

This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes. 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. This unit can hide in forests until enemy units get too close.Īrmoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.Īnti-infantry units have an advantage against targets that are smaller than a horse.

Units that cause terror are immune to terror and fear themselves. This unit can cause terror, making its melee target rout for a short time. This unit frightens all enemy units, reducing their leadership when nearby. The Empire's dark guardians do not retreat nor surrender, even when faced with seemingly insurmountable odds. ├ Mountwh2_dlc13_emp_mnt_empire_knights_warhorse_ror_1 ├ Man Entity wh_main_cavalry_rider_standard_blood Land Unit Keywh2_dlc13_emp_cav_empire_knights_ror_1 Main Unit Keywh2_dlc13_emp_cav_empire_knights_ror_1 Unit NameKnights of Morr (Empire Knights)
