Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)
Knights of Morr (Empire Knights) unit card

Knights of Morr (Empire Knights)

Melee cavalry· Shock Cavalry· Tier 3· 60 models at Ultra size

Duel it in the combat calculator →

Knights of Morr (Empire Knights) are Empire melee cavalry: 6,480 HP across 60 models, armour 120, melee attack 30, melee defence 30, weapon strength 30. It costs 1,100 in the campaign and in multiplayer. Unit key wh2_dlc13_emp_cav_empire_knights_ror_1. Patch 9.0.4, from the game's data tables.

Health

108 per model

6,480

bottom 38% of class

Armour

shield blocks 55% of small-arms missiles from the front (not artillery)

120

top 18% of class

Leadership

70

bottom 44% of class

Speed

78

bottom 33% of class

Melee attack

30

bottom 39% of class

Melee defence

30

bottom 39% of class

Weapon strength

21 base + 9 armour-piercing

30

bottom 17% of class

Charge bonus

48

top 44% of class

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.

  • 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.

  • Hide (forest)

    This unit can hide in forests until enemy units get too close.

Abilities

  • Stern ResolveAugment (Area)passive

Counters

Good against

Vulnerable to

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

COMPUTEDAt equal gold it beats 42.1% of the game's 152 cavalry and chariots units in melee. Per 1,000 gold: 32 damage per second against Chaos Warriors; it lasts 37.8 s against one unit of them.

Beats, at a similar price: Casket of Souls (348.99× faster), War Wagons (Mortars) (48.80× faster), War Wagons (40.29× faster)

Loses to, at a similar price: Chaos Knights of Nurgle (6.89× slower), Questing Knights (5.68× slower), Chaos Knights (5.51× 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 1,100 multiplayer gold.

Who can field it

  • The Empire · Reikland · extended roster

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.

Extended roster: every race above has this unit only through campaign_exclusive rows of units_custom_battle_permissions — CA's note: such units are “filtered out of matchmaking and are generally disabled when unit caps setting is enabled” (“Unable to recruit with unit caps enabled”). So: Custom Battle with Unit caps off, at the multiplayer cost, but not in ranked battles. Race rankings and best-unit lists leave such a unit out for those races.

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.