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HomeHome / Total War: WARHAMMER II / Reikland (Mortal Empires) / Units / Knights of the Everlasting Light (Empire Knights)
Knights of the Everlasting Light (Empire Knights) Reikland (Mortal Empires)Reikland (Mortal Empires) Shock Cavalry

Knights of the Everlasting Light (Empire Knights)

The fire will always burn, just as the courage of this elite band of men will never be extinguished.

The Knightly Orders of the Empire are organised along strict hierarchical lines, with every novice trained in martial values until ready to take up the mantle of a fully-fledged Knight. Of the many warrior orders stationed throughout the Empire, the Knights of Sigmar’s Blood, the Knights of the Broken Sword, the Knights Griffon and the Knights of the Blazing Sun are but few on a long list of the mighty and worthy.

Knights of the Everlasting Light (Empire Knights)

Unit Name

Knights of the Everlasting Light (Empire Knights)

Main Unit Key

wh2_dlc13_emp_cav_empire_knights_ror_0

Land Unit Key

wh2_dlc13_emp_cav_empire_knights_ror_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Shock Cavalry

Naval Unit Group

Shock Cavalry

Soldiers

60

Caste

Melee Cavalry

Category

Cavalry

Class

Shock Cavalry

Cost

1000

Recruitment Cost

1000

Upkeep Cost

225

Melee Attack

26

Weapon Strength (Weapon Damage)

30

├ Melee Weapon

wh2_dlc13_emp_lance_magical

├ Melee Damage Base

21

├ Melee Damage Ap

9

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

48

Melee Defence

28

├ Base Defence

28

├ Shield

wh_missile_block_55_metal

└ Shield Defence

0

Armour

165

├ Armour

wh2_main_plate_110

├ Armour Defence

110

└ Shield Armour

55

Health

104

├ Man Entity

wh2_dlc13_emp_empire_knights_ror_0

├ Man Speed

31

├ Man Health

8

├ Bonus Hit Points

88

├ Mount

wh2_dlc13_emp_mnt_empire_knights_warhorse_ror_0

├ Mount Entity

wh_main_cavalry_slow_blood

├ Mount Speed

66

└ Mount Health

8

Leadership (Base Morale)

70

Abilities

  • Blinding Radiance
    Their lances gleam with such luminosity that the foe cannot see to adequately defend themselves against the Templars' devastating charge.

Attributes

  • 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-Infantry
    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.
  • Magical Aura
    This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.
Faction Availability
Mortal Empires