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HomeHome / Total War: WARHAMMER III / Cult of Sigmar / Units / Knights of the Blazing Sun
Knights of the Blazing Sun Cult of SigmarCult of Sigmar Cavalry & Chariots

Knights of the Blazing Sun

Well-armoured and resplendent, the Knights deliver a fierce and destructive charge.

The Reiksguard Knights are the personal army of the Emperor. As an Elector Count, the Emperor also has direct command of his own provincial army - which in the case of Karl Franz are the regiments of Altdorf and the Reikland - but it is the Knights of the Reiksguard that form the symbol of his military strength. As befits their prestigious role and elite status, the Knights are equipped with the very finest weapons and suits of armour available. They ride fine destriers to war and the suits of gleaming plate armour in which they are clad are emblazoned with symbols of allegiance to the Emperor. Although few in number, the Reiksguard Knights are the most important part of the Emperor's army, for they are a symbol of the Empire's nobility and martial might. As such, when a unit of Reiksguard Knights takes to battle, it will typically form up proudly in the centre of the Empire battle line, the better to inspire the common soldiery and reassure them that the blessing of the Emperor is with them.

Knights of the Blazing Sun

Unit Name

Knights of the Blazing Sun

Main Unit Key

wh_dlc04_emp_cav_knights_blazing_sun_0

Land Unit Key

wh_dlc04_emp_cav_knights_blazing_sun_0

Land Unit Group Parents

Cavalry & Chariots

Land Unit Group

Shock Cavalry

Caste

Melee Cavalry

Category

Cavalry

Class

Melee Cavalry

Custom Battle Cost

1200

Recruitment Cost

1200

Upkeep Cost

300

Number of Units

60

Hit Points

6480

├ Mount

60

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_blazing_sun_hr1_warhorse_lance_sword_shield

├ Man Entity

wh_main_cavalry_rider_standard_blood

├ Man Hit Points

8

├ Num Men

60

└ Bonus Hit Points

100

Mass

100

└ Man Mass

100.0000

Armour

100

├ Armour

wh2_main_plate_100

├ Shield

wh_missile_block_30_metal

Missile Block Chance

30

Leadership

70

Speed

33

└ Man Speed

33

Melee Attack

40

Melee Defence

26

Weapon Strength

42

├ Melee Weapon

wh_dlc04_emp_lance_blazing_sun

Base Weapon Damage

29

Armour-Piercing Weapon Damage

13

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

78

Abilities

No Ability

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 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.
  • Blazing Sun Chapter
    The Knights of the Blazing Sun are substantially more costly unless you control their Chapterhouse in the region of Talabheim.
  • 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.