Left Panel
menu
HomeHome / Total War: WARHAMMER III / The Golden Order / Units / Knights of Morr (Empire Knights)
Knights of Morr (Empire Knights) The Golden OrderThe Golden Order Cavalry & Chariots

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.

Knights of Morr (Empire Knights)

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

Hit Points

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

Mass

100

└ Man Mass

100.0000

Armour

110

├ Armour

wh2_main_plate_110

├ Shield

wh_missile_block_30_metal

Missile Block Chance

30

Leadership

70

Speed

33

└ Man Speed

33

Melee Attack

26

Melee Defence

30

Weapon Strength

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