Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki

Damned Knights of the Realm is a Vampire Coast cavalry unit bound to Cylostra Direfin, though an upgrade in the ability Ghosts of the Past. The Knights ride down their enemies with a thunderous charge and a cry of valour.

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.

Attributes[]

  • 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.
  • 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.
  • Ethereal: Ethereal units ignore most damage done by non-magical weapons. As they have shed most of their physical form, they are not slowed by terrain-based movement penalties either.
  • Causes Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Strategy[]

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