Black Knights - Unit | Total War: WARHAMMER II Database Black Knights - Unit | Total War: WARHAMMER II Database

Black Knights

ID: wh_main_vmp_cav_black_knights_0

Unit

Black Knights
Cavalry
60 750 187
Armoured & Shielded
Anti-Infantry
6,360
Armour 80
Leadership 50
Speed 33
Melee Attack 24
Melee Defence 30
Weapon Strength 36
Charge Bonus 26

About

Unit Description

Atop their skeletal steeds, Black Knights destroy enemy battle lines with powerful cavalry charges.

Historical Description

In the times before the Empire, there were few domesticated horses, and horsemen were exceedingly rare. In most tribes, a steed was a symbol of wealth and status. So it was often that only a Chieftain and his closest warriors would ride mounted into battle, the wealthiest of their number clad in crude iron plate and carrying stout shields. When these early Knights died, their horses were ritually killed and buried in the barrows alongside their masters, to carry them in the afterlife. Many centuries later, the Vampire Counts are known to summon forth the gruesome remains of those ancient Knights in order to bolster the masses of lesser Undead minions under their control. As a Vampire stalks through barrows and mausoleums, Dark Magic swirls invisibly around him like a cloak, probing and penetrating the cracked and overgrown porticos of each resting place and saturating the bones of the armoured corpses within. A thousand years of dust shifts and dissipates as the parchment-dry cadavers twitch and sit upright. In a morbid mockery of their old lives, these Black Knights stir into motion, tearing themselves free of thorny creepers and thick cobwebs, cold fingers clamping around the hilts of age-blackened blades. Alongside them, the skeletal remains of their steeds jerk to Unlife, twisted by magic into hellish mockeries of the noble beasts they once were.

Abilities

Crumbling

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.

Disintegrating

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

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.

Undead

Strengths & Weaknesses

Anti-Infantry

Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.

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 2.00
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 24
Melee Defence 30
Charge Bonus 26
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 5
Morale 50
Bonus Hit Points 98
Unit Stats
Unit Caste Melee Cavalry
Unit Weight Heavy
Unit Group Cavalry
Unit Group Parent Cavalry & Chariots
Recruitment Turns 1
Recruitment Cost 750
Upkeep Cost 187
Unit Size 60
Melee CP 750
Missile CP

Equipment

Melee Weapon
Weapon Size
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 8
Weapon Damage 25
Weapon AP Damage 11
Building Damage 10
Armour
Armour Value 80
Shield
Missile Block Chance 30