Knight Commander

(image)

The most experienced knights serve their lords with unflinching loyalty. They are deadly in battle, fighting skilfully with both sword and lance, and men will rally to the sight of a Knight Commander at the forefront of a charge.

Special Notes: Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation. Rally gives a bonus to surrounding units if this unit has made an attack this turn, or, on defending, on its previous turn.

 

Information

Advances from: Knight Errant
Advances to:
Cost: 58
HP: 64
Moves: 8
XP: 120
Level: 3
Alignment: lawful
Id: Ceresian Knight Commander
Abilities: rally

Attacks (damage × count)

(image)sword
melee
11 × 4
blade
(image)lance
melee
14 × 2
pierce
charge

Resistances

(icon) blade30% (icon) pierce-20%
(icon) impact30% (icon) fire0%
(icon) cold0% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle140%
(icon) Cave320%
(icon) Coastal Reef330%
(icon) Deep Water20%
(icon) Flat140%
(icon) Forest230%
(icon) Frozen230%
(icon) Fungus420%
(icon) Hills240%
(icon) Mountains350%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp420%
(icon) Unwalkable20%
(icon) Village140%
Last updated on Fri Apr 20 13:14:41 2018.