Cold One Riders
Those able to ride Cold Ones charge headlong into enemy lines, thrashing with crude but effective clubs.Saurus warriors are formidable fighters, but when mounted atop a Cold One they become a shock force capable of delivering an absolute mauling. Those foes who can muster the courage to stand before the sight of oncoming Cold One cavalry find themselves beset by a whirlwind of biting jaws, slashing talons and jabbing spear thrusts. Those Saurus Warriors blessed by Itzl have an innate aptitude for mounted warfare. They exude a musk not dissimilar to the rank odour produced by the Cold Ones themselves, allowing them to form bonds with the otherwise hostile creatures. The Saurus have dewclaws that are perfect for gripping the thick-scaled hides of their reptilian steed, leaving them free to carry both spears and shields. All such spawning produce a Pack Leader who instinctively leads the group - knowing where to find the Cold Ones and how best to break them in as mounts.
Unit Name Cold One Riders |
Main Unit Key wh2_main_lzd_cav_cold_ones_1 |
Land Unit Key wh2_main_lzd_cav_cold_ones_1 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Cold One Cavalry |
Naval Unit Group Cold One Cavalry |
Soldiers 48 |
Caste Melee Cavalry |
Category Cavalry |
Class Melee Cavalry |
Cost 850 |
Recruitment Cost 850 |
Upkeep Cost 212 |
Melee Attack 31 |
50 |
├ Melee Weapon wh2_main_lzd_cold_one_club |
├ Melee Damage Base 15 |
├ Melee Damage Ap 35 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 32 |
26 |
├ Base Defence 26 |
├ Shield wh_missile_block_30_wood |
└ Shield Defence 0 |
120 |
├ Armour wh2_main_body_90 |
├ Armour Defence 90 |
└ Shield Armour 30 |
130 |
├ Man Entity wh_main_cavalry_rider_standard_blood |
├ Man Speed 33 |
├ Man Health 8 |
├ Bonus Hit Points 114 |
├ Mount wh2_main_lzd_mnt_cold_one |
├ Mount Entity wh2_main_lzd_cavalry_cold_one_blood |
├ Mount Speed 66 |
└ Mount Health 8 |
Leadership (Base Morale) 75 |
Abilities
- Primal Instincts
When under pressure, the primal instincts of these natural predators take over - they may then go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.
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. - Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Armoured & Shielded
Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - Armour-Piercing
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets. - Predatory Senses
These units are natural hunters that can sense prey hiding nearby. - Primal Instincts
When under pressure, the primal instincts of these natural predators take over. They then may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.
Faction Availability | |
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The Eye of the Vortex |