Total War: WARHAMMER

Total War: WARHAMMER

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The Knights of Morr
   
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Tags: mod, Units
File Size
Posted
Updated
23.945 MB
6 Jun, 2016 @ 12:49am
17 Oct, 2017 @ 1:53pm
13 Change Notes ( view )

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The Knights of Morr

Description
Hello all,
here is an interesting Empire Knightly Order unit I decided to create for my battles vs the Vampire Counts.

I made two unit's of this Order, a Halberdier unit and a sword and shield cavalry unit. Lore says they can use great weapons on horse but since Empire was lacking any proper melee cavalry I decided to give the cavalry swords and shields instead.

Some history / lore on the Knights of Morr:

Encased within black armour and deathly silent when on the battlefield, the Knights of Morr are the dark guardians of the Empire. When parents wish to get their children to sleep at night, they tell them that the Knights of Morr will come for them unless they rest. The Knights of Morr are widely feared for their devotion to the god of the dead, and dark tales abound regarding their initiation rites. Even so, their martial prowess is more than welcome to those they fight alongside, for their silent efficiency is among the best in the Empire.

Whilst the cult of Morr has few, if any, official templars, they do have the Black Guard. These universally dour and serious warriors have an even more serious responsibility: to guard both the living and the dead from the endless malice of the Undead and those who would raise them. For the most part, they are a defensive order, protecting the great temples and graveyards of the Empire and the dignitaries of the cult, only riding to war in exceptional circumstances, such as during a crusade against the Vampire Counts.

Unit Stats:

Knights of Morr cavalry

Charge Bonus : 40
Melee Attack : 40
Melee defense : 50
Bonus Hitpoints : 88
Weapon Dmg : 29
Armour Piercing dmg : 12
Unit Cap : 6
Cost : 1500
Upkeep : 475


Knights of Morr Halberdiers

Charge Bonus : 20
Melee Attack : 35
Melee defense : 50
Bonus Hitpoints : 88
Weapon Dmg : 12
Armour Piercing dmg : 35
Unit Cap : 10
Cost : 1300
Upkeep : 350

Popular Discussions View All (3)
4
9 Jun, 2016 @ 10:49am
Help!
Carnate
0
19 Dec, 2016 @ 5:27am
Uppdate pls
Agis
0
19 Dec, 2016 @ 5:27am
Uppdate pls
Agis
179 Comments
Postal Merchant 16 Aug, 2022 @ 3:42pm 
Damn Dragondefender really hitting it hard there with the 'Ah it's not lore accurate' shtick
Dragondefender 4 Feb, 2019 @ 8:31am 
You should have kept the cavalry the same as the lore. Empire is perhaps best at hammer and anvil, and doesn't really need a melee cavalry. I'd use this mod, but since it's not like the lore, I'll pass.
Adrian Maximillian 4 Jan, 2018 @ 2:42am 
your unit cards are great, worthy to be put side by side with official CA's unit cards...
Chairman Meow 6 Dec, 2017 @ 10:19pm 
@Zaskar70, Thank you for answering! I thought it might be cool, since I plan to post the Knights of Morr in Stirland. Great mod, and I'm glad you made it.
Zaskar70  [author] 6 Dec, 2017 @ 9:50pm 
@ Irøn Death , sadly there is no specific attribute in the game that I could give them that would make them better vs vampires. I think there are some spells that would fit but they are not magical and it might make them overpowered.
Chairman Meow 6 Dec, 2017 @ 9:29pm 
Since the Knights of Morr, according to the lore, are mainly undead specialists, is there anyway to give them a major bonus against the vampires? I think that would be an awesome way of adding some lore-friendly game mechanics
seblblanc 30 Nov, 2017 @ 7:07pm 
no one seems to have said thanks...so ...thanks:)
Zaskar70  [author] 17 Oct, 2017 @ 1:56pm 
Updated - 10/17/2017
F1reRapt0r 30 Sep, 2017 @ 8:19am 
update pls
mr.weed1070 12 Aug, 2017 @ 10:16pm 
pls update this looks realy cool tnx .