Knights of the Realm

ID: wh_main_brt_cav_knights_of_the_realm

Unit

Knights of the Realm
Shock Cavalry
60 950 238
Armoured & Shielded
Anti-Large
6,000
Armour 90
Leadership 75
Speed 33
Melee Attack 32
Melee Defence 26
Weapon Strength 37
Charge Bonus 68

About

Unit Description

The Knights ride down their enemies with a thunderous charge and a cry of valour.

Historical Description

Once a Knight Errant has proved himself worthy of his station, he is confirmed as a Knight of the Realm. Knights of the Realm make up the bulk of the nobility of Bretonnia and command great respect both for their station and for the deeds they have performed to reach it. Upon his investiture, a Knight is given the responsibility of administrating a domain – generally a few acres of land, a village and a castle. As the common folk in the domain are bound to his service, to work his land and pay their taxes, so too does the Knight swear fealty to the higher orders of nobility. A Knight of the Realm is duty-bound to defend his people and his land until death. As a noble trained in the arts of battle, he is expected to defend himself and his domain against minor threats without assistance from others. If the situation is more desperate, the Knight may either marshal the peasants of the village to fight with him, or instead shelter the commoners in his castle until help arrives from neighbouring domains. Above all, he is required to maintain the standards of Knightly honour, obeying the strict tenets of Bretonnian chivalry. Amongst the most important of these is to respond to the call to war, when a Knight will fight alongside his peers, not as a rite of passage, but as duty required by his station. There is no greater shame than to fail in these responsibilities, thus betraying the chivalric code. If he does so, he may be stripped of all titles and rights, and be banished from the realm until he can prove himself once more.

Abilities

Lance

Forming a wedge before the charge enables mounted Knights to smash through enemy lines, causing great disarray among their ranks.

Attributes

Hide (forest)

This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

Anti-Large

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.

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 Shock Cavalry
Move Action Points 2100
Melee Attack 32
Melee Defence 26
Charge Bonus 68
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 5
Morale 75
Bonus Hit Points 92
Unit Stats
Unit Caste Melee Cavalry
Unit Weight Heavy
Unit Group Shock Cavalry
Unit Group Parent Cavalry & Chariots
Recruitment Turns 1
Recruitment Cost 950
Upkeep Cost 238
Unit Size 60
Melee CP 950
Missile CP

Equipment

Melee Weapon
Weapon Size
Weapon Type Lance
Bonus vs Cavalry
Bonus vs Large 10
Bonus vs Infantry
Weapon Damage 28
Weapon AP Damage 9
Building Damage 10
Armour
Armour Value 90
Shield
Missile Block Chance 30