Feral Cold Ones
Untamed Cold Ones are far too unpredictable to be ridden into battle; simply point them at the foe and stay out of their way!Cold Ones are rapacious predators, fuelled by a savage blood-lust that drives them to attack any warm-blooded creature that comes near. They hunt in packs, and are perfectly capable of bringing down creatures many times their own size. As soon as they become aware of their prey, the pack will surge forth, some of their number harrying and snapping at their quarry, while the rest of the pack swings forward to left and right. Once surrounded, the unfortunate victim will quickly be dragged down and consumed. Cold Ones can be broken to the saddle, and are used as cavalry mounts by both the Dark Elves and Lizardmen. However, breaking them in this way tempers their normally savage nature, and although still ferocious compared to most mounts, it leaves them dull-eyed and sullen compared to their wild cousins. For this reason, Wizards will sometimes bind packs of feral Cold Ones to their will with a Scroll of Binding, and then unleash them at the start of a battle to surge uncontrollably forward and savagely attack the foe. Used in this way, a large pack of Cold Ones can inflict terrible harm, while smaller packs are ideal for snapping and biting at the flanks of the opposing army.
Unit Name Feral Cold Ones |
Main Unit Key wh2_main_lzd_cav_cold_ones_feral_0 |
Land Unit Key wh2_main_lzd_cav_cold_ones_feral_0 |
Land Unit Group Parents Cavalry & Chariots |
Land Unit Group Cold One Cavalry |
Caste Melee Cavalry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 450 |
Recruitment Cost 450 |
Upkeep Cost 113 |
Number of Units 32 |
5024 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts rp3_cold_one |
├ Man Entity wh2_main_lzd_cavalry_feral_cold_one_blood |
├ Man Hit Points 8 |
├ Num Men 32 |
└ Bonus Hit Points 149 |
700 |
└ Man Mass 700.0000 |
90 |
├ Armour wh2_main_body_90 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 55 |
70 |
└ Man Speed 70 |
Melee Attack 25 |
24 |
46 |
├ Melee Weapon wh2_main_lzd_cold_one_feral |
├ Base Weapon Damage 12 |
├ Armour-Piercing Weapon Damage 34 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 28 |
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. -
Rampage
When this unit gets hurt it may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - 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. - Rampage
When this unit gets hurt and enemies are nearby it might go on a rampage, attacking the closest enemy and ignoring any orders given.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |