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HomeHome / Total War: WARHAMMER III / Cult of Pleasure / Units / Master (Cold One)
Master (Cold One) Cult of PleasureCult of Pleasure Heroes

Master (Cold One)

Masters are Dreadlords in the making. They are yet to prove themselves in command of their own raiding party, but are eager to show their abilities and deadly ambition.

Dark Elf Masters are the nobles of Druchii society. However, theirs is a ladder with very greasy rungs, and more nobles perish in the climb than ever reach the heady heights of becoming a Dreadlord. To alleviate the understandable paranoia engendered by the Dark Elves' treacherous society, a rigid code of etiquette has evolved. The lowborn classes may not approach within three sword lengths of a noble without being summoned. A retainer may stand as close as two sword lengths whilst a trusted retainer, such as a bodyguard, may stand just outside a single sword's length. The closest, most intimate space is reserved for lovers, playthings and mortal foes (the latter being far more trustworthy within reach than not).

Master (Cold One)

Unit Name

Master (Cold One)

Main Unit Key

wh2_dlc14_def_cha_master_2

Land Unit Key

wh2_dlc14_def_cha_master_2

Land Unit Group Parents

Heroes

Land Unit Group

Melee Specialist

Caste

Hero

Category

Cavalry

Class

Command

Custom Battle Cost

750

Recruitment Cost

1200

Upkeep Cost

300

Number of Units

1

Hit Points

4478

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1d_elf_rp3_cold_one_lance_sword_shield

├ Man Entity

wh2_main_cavalry_rider_standard_hero

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

4470

Mass

500

└ Man Mass

500.0000

Armour

110

├ Armour

wh2_main_plate_110

├ Shield

wh_missile_block_35_metal

Missile Block Chance

35

Leadership

75

Speed

36

└ Man Speed

36

Melee Attack

36

Melee Defence

50

Weapon Strength

360

├ Melee Weapon

wh2_dlc14_def_master_cold_one

Base Weapon Damage

80

Armour-Piercing Weapon Damage

280

Bonus vs. Large

30

Bonus vs. Infantry

0

Charge Bonus

55

Abilities

  • Guardian
    In the midst of a bloodbath it's good to know that someone has your back.
    [[img:ui/Battle UI/ability_icons/resistance_physical.png]] Physical Resistance +15
  • Murderous Prowess
    Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples.
    Armour-Piercing Missile Damage x 120%
    Charge Bonus x 125%
    Melee Attack x 125%
    Leadership +15
  • Murderous Prowess Indicator
    Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!
  • Wounds
    Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%
  • Deadly Onslaught
    Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
    Charge Bonus x 160%
    Armour-Piercing Weapon Damage x 125%
    Base Weapon Damage x 125%
  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
    Speed x 125%

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.
  • Encourage
    This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • 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.