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HomeHome / Total War: WARHAMMER II / The Drowned / Units / Damned Paladin
Damned Paladin The DrownedThe Drowned Command

Damned Paladin

Even the very pinnacles of Bretonnian chivalry and brilliance are not immune to being conjured up as ethereal slaves.

Many decades ago, Cylostra was the favourite court singer of Bretonnian royalty, a renowned performer for kings, rich nobles, and eminent stately guests. Her sense of self-importance could not be understated – whenever she travelled across the lands of chivalry to give her performances, she did so with a huge entourage made up of servants and attendants who would cater to her every whim. Part of this accompanying group were the unfortunate Knights and Paladins assigned to protect her on her travels, a job typically given as punishment for a misdeed or any unchivalrous behaviour that was not quite worthy of execution. Now long-dead, in life these formidable horsemen could not save Cylostra from her ultimate fate of drowning in the sinking Lamprey all those years ago, but her vengeful soul sometimes calls upon their spirits to return from the afterlife to serve her in the tangible world once more.

Damned Paladin

Unit Name

Damned Paladin

Main Unit Key

wh2_dlc11_cst_cha_damned_paladin_0

Land Unit Key

wh2_dlc11_cst_cha_damned_paladin_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Melee Specialist

Naval Unit Group

Melee Specialist

Soldiers

1

Caste

Hero

Category

Melee Infantry

Class

Command

Cost

900

Recruitment Cost

1000

Upkeep Cost

250

Melee Attack

45

Weapon Strength (Weapon Damage)

390

├ Melee Weapon

wh2_dlc11_sword_damned_paladin

├ Melee Damage Base

255

├ Melee Damage Ap

135

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

20

└ Bonus vs Infantry

0

Charge Bonus

40

Melee Defence

40

├ Base Defence

40

├ Shield

wh_missile_block_35_wood

└ Shield Defence

0

Armour

35

├ Armour

wh_main_body_0

├ Armour Defence

0

└ Shield Armour

35

Health

3188

├ Man Entity

wh_main_infantry_standard_fast_hero

├ Man Speed

40

├ Man Health

8

└ Bonus Hit Points

3180

Leadership (Base Morale)

45

Abilities

  • Deadly Onslaught
    Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
  • Crumbling
    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.
  • Disintegrating
    The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Strider
    This unit ignores speed and combat penalties caused by terrain and can move through trees.
  • {{tr:wh2_dlc09_undead_description}}

Strengths & Weaknesses

  • Shielded
    Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Anti-Large
    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.
  • Ethereal
    Ethereal units ignore most damage done by non-magical weapons. As they have shed most of their physical form, they are not slowed by terrain-based movement penalties either.
Recuitment Requirement
Maximum Number 1