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 |
Land Unit Group Parents Cavalry & Chariots |
Land Unit Group Cold One Cavalry |
Caste Melee Cavalry |
Category Cavalry |
Class Melee Cavalry |
Custom Battle Cost 850 |
Recruitment Cost 850 |
Upkeep Cost 213 |
Number of Units 48 |
6096 |
├ Mount 48 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu7b_saurus_rp3_cold_one_club_and_shield |
├ Man Entity wh_main_cavalry_rider_standard_blood |
├ Man Hit Points 8 |
├ Num Men 48 |
└ Bonus Hit Points 119 |
100 |
└ Man Mass 100.0000 |
90 |
├ Armour wh2_main_body_90 |
├ Shield wh_missile_block_30_wood |
└ Missile Block Chance 30 |
Leadership 75 |
33 |
└ Man Speed 33 |
Melee Attack 31 |
28 |
50 |
├ Melee Weapon wh2_main_lzd_cold_one_club |
├ Base Weapon Damage 15 |
├ Armour-Piercing Weapon Damage 35 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 32 |
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.
Charge Bonus x 115%
Melee Attack +10
[[img:ui/Battle UI/ability_icons/resistance_physical.png]] Physical Resistance +5
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 Armour-Piercing damage. 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 | |
---|---|
Immortal Empires | |
The Realm of Chaos |