BLACK GRAIL KNIGHTS

Warhammer Fantasy Battles 6th Edition
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BLACK GRAIL KNIGHTS

You may include up to one unit of Black Grail Knights in any Vampire Counts army as a Rare Unit.  If you take a Blood Dragon Vampire Count as your General, you may include up to two units, but they will still count as Rare Units.

0-1 BLACK GRAIL KNIGHTS

Points/model: 35


This regiment consists of the re-animated remains of Bretonnian Grail Knights and their horses. They are extremely powerful warriors and fight relentlessly. The horses are not slowed by difficult terrain and the regiment will never flee from hand-to-hand combat. These warriors are supernatural creatures which cause fear and are immune to psychology themselves.  They are merciless killing machines that know no mercy and are strictly the instruments of the Necromancer who raised them.
M WS BS S T W I A Ld

Black Grail Knights 4 5 3 4 4 2 3 1 9
Black Grail Knight Champion 4 6 3 4 4 2 4 2 9
Undead Warhorse 8 3 0 3 3 1 3 1 5

Units Size: 5-20

Weapons/Armour: Black Grail Knights wear heavy armour, carry a shield and ride barded Undead Warhorses.  They are armed with a sword and lance.

Save: 2+

Options:

  • Upgrade one Black Grail Knight into a Musician for +10 pts.
  • Upgrade one Black Grail Knight into a Standard Bearer for +20 pts.
  • Promote one Black Grail Knight to a Champion for +20 pts.
  • If the unit has a Standard Bearer, then the Standard Bearer may carry a magic banner worth up to 50 points.

Special Rules:

Lance Formation. Black Grail Knights may use the Lance formation.  See page 30 of Ravening Hordes (in the Bretonnians Special Rules) for full rules.

Immune to Psychology. Black Grail Knights have a twisted form of the Grail Virtue, as they are totally immune to psychology.  If they are ever required to take a Leadership test for psychology tests, they will automatically pass it, so no dice are actually rolled.

Combat. Black Grail Knights cannot be broken in hand-to-hand combat, and need never take a Break test if beaten in combat.  Instead, when they are beaten in hand-to-hand combat the magical link between them and their master is weakened and, as a result, they sustain further damage.  For every point by which they have lost the combat the Black Grail Knight unit sustains an extra wound, which may be enough to destroy one or more Black Grail Knights.

Ethereal Mounts. Black Grail Knights and their Warhorses can discorporate to move through walls or other solid objects, becoming momentarily ethereal as they ride straight through solid objects.  This enables Black Grail Knights to move over difficult terrain or obstacles without penalty.

Fear. Black Grail Knights are Undead creature and cause fear as described in the psychology section of the Warhammer Rulebook.

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