Verek's Reavers (Black Knights - Lances & Barding)From atop skeletal mounts, death and destruction are dealt without contrition.
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 NameVerek's Reavers (Black Knights - Lances & Barding)
Main Unit Keywh_dlc04_vmp_cav_vereks_reavers_0
Land Unit Keywh_dlc04_vmp_cav_vereks_reavers_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupShock Cavalry
Naval Unit GroupShock Cavalry
Custom Battle Cost1400
├ Melee Weaponwh_main_vmp_wightblade_lance
├ Melee Damage Base30
├ Melee Damage Ap12
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence31
└ Shield Defence0
├ Armour Defence110
└ Shield Armour30
├ Man Entitywh_main_cavalry_rider_standard_blood
├ Man Speed33
├ Man Health8
├ Bonus Hit Points92
├ Mount Entitywh_main_vmp_cav_skeletal_steed_barded
├ Mount Speed73
└ Mount Health8
Leadership (Base Morale)60
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
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.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.
- 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.
The unit is Undead (does not rout, immune to terror, becomes unstable when attrition when moving through territory not owned by the Undead.
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.
flaming attacks will cause more damage to units with Regeneration.
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 Mercenaries Pool
|No.||Pool||Faction||Initial Unit Count||Chance To Replenish||Max Replenish Per Turn||Max Count|