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HomeHome / Total War: WARHAMMER III / Oracles of Tzeentch / Units / Chaos Knights of Tzeentch (Lances)
Chaos Knights of Tzeentch (Lances) Oracles of TzeentchOracles of Tzeentch Cavalry & Chariots

Chaos Knights of Tzeentch (Lances)

The formidable tacticians of Tzeentch’s most dedicated Knightly Orders wield their lances with otherworldly precision.

The Knights of Change are mighty and terrible warriors, not bred only from the ranks of the northern tribes but also from the lands of the Empire, Bretonnia, Tilea and Estalia who have turned apostate, abandoning their native lands for the dubious favours of Tzeentch. Many were individuals of great importance and temporal power in their former lives, such as statesmen and nobles, while others were famous Templars or renowned military men. Atop their great Chaos Steeds, they carry ostentatious weapons in a grotesque echo of the illustrious Knightly Orders to which many of them once belonged.

Chaos Knights of Tzeentch (Lances)

Unit Name

Chaos Knights of Tzeentch (Lances)

Main Unit Key

wh3_dlc20_chs_cav_chaos_knights_mtze_lances

Land Unit Key

wh3_dlc20_chs_cav_chaos_knights_mtze_lances

Land Unit Group Parents

Cavalry & Chariots

Land Unit Group

Shock Cavalry

Caste

Melee Cavalry

Category

War Beast

Class

Shock Cavalry

Custom Battle Cost

1500

Recruitment Cost

1600

Upkeep Cost

400

Number of Units

60

Hit Points

7620

├ Mount

60

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1c_dlc20_chaos_knights_hr1_large_heavy_horse_lance_sword_and_shield

├ Man Entity

wh3_dlc20_chaos_knight_rider_blood

├ Man Hit Points

8

├ Num Men

60

└ Bonus Hit Points

119

Mass

130

└ Man Mass

130.0000

Armour

120

├ Armour

wh2_main_heavy_metal_120

├ Shield

wh_missile_block_30_metal

Missile Block Chance

30

Leadership

75

Speed

33

└ Man Speed

33

Melee Attack

42

Melee Defence

36

Weapon Strength

53

├ Melee Weapon

wh3_dlc20_chaos_knight_mtze_lance

Base Weapon Damage

36

Armour-Piercing Weapon Damage

17

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

80

Abilities

No Ability

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.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Mark of Tzeentch
    A unit with the [[col:white]]Mark of Tzeentch has:

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.
  • Barrier
    This unit has a barrier that absorbs damage until depleted. When not taking damage, the barrier will slowly replenish. Maximum barrier health is proportional to remaining unit health.
  • 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.