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HomeHome / Total War: WARHAMMER II / Hexoatl / Units / Cold One Riders
Cold One Riders HexoatlHexoatl Melee Cavalry

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.

Cold One Riders

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

Custom Battle Cost

850

Recruitment Cost

850

Upkeep Cost

212

Melee Attack

34

Weapon Strength (Weapon Damage)

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

Melee Defence

28

├ Base Defence

28

├ 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

  • 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.
Requires Buildings
Cold One Riders Lv. 0 Cold One Caves
Cold One Caves
(wh2_main_lzd_coldones_1)
Level 0
Garrison Buildings
Cold One Riders x 2 Force Walls
Force Walls
(wh2_main_lzd_defence_major_2)
Level 1
Cold One Riders x 3 Energy Dome
Energy Dome
(wh2_main_lzd_defence_major_3)
Level 2
Cold One Riders x 1 Thriving Occupied Elven Colony
Thriving Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_5)
Level 5

(wh2_main_special_settlement_hexoatl_hexoatl_1)
Level 1

(wh2_main_special_settlement_hexoatl_hexoatl_3)
Level 3

(wh2_main_special_settlement_hexoatl_other_lzd_1)
Level 1

(wh2_main_special_settlement_hexoatl_other_lzd_3)
Level 3

(wh2_main_special_settlement_itza_other_lzd_1)
Level 1

(wh2_main_special_settlement_itza_other_lzd_2)
Level 2

(wh2_main_special_settlement_itza_other_lzd_3)
Level 3

(wh2_main_special_settlement_itza_other_lzd_4)
Level 4