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HomeHome / Total War: WARHAMMER III / Spirit of the Jungle / Units / Cold One Spear-Riders
Cold One Spear-Riders Spirit of the JungleSpirit of the Jungle Cavalry & Chariots

Cold One Spear-Riders

A pack of Cold Ones, ridden with skill, can charge powerfully into melee and remain there for some time.

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 Spear-Riders Cold One Spear-Riders Cold One Spear-Riders Cold One Spear-Riders Cold One Spear-Riders Cold One Spear-Riders
Cold One Spear-Riders

Unit Name

Cold One Spear-Riders

Main Unit Key

wh2_main_lzd_cav_cold_one_spearmen_1

Land Unit Key

wh2_main_lzd_cav_cold_one_spearriders_1

Land Unit Group Parents

Cavalry & Chariots

Land Unit Group

Cold One Spear Cavalry

Caste

Melee Cavalry

Category

Cavalry

Class

Shock Cavalry

Custom Battle Cost

1000

Recruitment Cost

1000

Upkeep Cost

250

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

75

Speed

33

└ Man Speed

33

Melee Attack

26

Melee Defence

28

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

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.

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.