
└ Bonus vs Infantry0
├ Base Defence24
└ Shield Defence0
├ Armour Defence80
└ Shield Armour30
├ Man Entitywh_main_cavalry_rider_standard_blood
├ Man Speed33
├ Man Health8
├ Bonus Hit Points84
├ Mount Entitywh_main_brt_cavalry_barded_blood
├ Mount Speed75
└ Mount Health8
Leadership (Base Morale)75
Forming a wedge before the charge enables mounted Knights to smash through enemy lines, causing great disarray among their ranks.
- 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 Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
|The Season of Revelation|