
Blood Knights (Lances)
Melee cavalry· Shock Cavalry· Tier 4· 60 models at Ultra size
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Blood Knights (Lances) are Vampire Counts and Undead Legions melee cavalry: 7,200 HP across 60 models, armour 110, melee attack 32, melee defence 42, weapon strength 49. It costs 1,700 in the campaign and 1,650 in multiplayer. Unit key wh_dlc02_vmp_cav_blood_knights_0. Patch 9.0.4, from the game's data tables.
Health
120 per model
7,200
Armour
shield blocks 30% of small-arms missiles from the front (not artillery)
110
Leadership
65
Speed
70
Melee attack
32
Melee defence
42
Weapon strength
32 base + 17 armour-piercing, +22 vs large
49
Charge bonus
72
Attributes
- Causes 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
Undead units cannot be routed, but take damage when their Leadership is broken. Undead units also have: Fear and Terror Immunity Undead units may also have their hit points restored by special characters such as the Vampire Counts Necromancer.
Abilities
- The HungerRegeneration · Replenishes hit points of combatantspassiveThe HungerRegenerationReplenishes hit points of combatantsPassiveAs the Vampires rip apart their victims they feast on the blood that spills forth – gaining strength and replacing lost stamina.
- The Flag of Blood KeepAugment · +20% Missile ResistancepassiveThe Flag of Blood KeepAugment+20% Missile ResistancePassiveThe Flag of the Blood Keep flashes violently; the Blood Knights run their enemies down.
- FrenzyAugment · +10% Charge Bonus, +10 Melee Attack…passiveFrenzyAugment+10% Charge Bonus+10 Melee Attack+10% Armour-Piercing Weapon Damage+10% Base Weapon DamagePassiveSome warriors care not for their own personal safety, and so work themselves into a whirlwind of destruction and mindless violence!
- CrumblingDirect Damage · Causes damage to selfpassiveCrumblingDirect DamageCauses damage to selfPassiveThe 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.
- DisintegratingDirect Damage · Causes severe damage to selfpassiveDisintegratingDirect DamageCauses severe damage to selfPassiveThe Dark Magic binding has failed. Both flesh and Necromantic energy slough off the subjects, leaving naught but dust.
Counters
Good against
- Large units — bonus vs large 22e.g. Rogue Idol, Dread Saurian, Khemric Titan · Vampire Counts: Crypt Horrors, Terrorgheist
- Light infantry-sized units — large, mass 1,330e.g. Exalted Plaguebearers of Nurgle, Zombie Pirate Deckhand Mob, Plaguebearers of Nurgle · Vampire Counts: Zombies, Grave Guard
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · Vampire Counts: Terrorgheist, Grave Guard (Halberds)
- Armour-piercing — armour 110e.g. Warp-Doom Magma-Cannon, Luminark of Hysh, Little Grom · Vampire Counts: Zombie Dragon, Terrorgheist
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Gold for gold
Beats, at a similar price: Luminark of Hysh (3740.95× faster), Casket of Souls (1151.89× faster), Mortis Engine (78.27× faster)
Loses to, at a similar price: Knights of the White Wolf (1.53× slower), Mournfang Cavalry (Great Weapons) (1.49× slower), Demigryph Knights (Halberds) (1.36× slower)
Equal gold, every model fighting at its weapon's attack interval, combat calculator formulas; no charge, mass, splash, leadership or abilities. “Similar price”: within 30% of its 1,650 multiplayer gold. Vampire Counts units ranked.
Patch changes
- Custom battle: now in the Undead Legions roster
Who can field it
- Undead Legions · Host of Nagash
- Vampire Counts · The Drakenhof Conclave
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.