|Armoured & Shielded|
The Grail Knights charge the enemy line with a furious stampede of hooves and the Lady in their thoughts.
Only when a Questing Knight has proved his valour and purity beyond all doubt does the Lady of the Lake appear to him in a vision, rewarding him not only with the sight of the Grail, but also permitting him to drink from it. Few indeed are allowed to sup from this, the holiest of Bretonnian artefacts, and only those Knights of unblemished purity survive a taste of the blessed waters from the chalice. Those who drink from the mystical chalice are changed forever, granted lifespans many times that of normal men, as well as other, stranger gifts. From that moment on they are irrevocably committed to the service of the Lady and the Grail, a bond that can only be broken by death. To the commoners of Bretonnia, Grail Knights form a pantheon of living deities, their names spoken as a reverent mantra throughout the land, and are often worshipped in their own right. They are tireless, and know neither fear, hardship nor despair, their words and deeds immortalised forever. Some five centuries since his death, many still recount how the eyes of Riquiard of Brascard glowed with a terrible light as he slew the enemies of the Lady, while others speak of a golden aura that protects all Grail Knights from harm. Amongst the most famous of all, Laudyricus of Couronne, was believed to have been possessed of a heart so pure and noble that he was anathema to all unclean creatures and could slay them with his merest touch.
Forming a wedge before the charge enables mounted Knights to smash through enemy lines, causing great disarray among their ranks.
The Lady's blessing is a wondrous gift freely graced upon all Bretonnian subjects, should they but kneel and utter their devotion.
Even when performing the most fatiguing actions, this unit never loses vigour.
This unit can hide in forests until enemy units get too close.
The unit is immune to psychological attacks (fear and terror).
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 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.
Knights who have sipped from the Grail are elevated above mere mortals; they truly are what is best in men.
|Battle Entity Stats|
|Ch. Dist. to Commence Run||35.00|
|Ch. Dist. to Adopt Pose||30.00|
|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||96|
|Unit Caste||Melee Cavalry|
|Unit Weight||Very Heavy|
|Unit Group||Shock Cavalry|
|Unit Group Parent||Cavalry & Chariots|
|Bonus vs Cavalry|
|Bonus vs Large||12|
|Bonus vs Infantry|
|Weapon AP Damage||15|
|Missile Block Chance||30|