Blood Knights

ID: wh_dlc02_vmp_cav_blood_knights_0


Blood Knights
Shock Cavalry
60 1700 400
Armoured & Shielded
Armour 110
Leadership 65
Speed 33
Melee Attack 32
Melee Defence 40
Weapon Strength 38
Charge Bonus 72


Unit Description

The Flag of the Blood Keep flashes violently; the Blood Knights run their enemies down.

Historical Description

Blood Knights are the most fearsome cavalry in all of the Old World. The training and discipline they received in life is enhanced by the unnatural speed and strength of the Vampiric curse. Blood Knights are nigh-on indestructible, riding with fangs bared through storms of arrow and shot. Such is their honour that they will refuse no martial challenge and will fight at the forefront of an Undead army without question. It is said that even the fabled Grail Knights of Bretonnia cannot match the Blood Knights lance-for-lance upon the field. Over time, the Blood Knights have become a macabre parody of the virtuous Templars that Walach turned. Though they retain the Dragon as their symbol, with blazons and crests in their likeness, their armour is encrusted with images of death and slaughter. Their blades are fell weapons inscribed with dark runes, chased with precious metals and fashioned in the likenesses of evil beasts. The Knights do not ride flesh-and-blood horses, but instead charge across the field of battle upon evil Nightmares clad in thick barding painted with the disturbing icons of necromantic power.


The Flag of Blood Keep

The Flag of the Blood Keep flashes violently; the Blood Knights run their enemies down.


Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!


The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.


The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.


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


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.

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.


Units with frenzy cause more damage while their leadership is high.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.30
Acceleration 2.00
Deceleration 4.00
Charge Speed 4.00
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Cavalry
Unit Class Shock Cavalry
Move Action Points 2100
Melee Attack 32
Melee Defence 40
Charge Bonus 72
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 5
Morale 65
Bonus Hit Points 100
Unit Stats
Unit Caste Melee Cavalry
Unit Weight Heavy
Unit Group Shock Cavalry
Unit Group Parent Cavalry & Chariots
Recruitment Turns 2
Recruitment Cost 1700
Upkeep Cost 400
Unit Size 60
Melee CP 1700
Missile CP


Melee Weapon
Weapon Size
Weapon Type Lance
Bonus vs Cavalry
Bonus vs Large 22
Bonus vs Infantry
Weapon Damage 25
Weapon AP Damage 13
Building Damage 10
Armour Value 110
Missile Block Chance 30