Karl Franz - Unit | Total War: WARHAMMER II Database Karl Franz - Unit | Total War: WARHAMMER II Database

Karl Franz

ID: wh_main_emp_cha_karl_franz_4

Unit

Karl Franz
Cavalry
1 1350 337
Armoured
Armour-Piercing
Duellist
4,892
Armour 120
Leadership 80
Speed 34
Melee Attack 65
Melee Defence 45
Weapon Strength 470
Charge Bonus 90

About

Unit Description

For the Empire! For Sigmar! For GLORY!

Historical Description

The Emperor is Karl Franz, Prince of Altdorf and Elector Count of Reikland. Karl Franz is said to be the greatest statesman the Old World has ever seen. He is also a military genius and a valiant general. The Emperor frequently takes personal command of his soldiers, wielding Ghal Maraz, the fabled hammer of Sigmar, like the Warrior God of old, smiting enemies of the Empire with every blow. Karl Franz often rides to battle on the back of Deathclaw, reputed to be the mightiest Imperial griffon that ever lived. A powerful bond exists between the beast and its master, one forged in countless battles and many adventures. During the Battle of Blood Keep, Deathclaw stood over the prone form of the wounded Emperor for three hours, slaying any who came near until the Reiksguard could hack a path to their fallen Lord.

Abilities

Foe-Seeker

There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.

Stand Your Ground!

On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.

Hold the Line!

Those in command of the ranks will issue their orders with a ferocious bark, expecting instant obeisance.

Attributes

Encourage

This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Hide (forest)

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

Immune to Psychology

The unit is immune to psychological attacks (fear and terror).

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

Armoured units can block damage from any source apart from Armour-Piercing damage.

Duellist

This unit is best used to attack individual targets such as Lords or Heroes. As it can only damage very few individuals at a time, it is not suitable against hordes of weak enemies.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.40
Acceleration 2.00
Deceleration 4.00
Charge Speed 4.10
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Cavalry
Unit Class Command
Move Action Points 2100
Melee Attack 65
Melee Defence 45
Charge Bonus 90
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 80
Bonus Hit Points 4884
Unit Stats
Unit Caste Lord
Unit Weight Medium
Unit Group Cavalry
Unit Group Parent Lords
Recruitment Turns 1
Recruitment Cost 1350
Upkeep Cost 337
Unit Size 1
Melee CP 1350
Missile CP

Equipment

Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 140
Weapon AP Damage 330
Building Damage 150
Armour
Armour Value 120
Shield
Missile Block Chance 0