Blood Knights

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

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.

Attributes

Attribute Description
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 The unit is Undead (does not rout, immune to terror, becomes unstable when is low). It will suffer from attrition when moving through territory not owned by the Undead.

Abilities

Ability Description
The Flag of Blood Keep

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

Frenzy

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

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.

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