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Questing Knights BordeleauxBordeleaux Cavalry & Chariots

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.

Questing Knights

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

Hit Points

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

Mass

100

└ Man Mass

100.0000

Armour

80

├ Armour

wh2_main_plate_80

├ Shield

none

Missile Block Chance

0

Leadership

75

Speed

33

└ Man Speed

33

Melee Attack

40

Melee Defence

39

Weapon Strength

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.