Knights of the Ebon Claw (Dread Knights) - Unit | Total War: WARHAMMER II Database Knights of the Ebon Claw (Dread Knights) - Unit | Total War: WARHAMMER II Database

Knights of the Ebon Claw (Dread Knights)

ID: wh2_dlc10_def_cav_knights_of_the_ebon_claw_ror_0

Unit

Knights of the Ebon Claw (Dread Knights)
Cold One Cavalry
48 1500 375
Armoured & Shielded
Armour-Piercing
5,376
Armour 120
Leadership 90
Speed 33
Melee Attack 49
Melee Defence 52
Weapon Strength 48
Charge Bonus 36

About

Unit Description

With riders as deadly as their mounts, the Knights of the Ebon Claw are a force to be reckoned with.

Historical Description

Cold One Knights count themselves amongst the finest warriors in Naggaroth. They are nobles of great wealth and ambition, whose warrior instincts elevate them far beyond the upstart cavalrymen of lesser races. Their weapons are the finest that can be bought in the great cities: long swords enchanted in such a manner as to never lose their edge, and tall lances sharp enough to pierce the hide of a Dragon. Their mounts, too, are superior to those of other lands; no horse, no matter how well-trained or carefully bred, could ever hope to match the savagery of a Naggarothi Cold One.

Abilities

Murderous Mastery

Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples.

Murderous Prowess Indicator

Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!

Attributes

Can Cause 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.

Strengths & Weaknesses

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.

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.

Detailed Stats

Battle Entity Stats
Unit Size Medium
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.30
Acceleration 2.00
Deceleration 4.00
Charge Speed 4.50
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 25.00
Turn Speed 90
Strafe Speed 1.00
Land Unit Stats
Unit Category Cavalry
Unit Class Melee Cavalry
Move Action Points 2100
Melee Attack 49
Melee Defence 52
Charge Bonus 36
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 3
Morale 90
Bonus Hit Points 104
Unit Stats
Unit Caste Melee Cavalry
Unit Weight Heavy
Unit Group Cold One Cavalry
Unit Group Parent Cavalry & Chariots
Recruitment Turns 3
Recruitment Cost 1500
Upkeep Cost 375
Unit Size 48
Melee CP 1500
Missile CP

Equipment

Melee Weapon
Weapon Size
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 14
Weapon AP Damage 34
Building Damage 10
Armour
Armour Value 120
Shield
Missile Block Chance 35