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HomeHome / Total War: WARHAMMER III / Cult of Sotek / Units / Pok-Hopak Cohort (Cold One Spear-Riders)
Pok-Hopak Cohort (Cold One Spear-Riders) Cult of SotekCult of Sotek Cavalry & Chariots

Pok-Hopak Cohort (Cold One Spear-Riders)

The Cold Ones upon which they ride instinctively recognise the same cold-blooded cunning within the hearts of these consummate warriors.

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.

Pok-Hopak Cohort (Cold One Spear-Riders)

Unit Name

Pok-Hopak Cohort (Cold One Spear-Riders)

Main Unit Key

wh2_dlc12_lzd_cav_cold_one_spearriders_ror_0

Land Unit Key

wh2_dlc12_lzd_cav_cold_one_spearriders_ror_0

Land Unit Group Parents

Cavalry & Chariots

Land Unit Group

Cold One Spear Cavalry

Caste

Melee Cavalry

Category

Cavalry

Class

Melee Cavalry

Custom Battle Cost

1300

Recruitment Cost

1300

Upkeep Cost

325

Number of Units

48

Hit Points

6096

├ Mount

48

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu7b_saurus_rp3_cold_one_spear_and_shield

├ Man Entity

wh_main_cavalry_rider_standard_blood

├ Man Hit Points

8

├ Num Men

48

└ Bonus Hit Points

119

Mass

100

└ Man Mass

100.0000

Armour

90

├ Armour

wh2_main_body_90

├ Shield

wh_missile_block_30_wood

Missile Block Chance

30

Leadership

85

Speed

33

└ Man Speed

33

Melee Attack

34

Melee Defence

36

Weapon Strength

48

├ Melee Weapon

wh2_main_lzd_cold_one_spear

Base Weapon Damage

14

Armour-Piercing Weapon Damage

34

Bonus vs. Large

14

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.
  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Immune to Psychology
    The unit is immune to psychological attacks (fear and terror).

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.
  • 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.
Recuitment Requirement
Maximum Number 1