Doom Knights of Tzeentch
Mortal might granted sorcerous flight, tearing the skies asunder in a blaze of blue and gold.Doom Knights are some of the most powerful mortals the world has ever seen. They tame the Discs of Tzeentch and thus consider themselves superior even to other champions of Chaos. Screeching through the air like few before them, they would be a wonderous sight to behold if their coming did not always spell death and, as is their namesake, total and utter doom. There is no escape from the Doom Knights, and as you would be right to expect, they show no mercy whatsoever.
Unit Name Doom Knights of Tzeentch |
Main Unit Key wh3_main_tze_cav_doom_knights_0 |
Land Unit Key wh3_main_tze_cav_doom_knights_0 |
Land Unit Group Parents Cavalry & Chariots |
Land Unit Group Flying Cavalry |
Caste Monstrous Cavalry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1500 |
Recruitment Cost 1600 |
Upkeep Cost 400 |
Number of Units 24 |
5880 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1c_wh3_chaos_wm_disc01_lance_and_shield |
├ Man Entity wh3_main_cavalry_tze_disc_knight_blood |
├ Man Hit Points 8 |
├ Num Men 24 |
└ Bonus Hit Points 237 |
1000 |
└ Man Mass 1000.0000 |
120 |
├ Armour wh2_main_heavy_metal_120 |
├ Shield wh_missile_block_55_metal |
└ Missile Block Chance 55 |
Leadership 80 |
105 |
└ Man Speed 105 |
Melee Attack 44 |
36 |
80 |
├ Melee Weapon wh3_main_tze_lance_doom_knight |
├ Base Weapon Damage 56 |
├ Armour-Piercing Weapon Damage 24 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 52 |
Abilities
No Ability
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. -
Can Fly
This unit can fly. -
Vanguard Deployment
This unit can deploy outside the deployment zone. -
Mark of Tzeentch
A unit with the [[col:white]]Mark of Tzeentch has:
Strengths & Weaknesses
- Armoured & Shielded
Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - Barrier
This unit has a barrier that absorbs damage until depleted. When not taking damage, the barrier will slowly replenish. Maximum barrier health is proportional to remaining unit health. - 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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos | |
The Lost God |