Blood KnightsThe Flag of the Blood Keep flashes violently; the Blood Knights run their enemies down.
Blood Knights are the most fearsome cavalry in all of the Old World. The training and discipline they received in life is enhanced by the unnatural speed and strength of the Vampiric curse. Blood Knights are nigh-on indestructible, riding with fangs bared through storms of arrow and shot. Such is their honour that they will refuse no martial challenge and will fight at the forefront of an Undead army without question. It is said that even the fabled Grail Knights of Bretonnia cannot match the Blood Knights lance-for-lance upon the field. Over time, the Blood Knights have become a macabre parody of the virtuous Templars that Walach turned. Though they retain the Dragon as their symbol, with blazons and crests in their likeness, their armour is encrusted with images of death and slaughter. Their blades are fell weapons inscribed with dark runes, chased with precious metals and fashioned in the likenesses of evil beasts. The Knights do not ride flesh-and-blood horses, but instead charge across the field of battle upon evil Nightmares clad in thick barding painted with the disturbing icons of necromantic power.
Unit NameBlood Knights
Main Unit Keywh_dlc02_vmp_cav_blood_knights_0
Land Unit Keywh_dlc02_vmp_cav_blood_knights_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupShock Cavalry
Naval Unit GroupShock Cavalry
Custom Battle Cost1700
├ Melee Weaponwh_dlc02_vmp_blood_knight_lance
├ Melee Damage Base25
├ Melee Damage Ap11
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants22
└ Bonus vs Infantry0
├ Base Defence40
└ Shield Defence0
├ Armour Defence110
└ Shield Armour30
├ Man Entitywh_main_infantry_standard_large_blood
├ Man Speed33
├ Man Health8
├ Bonus Hit Points88
├ Mount Entitywh_dlc02_vmp_cavalry_standard_blood_knight_blood
├ Mount Speed70
└ Mount Health8
Leadership (Base Morale)65
- The Flag of Blood Keep
The Flag of the Blood Keep flashes violently; the Blood Knights run their enemies down.
Some care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
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.
Units with leadership is high.
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.