|Necropolis Knights (Halberds)|
Tethered to their mounts by a sharp hook, the other mummified hand wields a barbed staff to carve through mortal flesh.
Necropolis Knights are elite warriors who ride atop giant snake-shaped statues. Their monstrous mounts shatter bones with every swipe of their tails and sink scimitar-sized fangs deep into soft flesh. When Necropolis Knights are awakened to serve in the Tomb King's eternal army, the Necroserpents coiled above their resting places magically slither to Unlife as well; rider and mount are animated by the same warrior spirit, and they move as one being, riding to war in perfect ranks of terrifying cavalry. Necroserpents travel beneath the ground at a relentless pace, emerging from the depths with sand cascading off their forms, warriors standing proudly upon their hooded backs with spears lowered, ready to spill the blood of their foes. Serpentine bodies weave through the battlefield, bladed, fangs and tails lashing out in all directions, leaving a trail of death and woe in their wake. There are few who can stand against the charge of a Necropolis Knight, for they are incredibly powerful and difficult to destroy. As mount and rider share the same soul, only by destroying both can an opponent truly defeat a Necropolis Knight. Few foes are equal to such a task.
The Dark Magic that holds these subjects together has failed. As the necromantic energy flows out of them, nothing is left but a pile of iron and bones in the sand.
In the blasted desert of deepest Nehekhara, the dead rarely remain so. Those dragged back to screaming, clanking Unlife are bound forever to the Tomb King whose will they exist only to serve.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
This unit is an animated construct (does not rout, is immune to terror, becomes unstable when is low). Necrotects can push it to its full combat potential and restore it in battle.
This unit can hide in forests until enemy units get too close.
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
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.
Armoured units can block damage from any source apart from Armour-Piercing damage.
The poisonous attacks of this unit weaken the target's speed and damage.
|Battle Entity Stats|
|Ch. Dist. to Commence Run||30.00|
|Ch. Dist. to Adopt Pose||25.00|
|Ch. Dist. to Pick Target||25.00|
|Land Unit Stats|
|Unit Class||Shock Cavalry|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||284|
|Unit Caste||Monstrous Cavalry|
|Unit Group||Monstrous Cavalry|
|Unit Group Parent||Constructs|
|Bonus vs Cavalry|
|Bonus vs Large||28|
|Bonus vs Infantry|
|Weapon AP Damage||36|
|Missile Block Chance||0|