Knights of Morr (Empire Knights)
The God of the Dead's chosen Knights provide a steady supply of settlers to populate His ethereal realm.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.
Unit Name Knights of Morr (Empire Knights) |
Main Unit Key wh2_dlc13_emp_cav_empire_knights_ror_1 |
Land Unit Key wh2_dlc13_emp_cav_empire_knights_ror_1 |
Land Unit Group Parents Cavalry & Chariots |
Land Unit Group Shock Cavalry |
Caste Melee Cavalry |
Category Cavalry |
Class Shock Cavalry |
Custom Battle Cost 1100 |
Recruitment Cost 1100 |
Upkeep Cost 275 |
Number of Units 60 |
6000 |
├ Mount 60 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_empire_hr1_warhorse_lance_sword_shield |
├ Man Entity wh_main_cavalry_rider_standard_blood |
├ Man Hit Points 8 |
├ Num Men 60 |
└ Bonus Hit Points 92 |
100 |
└ Man Mass 100.0000 |
110 |
├ Armour wh2_main_plate_110 |
├ Shield wh_missile_block_30_metal |
└ Missile Block Chance 30 |
Leadership 70 |
33 |
└ Man Speed 33 |
Melee Attack 26 |
30 |
30 |
├ Melee Weapon wh_main_emp_lance |
├ Base Weapon Damage 21 |
├ Armour-Piercing Weapon Damage 9 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 48 |
Abilities
-
Grim Resolve
The Empire's dark guardians do not retreat nor surrender, even when faced with seemingly insurmountable odds.
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. -
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 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. - Causes Terror
This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves. - 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 | |
---|---|
Immortal Empires | |
The Realm of Chaos |