Cold One Chariots

ID: wh2_main_def_cav_cold_one_chariot


Cold One Chariots
Missile Chariot
12 1100 275
Primal Instincts
Armour 110
Leadership 65
Speed 33
Melee Attack 24
Melee Defence 23
Weapon Strength 44
Charge Bonus 50
Ammunition 48
Range 125
Missile Strength 62


Unit Description

A charge so devastating that it rends the flesh and bone from its victims.

Historical Description

Cold One Chariots are sometimes given as gifts to those rare individuals who have pleased Lord Malekith with their devotion and prowess in battle. To possess such a machine is a symbol of great prestige, and is ranked amongst the highest stations in battle, even though the Cold Ones' truculent nature can often bring the chariot to a jarring halt at the most inopportune moments. Should the crew retain mastery of their chariot, they thunder across the battlefield like gods of war, wicked spears levelled and Cold Ones roaring fit to freeze the blood. In the last moment before impact, the crew goad their steeds to one last effort and the chariot crashes into the enemy ranks, crushing foes with the weight of its impact and opening flesh to the bone with the blades upon its flanks.


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.

Murderous Prowess Indicator

Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!

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.


Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Strengths & Weaknesses


Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.


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.


Armoured units can block damage from any source apart from Armour-Piercing damage.

Primal Instincts

When under pressure, the primal instincts of these natural predators take over. They then may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.

Detailed Stats

Battle Entity Stats
Unit Size Medium
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.30
Acceleration 2.00
Deceleration 4.00
Charge Speed 4.50
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 25.00
Turn Speed 90
Strafe Speed 1.00
Land Unit Stats
Unit Category War Machine
Unit Class Chariot
Move Action Points 2100
Melee Attack 24
Melee Defence 23
Charge Bonus 50
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 65
Bonus Hit Points 1496
Unit Stats
Unit Caste Chariot
Unit Weight Heavy
Unit Group Missile Chariot
Unit Group Parent Missile Cavalry & Chariots
Recruitment Turns 2
Recruitment Cost 1100
Upkeep Cost 275
Unit Size 12
Melee CP 550
Missile CP 550


Melee Weapon
Weapon Size Very Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 22
Weapon Damage 12
Weapon AP Damage 32
Building Damage 40
Missile Weapon
Projectile Number 2
Effective Range 125
Minimum Range
Marksmanship Bonus 30
Projectile Spread 1.70
Damage 8
Armor-Piercing Damage 24
Base Reload Time 7
Armour Value 110
Missile Block Chance 0