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HomeHome / Total War: WARHAMMER III / Hexoatl / Units / Feral Cold Ones
Feral Cold Ones HexoatlHexoatl Cavalry & Chariots

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.

Feral Cold Ones

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

Hit Points

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

Mass

700

└ Man Mass

700.0000

Armour

90

├ Armour

wh2_main_body_90

├ Shield

none

Missile Block Chance

0

Leadership

55

Speed

70

└ Man Speed

70

Melee Attack

25

Melee Defence

24

Weapon Strength

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.