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HomeHome / Total War: WARHAMMER III / Cult of Sigmar / Units / Karl Franz (Barded Warhorse)
Karl Franz (Barded Warhorse) Cult of SigmarCult of Sigmar Lords

Karl Franz (Barded 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.

Karl Franz (Barded Warhorse)

Unit Name

Karl Franz (Barded Warhorse)

Main Unit Key

wh_main_emp_cha_karl_franz_4

Land Unit Key

wh_main_emp_cha_karl_franz_4

Land Unit Group Parents

Lords

Land Unit Group

Cavalry

Caste

Lord

Category

Cavalry

Class

Command

Custom Battle Cost

1350

Recruitment Cost

1350

Upkeep Cost

337

Number of Units

1

Hit Points

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

Mass

800

└ Man Mass

800.0000

Armour

120

├ Armour

wh2_main_plate_120

├ Shield

none

Missile Block Chance

0

Leadership

80

Speed

34

└ Man Speed

34

Melee Attack

65

Melee Defence

45

Weapon Strength

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.