
Knights of the Everlasting Light (Empire Knights)
Melee cavalry· Shock Cavalry· Tier 3· 60 models at Ultra size
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Knights of the Everlasting Light (Empire Knights) are Empire melee cavalry: 6,480 HP across 60 models, armour 110, melee attack 26, melee defence 34, weapon strength 30. It costs 1,000 in the campaign and in multiplayer. Unit key wh2_dlc13_emp_cav_empire_knights_ror_0. Patch 9.0.4, from the game's data tables.
Health
108 per model
6,480
Armour
shield blocks 55% of small-arms missiles from the front (not artillery)
110
Leadership
70
Speed
78
Melee attack
26
Melee defence
34
Weapon strength
21 base + 9 armour-piercing
30
Charge bonus
48
Attributes
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
- Blinding RadianceHex (Area) · -8 Melee AttackpassiveBlinding RadianceHex (Area)-8 Melee AttackPassive · Range 35 mTheir lances gleam with such luminosity that the foe cannot see to adequately defend themselves against the Templars' devastating charge.
Counters
Good against
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens
- Light infantry-sized units — large, mass 1,800e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · The Empire: Teutogen Guard, Greatswords
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · The Empire: Demigryph Knights (Halberds), Halberdiers
- Armour-piercing — armour 110e.g. Warp-Doom Magma-Cannon, Little Grom, Dread Saurian · The Empire: Luminark of Hysh, The Emperor's Wrath (Steam Tank)
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: Casket of Souls (441.22× faster), War Wagons (Mortars) (62.94× faster), War Wagons (51.97× faster)
Loses to, at a similar price: Chaos Knights (5.91× slower), Questing Knights (5.10× slower), Knights of the White Wolf (4.62× 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 1,000 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.