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HomeHome / Total War: WARHAMMER II / Naggarond / Units / Cold One Knights
Cold One Knights NaggarondNaggarond Shock Cavalry

Cold One Knights

Armed with a mighty lance for a powerful charge, then enchanted swords to deliver punishment up close.

Cold One Knights count themselves amongst the finest warriors in Naggaroth. They are nobles of great wealth and ambition, whose warrior instincts elevate them far beyond the upstart cavalrymen of lesser races. Their weapons are the finest that can be bought in the great cities: long swords enchanted in such a manner as to never lose their edge, and tall lances sharp enough to pierce the hide of a Dragon. Their mounts, too, are superior to those of other lands; no horse, no matter how well-trained or carefully bred, could ever hope to match the savagery of a Naggarothi Cold One.

Cold One Knights

Unit Name

Cold One Knights

Main Unit Key

wh2_main_def_cav_cold_one_knights_0

Land Unit Key

wh2_main_def_cav_cold_one_knights_0

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

Custom Battle Cost

1000

Recruitment Cost

1000

Upkeep Cost

250

Melee Attack

24

Weapon Strength (Weapon Damage)

42

├ Melee Weapon

wh2_main_def_cold_one_lance

├ Melee Damage Base

12

├ Melee Damage Ap

30

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

14

└ Bonus vs Infantry

0

Charge Bonus

56

Melee Defence

26

├ Base Defence

26

├ Shield

wh_missile_block_35_metal

└ Shield Defence

0

Armour

125

├ Armour

wh2_main_plate_90

├ Armour Defence

90

└ Shield Armour

35

Health

120

├ Man Entity

wh_main_cavalry_rider_standard_blood

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

104

├ Mount

wh2_main_def_mnt_cold_one

├ Mount Entity

wh2_main_def_cavalry_cold_one_blood

├ Mount Speed

66

└ Mount Health

8

Leadership (Base Morale)

75

Abilities

  • Murderous Prowess
    Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples.
  • Murderous Prowess Indicator
    Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!
  • 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.
  • 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.
  • 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.
Requires Buildings
Cold One Knights Lv. 0 Dread Manse
Dread Manse
(wh2_main_def_coldones_1)
Level 0
Palace of Dread Knights
Palace of Dread Knights
(wh2_main_def_coldones_2)
Level 1
Garrison Buildings
Cold One Knights x 2 Grand Fortress Gate
Grand Fortress Gate
(wh2_main_special_fortress_gate_eagle_untainted_3)
Level 3
Imposing Fortress Gate
Imposing Fortress Gate
(wh2_main_special_fortress_gate_eagle_untainted_4)
Level 4
Impregnable Fortress Gate
Impregnable Fortress Gate
(wh2_main_special_fortress_gate_eagle_untainted_5)
Level 5
Grand Fortress Gate
Grand Fortress Gate
(wh2_main_special_fortress_gate_griffon_untainted_3)
Level 3
Imposing Fortress Gate
Imposing Fortress Gate
(wh2_main_special_fortress_gate_griffon_untainted_4)
Level 4
Impregnable Fortress Gate
Impregnable Fortress Gate
(wh2_main_special_fortress_gate_griffon_untainted_5)
Level 5
Grand Fortress Gate
Grand Fortress Gate
(wh2_main_special_fortress_gate_phoenix_untainted_3)
Level 3
Imposing Fortress Gate
Imposing Fortress Gate
(wh2_main_special_fortress_gate_phoenix_untainted_4)
Level 4
Impregnable Fortress Gate
Impregnable Fortress Gate
(wh2_main_special_fortress_gate_phoenix_untainted_5)
Level 5
Grand Fortress Gate
Grand Fortress Gate
(wh2_main_special_fortress_gate_unicorn_untainted_3)
Level 3
Imposing Fortress Gate
Imposing Fortress Gate
(wh2_main_special_fortress_gate_unicorn_untainted_4)
Level 4
Impregnable Fortress Gate
Impregnable Fortress Gate
(wh2_main_special_fortress_gate_unicorn_untainted_5)
Level 5
Thriving Occupied Elven Colony
Thriving Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_5)
Level 5
Naggarond (Dark Elf Hold)
Naggarond (Dark Elf Hold)
(wh2_main_special_settlement_naggarond_2)
Level 2
Naggarond (Dark Elf Tower)
Naggarond (Dark Elf Tower)
(wh2_main_special_settlement_naggarond_3)
Level 3
Corrupted Flame of Asuryan
Corrupted Flame of Asuryan
(wh2_main_special_shrine_of_asuryan_1_def)
Level 0
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