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HomeHome / Total War: WARHAMMER III / Reikland / Units / Knights of the Everlasting Light (Empire Knights)
Knights of the Everlasting Light (Empire Knights) ReiklandReikland Cavalry & Chariots

Knights of the Everlasting Light (Empire Knights)

The fire will always burn, just as the courage of this elite band of men will never be extinguished.

The Knightly Orders of the Empire are organised along strict hierarchical lines, with every novice trained in martial values until ready to take up the mantle of a fully-fledged Knight. Of the many warrior orders stationed throughout the Empire, the Knights of Sigmar’s Blood, the Knights of the Broken Sword, the Knights Griffon and the Knights of the Blazing Sun are but few on a long list of the mighty and worthy.

Knights of the Everlasting Light (Empire Knights)

Unit Name

Knights of the Everlasting Light (Empire Knights)

Main Unit Key

wh2_dlc13_emp_cav_empire_knights_ror_0

Land Unit Key

wh2_dlc13_emp_cav_empire_knights_ror_0

Land Unit Group Parents

Cavalry & Chariots

Land Unit Group

Shock Cavalry

Caste

Melee Cavalry

Category

Cavalry

Class

Shock Cavalry

Custom Battle Cost

1000

Recruitment Cost

1000

Upkeep Cost

250

Number of Units

60

Hit Points

6000

├ Mount

60

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_empire_hr1_warhorse_lance_sword_shield

├ Man Entity

wh2_dlc13_emp_empire_knights_ror_0

├ Man Hit Points

8

├ Num Men

60

└ Bonus Hit Points

92

Mass

800

└ Man Mass

800.0000

Armour

110

├ Armour

wh2_main_plate_110

├ Shield

wh_missile_block_55_metal

Missile Block Chance

55

Leadership

70

Speed

31

└ Man Speed

31

Melee Attack

26

Melee Defence

30

Weapon Strength

30

├ Melee Weapon

wh2_dlc13_emp_lance_magical

Base Weapon Damage

21

Armour-Piercing Weapon Damage

9

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

48

Abilities

  • Blinding Radiance
    Their lances gleam with such luminosity that the foe cannot see to adequately defend themselves against the Templars' devastating charge.
    Melee Attack -8

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.
  • 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.
  • Magical Aura
    This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.
Faction Availability
Immortal Empires
The Realm of Chaos