Karl Franz (Warhorse)
For the Empire! For Sigmar! For GLORY!The Emperor is Karl Franz, Prince of Altdorf and Elector Count of Reikland. Karl Franz is said to be the greatest statesman the Old World has ever seen. He is also a military genius and a valiant general. The Emperor frequently takes personal command of his soldiers, wielding Ghal Maraz, the fabled hammer of Sigmar, like the Warrior God of old, smiting enemies of the Empire with every blow. Karl Franz often rides to battle on the back of Deathclaw, reputed to be the mightiest Imperial griffon that ever lived. A powerful bond exists between the beast and its master, one forged in countless battles and many adventures. During the Battle of Blood Keep, Deathclaw stood over the prone form of the wounded Emperor for three hours, slaying any who came near until the Reiksguard could hack a path to their fallen Lord.
Unit Name Karl Franz (Warhorse) |
Main Unit Key wh_main_emp_cha_karl_franz_3 |
Land Unit Key wh_main_emp_cha_karl_franz_3 |
Land Unit Group Parents Lords |
Land Unit Group Cavalry |
Caste Lord |
Category Cavalry |
Class Command |
Custom Battle Cost 1300 |
Recruitment Cost 1300 |
Upkeep Cost 325 |
Number of Units 1 |
4892 |
├ Mount 1 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_empire_hr1_warhorse_hammer |
├ Man Entity wh2_dlc16_infantry_standard_hero_blood_high_kb_resist |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 4884 |
800 |
└ Man Mass 800.0000 |
100 |
├ Armour wh2_main_plate_100 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 80 |
34 |
└ Man Speed 34 |
Melee Attack 65 |
45 |
470 |
├ Melee Weapon wh_main_emp_hammer_hero |
├ Base Weapon Damage 140 |
├ Armour-Piercing Weapon Damage 330 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 90 |
Abilities
-
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
Foe-Seeker
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
Speed x 125% -
Stand Your Ground!
On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
Melee Defence +24
Leadership +16 -
Hold the Line!
Those in command of the ranks will issue their orders with a ferocious bark, expecting instant obeisance.
Melee Defence +5
Leadership +4
Attributes
-
Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the 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. -
Immune to Psychology
The unit is immune to psychological attacks (fear and terror).
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Armour-Piercing
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets. - Duellist
This unit is best used to attack individual targets such as Lords or Heroes. As it can only damage very few individuals at a time, it is not suitable against hordes of weak enemies.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |