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HomeHome / Total War: WARHAMMER II / Lizardmen Intervention / Units / Cold One Spear-Riders
Cold One Spear-Riders Lizardmen InterventionLizardmen Intervention Shock Cavalry

Cold One Spear-Riders

A pack of Cold Ones, ridden with skill, can charge powerfully into melee and remain there for some time.

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.

Cold One Spear-Riders Cold One Spear-Riders Cold One Spear-Riders Cold One Spear-Riders Cold One Spear-Riders Cold One Spear-Riders
Cold One Spear-Riders

Unit Name

Cold One Spear-Riders

Main Unit Key

wh2_main_lzd_cav_cold_one_spearmen_1

Land Unit Key

wh2_main_lzd_cav_cold_one_spearriders_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Cold One Spear Cavalry

Naval Unit Group

Cold One Spear Cavalry

Soldiers

48

Caste

Melee Cavalry

Category

Cavalry

Class

Shock Cavalry

Cost

1000

Recruitment Cost

1000

Upkeep Cost

250

Melee Attack

26

Weapon Strength (Weapon Damage)

48

├ Melee Weapon

wh2_main_lzd_cold_one_spear

├ Melee Damage Base

14

├ Melee Damage Ap

34

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

14

└ Bonus vs Infantry

0

Charge Bonus

32

Melee Defence

26

├ Base Defence

26

├ Shield

wh_missile_block_30_wood

└ Shield Defence

0

Armour

120

├ Armour

wh2_main_body_90

├ Armour Defence

90

└ Shield Armour

30

Health

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

No Ability

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.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
  • Predatory Senses
    These units are natural hunters that can sense prey hiding nearby.
Requires Buildings
Cold One Spear-Riders Lv. 0 Cold One Caves
Cold One Caves
(wh2_main_lzd_coldones_1)
Level 0
Garrison Buildings
Cold One Spear-Riders x 2 Mystic Barriers
Mystic Barriers
(wh2_main_lzd_defence_major_1)
Level 0
Force Walls
Force Walls
(wh2_main_lzd_defence_major_2)
Level 1
Cold One Spear-Riders x 3 Energy Dome
Energy Dome
(wh2_main_lzd_defence_major_3)
Level 2
Cold One Spear-Riders x 1 Saurus Garrison
Saurus Garrison
(wh2_main_lzd_defence_minor_2)
Level 1
Lizardmen Plaza
Lizardmen Plaza
(wh2_main_lzd_outpostnorsca_minor_2)
Level 2
Lizardmen Plaza
Lizardmen Plaza
(wh2_main_lzd_outpostnorsca_minor_2_coast)
Level 2
Holy Ziggurat
Holy Ziggurat
(wh2_main_lzd_outpostnorsca_minor_3)
Level 3
Holy Ziggurat
Holy Ziggurat
(wh2_main_lzd_outpostnorsca_minor_3_coast)
Level 3
Lizardmen Plaza
Lizardmen Plaza
(wh2_main_lzd_settlement_minor_2)
Level 2
Lizardmen Plaza
Lizardmen Plaza
(wh2_main_lzd_settlement_minor_2_coast)
Level 2
Holy Ziggurat
Holy Ziggurat
(wh2_main_lzd_settlement_minor_3)
Level 3
Holy Ziggurat
Holy Ziggurat
(wh2_main_lzd_settlement_minor_3_coast)
Level 3
Thriving Occupied Elven Colony
Thriving Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_5)
Level 5
Occupied Hexoatl (Level 1)
Occupied Hexoatl (Level 1)
(wh2_main_special_settlement_hexoatl_other_lzd_1)
Level 1
Occupied Hexoatl (Level 3)
Occupied Hexoatl (Level 3)
(wh2_main_special_settlement_hexoatl_other_lzd_3)
Level 3
Occupied Itza (Lizardmen Plaza)
Occupied Itza (Lizardmen Plaza)
(wh2_main_special_settlement_itza_other_lzd_1)
Level 1
Occupied Itza (Lizardmen Plaza)
Occupied Itza (Lizardmen Plaza)
(wh2_main_special_settlement_itza_other_lzd_2)
Level 2
Occupied Itza (Holy Ziggurat)
Occupied Itza (Holy Ziggurat)
(wh2_main_special_settlement_itza_other_lzd_3)
Level 3
Occupied Itza (Temple-City)
Occupied Itza (Temple-City)
(wh2_main_special_settlement_itza_other_lzd_4)
Level 4