Questing Knights
He who undertakes the quest must never flinch and never waver, until at last he finds the sacred Grail, and sups.Since the days of Giles the Uniter, the Holy Grail has been the ultimate symbol of Bretonnian chivalry, and the ultimate goal of any true Knight has been to find it. He who begins the quest for the Grail relinquishes all his worldly possessions and all ties to his domain. Setting aside his lance, he instates another Knight to fulfil his duties of administration and protection prior to setting out upon the quest. The following months and years of the Questing Knight's life are filled with trials and hardships that strengthen his mind, body and soul. His path is a winding one, for he is pledged to never sleep two nights in the same place and never to yield in his search whilst he continues to draw breath.
Unit Name Questing Knights |
Main Unit Key wh_dlc07_brt_cav_questing_knights_0 |
Land Unit Key wh_dlc07_brt_cav_questing_knights_0 |
Land Unit Group Parents Cavalry & Chariots |
Land Unit Group Cavalry |
Caste Melee Cavalry |
Category Cavalry |
Class Shock Cavalry |
Custom Battle Cost 1100 |
Recruitment Cost 1100 |
Upkeep Cost 275 |
Number of Units 60 |
6480 |
├ Mount 60 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_bretonnian_hr1_warhorse_2handed_sword |
├ Man Entity wh_main_cavalry_rider_standard_blood |
├ Man Hit Points 8 |
├ Num Men 60 |
└ Bonus Hit Points 100 |
100 |
└ Man Mass 100.0000 |
80 |
├ Armour wh2_main_plate_80 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 75 |
33 |
└ Man Speed 33 |
Melee Attack 40 |
39 |
48 |
├ Melee Weapon wh_dlc07_brt_sword_great_questing |
├ Base Weapon Damage 12 |
├ Armour-Piercing Weapon Damage 36 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 41 |
Abilities
-
Lance
Forming a wedge before the charge enables mounted Knights to smash through enemy lines, causing great disarray among their ranks.
Charge Speed x 110%
Acceleration x 140%
Charge Bonus x 140%
Mass x 150%
Melee Defence -8
Attributes
-
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. - 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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |